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NL2 might Have some competition..

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Post February 2nd, 2014, 5:20 pm

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Post February 2nd, 2014, 5:27 pm
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eh.... idk
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Post February 2nd, 2014, 5:28 pm
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Post February 2nd, 2014, 5:37 pm

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Post February 2nd, 2014, 5:54 pm
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False, did you see Xcelerator track, looked very RCT3 ish and not NL2.
Yes I agree the Wingrider trains look good, we haven't seen the NL2 ones yet.

Post February 2nd, 2014, 6:00 pm
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NL2's graphics kick too much ass for TPS to even come close.

Post February 2nd, 2014, 6:01 pm

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Post February 2nd, 2014, 6:33 pm

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On the other hand It will be available on Steam and supports Oculus Rift. So while NL2 is superior in many aspects, i fear TPS will win.

Post February 2nd, 2014, 6:38 pm

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I want to make a huge state fair in TPS with over 100 flat rides and 5 portable roller coasters.

Post February 2nd, 2014, 7:10 pm

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Competition based on overall game quality MAYBE. The roller coaster design aspect there's absolutely no doubt that NL2 is superior. NL2's models are of equal or better quality. When NL2 is updated with wingriders and a few other styles, they will also be perfect. TPS has the advantage of user-end accessibility with respect to like flatrides and scenery/building creation. Though all of this is still possible in NL2.

Post February 2nd, 2014, 7:26 pm

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I want to make a really weird Japanese park full of funny engrish signs to walk up to and look at. Then ride a jet coaster and a few basic rides.

Post February 2nd, 2014, 10:22 pm

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Didn't expect to open a thread and see myself in the video.

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Post February 2nd, 2014, 11:05 pm
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I was pretty torn between this and nl2. Honestly I probably got nl2 because it came out first.

Post February 2nd, 2014, 11:30 pm

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TPS has the advantage of user-end accessibility with respect to like flatrides and scenery/building creation. Though all of this is still possible in NL2.


This might be POSSIBLE in NL2, but it is far from user-friendly or available to everyone. Everything you mention as being "possible" in NL2 is actually not possible for those who don't have pretty well working knowledge of 3D modeling, scripting, etc. Based on what we've seen so far from TPS, these specific features will blow NL2 out of the water based on accessibility alone, though I agree with the majority sentiment that there's no competition on the actual coasters.

Post February 2nd, 2014, 11:37 pm

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I'm looking forward to TPS. While it won't have the stunning graphics of NL2, it should blow RCT3 out of the water when it comes to making parks :)
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Post February 3rd, 2014, 8:37 am
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Question: Will a review of this game be known as a TPS report?

Post February 3rd, 2014, 12:08 pm
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Originally posted by zacattack1104

TPS has the advantage of user-end accessibility with respect to like flatrides and scenery/building creation. Though all of this is still possible in NL2.

This might be POSSIBLE in NL2, but it is far from user-friendly or available to everyone. Everything you mention as being "possible" in NL2 is actually not possible for those who don't have pretty well working knowledge of 3D modeling, scripting, etc. Based on what we've seen so far from TPS, these specific features will blow NL2 out of the water based on accessibility alone, though I agree with the majority sentiment that there's no competition on the actual coasters.
To be honest though you can probably accomplish far more with flat rides in nl2 given how open to customization it seems to be, even if it is not as accessible to the general enthusiast or gamer, because that's not nl's target audience. RCT3 goes for mass appeal, it's all the way at the game end of the spectrum. NL2 at the simulation end of the spectrum is for a very specific kind of person, those looking for versatility and realism who are not against the tedious work involved. TPS seems like it's trying to be in the middle of the spectrum, making nl's realism and versatility more accessible.

Honestly I like the HR/UR/TPS style of track design, you can accomplish quite a bit with it. Still no match for the nl2 editor though imho, even if it is more time consuming.

Post February 3rd, 2014, 12:10 pm
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Isn't TPS supposed to be an RCT3 "replacement"?
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Post February 3rd, 2014, 12:36 pm
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Originally posted by Coasterkidmwm

Isn't TPS supposed to be an RCT3 "replacement"?

Theoretically, yes.
But we don't know all the details about scenarios and stuff yet.
Or do we?

Post February 3rd, 2014, 6:36 pm

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I've been following TPS for almost a year, and it's gone from what looked like a Hyper Rails update to something much more. The project has delayed slightly with the introduction of unplanned features as well as expanding current ones. Pantera does need solid community support before doing something though, which is why things have the potential to change and improve even as we go along. For example, the coaster building system was originally planned to be a re-hash of the one in Hyper Rails, but following some comments and feedback, they are looking to b-splines or some other more advanced system.

The community is primarily from RCT, but I have to say that TPS is no real RCT replacement. It's all about park and ride simulation, there is no money/management/game features planned yet. (This may change in the future.) Basically, TPS will be for the RCT builder and modder enthusiast who was very disappointed at what couldn't be done.

While TPS and NL2 have a lot of overlapping features, I still don't see them as being in competition with each other. TPS will feature a full custom flat ride builder that's looking to be more robust than scripting, and have fully assemble-able custom trains. You don't even need to import any custom 3D models; you can mix and match parts that are built-in. Check out the videos on their Youtube channel. Also, the terrain editing system is shaping up to be pretty robust so far, and just like in Hyper Rails, the building space will be huge. Also, I trust the walk mode to transition in and out properly, given how the one in Hyper Rails was pretty well done. (At least by 2002 standards; the controls may have been poor, but the flow of going through a queue, boarding, riding, and unboarding a ride was done perfectly.)

Lastly, I suspect the game engine will be better optimized for parks. You can't really build more than 2 or 3 rides in an NL2 scene without unusable lag, although things have gotten slightly better after a patch. However, there's too many things we don't know yet, although what we do know is that TPS will ship with a decent base of pre-made assets: textures, models, rides, etc. instead of leaving it completely up to the community to build and share these items. The library won't be as large as in RCT3, but there will be enough to build something nice.

I do hope the track shaping tools improve, or at least that the track format is done well so that 3rd party programs can support it easily. The way I see it right now is that some projects are better suited to NL2, and some will be better suited to TPS. NL2 is still primarily focused on the single coaster, and the new abilities really just add to the scene without really shifting its focus. The engine can't handle enough rides yet to build a flourishing park environment. On the other hand, TPS will feature a robust pathbuilding system, guests, shops, etc. making it easier to truly complete the park environment. The compromise is detail and realism, but that's something I can live if my goal is to create a lively park scene focused on large environments.

Then again, I also had $100 to spend on both. Professional license and $100 tier on TPS's Kickstarter. I support the next gen of coaster/park simulation because let's be honest, it's been way too long since anything like NL2 or TPS have happened. Having both is even better, when SM/HR/RCT and so many others have died out. I disagree with the idea that TPS and NL2 compete fiercely; they're different programs meeting different needs.

Post February 3rd, 2014, 11:00 pm
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The only thing that rivals NL2 is that they have updated car models for the some trains that were borrowed from NL 1, such as Intamin mega coaster.

Otherwise, I don't know how this will compare, except maybe for casual enthusiasts who find NL2 "too difficult" to learn.


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