?????????Sniper????????? ????????? (krazyt)
This coaster wasn't bad technically, and had pretty god sequencing, but it was way too slow. It felt like it was crawling through the second half, as all the speed was lost very quickly. I don't think this one was quite good enough to make it to round 2. Still, all you had to do was be more careful technically and amp up the adrenaline and you could have had a winner. You?????????ve got potential, now you just need to use it. I hope to see you try again in the future.
Technical:
There was a lot of pretty bad pumping, and several bumps, but the shaping wasn't really that bad. The only part that was off was the dropping double helix????????? there was too much banking at the top, and not enough banking at the bottom. Still, the shaping was generally good. A 7/10 there. Then, there was one major problem????????? the supports. It looks like you ran out of time, and submitted the coaster before they were done. In the first big turn, there was a stretch of supports that had no connections to the track, which left about 190 feet of track with no supports. Then, in the entrance to the diving double helix, there were track connections but no supports to go with them. This left 220 feet of unsupported track hanging in the air. More importantly than that, though, the e-stop failed. The dummy block at the trim brakes enabled 2 trains to be on the circuit at the same time. And when an e-stop happened, the second train barreled through the course and smashed right into the first one. Advice for the future: If you?????????re going to use 3 trains, you have to either include a MCBR or 2 stations. Having neither will almost always either create stacking if there is no dummy block, or e-stop problems if there is one. You had 9 cars per train, so 2 trains would have been just fine for this coaster. Either that, or just change one of the end blocks into an unloading station. The worst part of all of this is that you did not trade one for the other. Even though you used a dummy block and had the e-stop problem, it still did not completely eliminate the stacking. It was minor, though, so I'll let it slide. 7/10 in shaping, 1 point off for the crash, 1.5 point off for the lack of supports.
Adrenaline:
The first bit was actually really good, but everything from the turn leading out down the diagonal path all the way back to the station was absolutely horrible. The speed was less than 20 mph several times. Not only is that really boring, but it might also create stalling problems on cold mornings. The real problem is your train length????????? with 3 trains running, there is no way you needed 9 cars per train. In NL, even though it is unrealistic, longer trains lose speed much faster than shorter ones. This track would have had much better pacing if you had dropped the train length to 8 or 7 cars. The sequence was actually pretty good, so you could have gotten a really good score here if the speed through the elements was higher. Still, the fact remains that all the speed was gone for the last 1500 feet of track. I wanted off as soon as the train turned down the diagonal path at 14 mph. That killed it. It was bad enough before it, with the 22mph entrance to the helix, and the 23 mph apex of the ensuing hill. The speed through everything was just too low. The speed was never there, and it just got worse every foot of track. I appreciate the work you did on the 3ds track connectors, station, and such, but next time work on the actual coaster more before you fiddle around with the 3ds. This is a good example of how 3ds can't cover up a track?????????s flaws.
Originality:
Very nice supports, except for the gaps. I loved the 3ds track connectors, as they were so realistic, and you got bonuses for that and the custom station and transfer track. The sequencing was good, as there was decent variety of elements, but the pacing in the elements was too slow to truly feel original. Simple enough fix????????? make sure the adrenaline, which accounts for most of your overall score on a B&M, is better before you go to do all the little details that can earn you maybe 1 or 2 extra points at the most. More coaster, fewer details. Like I said, the sequencing was pretty good, so your score here is above average.
Technical: 4.5 Adrenaline: 4.5 Originality: 7.0 Overall: 5.33 Result: 24th
?????????Supra????????? ????????? (Matt)
Awesome track! However, Terrain modifications were not allowed. The terrain was modified. The lake out at the far end wasn't the problem, but rather the lake that was underneath the pre-lift section. Terrain modifications were only allowed above the road. Therefore, all terrain that was done below the blue lines has been deleted. It cost you a full point in technical, and lost you a position to coasterteddy, because it partially buried the track. You are lucky not to be disqualified because of it. Be more careful, and pay closer attention to the rules next time. This coaster would be rated an 8.83 without the terrain issue.
Technical:
1 tiny pump, one minor bump, and just a touch off heartline in the last couple turns. This was one of the best shaped coasters in the whole contest, and the hills especially had amazing shaping, matched only by Real?????????s coaster. They generated nearly 4 seconds of beautiful sustained floater airtime. Amazing! There was one problem, though????????? your ride capacity was only 950 riders per hour. With a coaster this awesome, you would be looking at 3-4 hour lines because of the low capacity. Not good. Also, since you neglected the terrain rule and forced me to flatten the terrain around the station area, it created undercarriage support collisions, buried a portion of the track, and cost you a full point. Everything else was superior. 9.5/10 in shaping, minus .5 points for the low ride capacity, and minus 1 point for the collisions with the terrain.
Adrenaline:
Now THAT is a B&M hyper. The layout was absolutely brilliant. The airtime was absolutely delicious. SO much air, so much speed, such an amazing layout. There were some good turn variations, but it was the hills that really did it for me. 3 massive air hills with almost 4 sustained seconds each really made the ride. And they weren't repetitive at all????????? the turns mixed in made them feel so natural. Then, you mixed up the ride so beautifully in the end????????? amazing. The speed and intensity stayed all the way through the ride, which I loved. Just amazing work. The only thing that was missing were a few quick bursts of ejector airtime and maybe something like a spiral ground turn. It felt just a little bit controlled, not quite wild and out-of control. Still, you get a 9/10, the second highest score in the whole contest.
Originality:
No original elements, fancy 3ds, tunnels, or other distractions. Just one hell of an adrenaline rush! Your biggest points for this category were those from pacing. The pace was relentless, nonstop, and there was so much airtime! Great stuff. This is true proof that even a basic layout can be fantastic. (I use the same idea in a lot of my coasters, so it works for me.) There was just enough variation in the sequencing to keep it interesting and un-repetitive. The supports were very good, with the headchopper effect on the parallel hills and the great track connectors. Also, the skybox was beautiful. Nice. So, with what you had in the coaster, you basically got as many points as you could. A big contributor to this score, again, was the perfect hill structure. The biggest mistake on most of the other coasters in this round was making hills that were too pointy, and neglected the airtime. Yours were perfect. Like I said above, maybe just a few bursts of ejector air or a tight ground-hugging turn could have helped to get you a better score.
Technical: 8.0 Adrenaline: 9.0 Originality: 8.5 Overall: 8.5 Result: 6th
?????????Xenon????????? ????????? (Medusaboy47)
There were some nice effects on this track, but they didn't quite cover up the numerous technical flaws. Still, it wasn't a bad track. The adrenaline was nice, and the track had very good style. The technical just needed a lot of work. This one is on the border of advancing, but I think it should make it.
Technical:
Here is where almost all of the track?????????s problems were. It's good that you did try to do heartlinging and such, but the bumps and pumps were really bad throughout. Also, a lot of the elements had way too much banking, which caused uncomfortable g forces to the insides of turns. When test riding your coasters, try to take note of the g forces and adjust the banking so that the lateral g?????????s are as close to zero as possible. However, there were no major problems. Just the shaping was bad. My only other gripe is that you seem to have phalanged the track, and then moved the segments around. There were several phalanges that were just hanging in midair. No points off, though. So, overall, 5/10 on shaping with no deductions.
Adrenaline:
Very nice. I liked the shaping of the big hills, because they not only provided a great mix of floater and ejector air, but also created AMAZING drops. The speed and unpredictability was huge in the first half of the track. Then, the speed tapered off quite a bit while coming up into the turns up to the MCBR, and especially in the hill after. The pause around the mid brake was just a bit too long. The speed dropped all the way down to 15 mph coming in, and 8 mph throughout. That killed the pace, as the end of the ride wasn't quite intense enough to make it a dramatic pause like it should be. The last sequence of hills was taken just a bit too slow. To achieve the proper pacing for a great coaster, you need to save some of your best intensity for the very end. This leaves guests with a feeling of true intensity, and they exit pumped full of adrenaline and ready to ride again. The speed in the beginning was wonderful, though, so you still get a good score.
Originality:
The sequencing in the first half was fantastic! It was impossible to know what was coming next. The hills were really cool because they were so steep and had such great g?????????s, and the g?????????s in the turns were wonderfully intense. The direction changed,l the force was varied, and nothing was used twice. Great stuff. The end was a completely different story????????? the hills were taken too slow, and there were 3 almost identical hills right in a row. The tunnel was really cool, though. I liked the little pop of air in the middle, and it was good to see tunnels that added so much to the ride. You also got bonus points for the custom station, and supports. So, basically you just needed to liven up the second half with a turn or two and different sized hills with different g experiences. Overall, I was impressed with this track. Just keep working on your build technique, and I could see you becoming a really good designer.
Technical: 5.0 Adrenaline: 7.0 Originality: 8.5 Overall: 6.83 Result: 18th
?????????Axor????????? ????????? (MF2001)
This was a really good track. The adrenaline was solid, the shaping was very well done, and its sequencing was very good. This one?????????s on to round 2 for sure. With 18 tracks rated, this one is currently tied for 1st with coasterteddy?????????s track since the only 2 higher ones were both DQ?????????ed. However, when the ratings play out, he will be getting the higher seed because his adrenaline and originality were both higher.
Technical:
The shaping was generally good????????? the track was very smooth. There was quite a bit of pumping, especially in the helixes and at the bottom of hills, but those would just be minor discomforts. Bumps cause discomfort much more, and there were basically none here. 8.5/10 on shaping. Aside from that, there were zero problems. No collisions, no e-stop issues, and no contest violations. Just work on lowering the pumping.
Adrenaline:
Pretty good. The speed was sustained well, and there were only one or two points where it felt a touch slow, in those big elevated turns. However, your pacing was incredible! There was an incredibly fast and intense section of ground turns and directions changes which really amped up the adrenaline right at the end. I loved it! That was the best part of the ride????????? the combos of hills, intense ground turns, and fast banking changes. The speed in a most of the elevated turns felt kind of slow, though. However, with the incredible pacing near the end backing them up, they were not as bad as if the pace had tapered off. The first half was just a touch slow, however, so you still get points off for consistency even though you got almost full points for pacing. Also, I must complain about the first drop. The flat section combined with the gentle turning shape completely took away any sensation of height and danger. I hate curved drops enough on multi-loopers, so you can imagine what my thoughts about them are on hypers?????????
Originality:
Nice mix! It could have been a touch better, but not much. Some very nice floater air to start, then a diving double helix, an elevated banking transition, an overbanked turn, another elevated banking transition (those almost never get old????????? they?????????re awesome!), a diving overbanked helix, a fast ground turn into a quick transition, and 3 intense hills into the station. Very good job. It never really felt repetitive; it just got a touch slow in the elevated turns. Very good assortment. Plus, wonderful work on the lift catwalks, the unique approach to the road support problem, and the nice custom supports. Again, you get a very high score in this category as well.
Technical: 8.5 Adrenaline: 8.5 Originality: 8.5 Overall: 8.5 Result: 7th
?????????Serten????????? ????????? (Mikado)
Another really good track that's definitely through to round 2. Technical was very good, adrenaline was good in the first half but a bit slow in the second half, and originality was the same????????? good early, dropped late. This was a very common problem, and I do understand somewhat because the only ways to get back to the station are both long straight lines. But, that's the challenge, isn't it?
Technical:
Great! There were a few pumps, and one banking transition that I thought was a touch too quick, but those were the only shaping problems. 9/10. There is one thing I must mention, however. The first brake run coming into the station is set as a block, but it is not big enough to stop the train. This is not officially an e-stop failure, because the other train was clear of the second segment under every emergency scenario. However, with a freak accident where one train got stuck on the second brake run, the computer would be reading the second half of the ride clear and let the other train go. This is no points off, because it is not official, I'm just pointing it out so that you?????????ll be more careful next time. This was almost an e-stop failure.
Adrenaline:
The adrenaline in the first half was some of the best in the contest, especially around that intense 4+ g helix. Your first drop was amazing! Everything leading up to the MCBR was superior. No gripes. But what happened on the return trip? It died. The speed through the MCBR was a bit slow, and then you went all the way down under 20 mph twice, and close to it 3 times, in the final run of hills. The double-down was absolutely crawling, and it killed the pace. I think the problem is that the hills were too big, which meant that the train barely slipped over the top. You could have achieved a much better sensation of speed with the same g forces with much smaller and faster hills. A good coaster has its best sensation of speed in the end, not the beginning. Next time, try to keep the speed up through the second half of the coaster. 10/10 for the first 2/3 of the track, and 5/10 for the last 1/3, rounded down because the pacing was off.
Originality:
Again, the first half was awesome, but the second half was a bit lesser. The intense 4.5 g turns were absolutely amazing! Anyone who I told to add in tight intense turns, check these out. This is what I was talking about! Plus, everything early on was mixed up so well. It was just great! Again, you get a superior score for the first half (9.5/10), but only about a 6/10 on the second half. The element choice of overbank, double-down, big hill, big hill, small hill wasn't bad, but the speed is what killed them. The lack of speed through the elements took away from their effect. Bonus points for the custom supports, lift mechanism, and transfer track. Also, I must mention that I believed this coaster had the best first drop of all the coasters. It felt like falling over the edge of nothing, and looks ridiculously intimidating from the ground.
Technical: 9.0 Adrenaline: 8.0 Originality: 8.0 Overall: 8.33 Result: 8th
?????????Screaming Queen????????? ????????? (minicoopertx)
Before I go into the actual rating, I must first say that this coaster is MUCH better than your coaster from last year. You have improved quite a bit. You still have a long way to go, but you?????????re getting there. The adrenaline was better this time, and the shaping wasn't that bad.
Technical:
There were still some noticeable problems with shaping, such as having the lead-outs to some turns extending into straight portions of track. On B&M coasters especially, there shouldn?????????t be any banking on straight pieces of track. Also, there were a lot of vertex bumps and pumping, where the shapes of the elements weren't consistent and changed from one radius to the other abruptly. This will come in time. The way I usually reduce pumping and such is by looking at the length of the segment after each vertex, and trying to make the control point lengths as proportional to them as possible. Also, spacing your vertexes such that each one is approximately the same distance apart makes it much easier to reduce pumping because you can just use C2 to get the right lengths. Your shaping actually wasn't that bad????????? it gets a 5.5/10. The points came off on the following three issues: 1, you don't have enough blocks for all of the trains. One of the trains starts on the midcourse brakes. You need at least one block segment at the end of the ride for each train. You had 3 trains, but only 2 blocks at the end of the ride. However, I was amazed that there was no stacking or stalling despite the lack of blocks. Good job on the station timing. The second big problem, much more important that the block problem, is that the first 2 turns leading up to the lift hill are too small. B&M hypers cannot physically turn at such a small radius????????? the edges of the cars crashed into each other, and this would cause the train to stop and be stuck IRL. There was also another equally important problem????????? 2 undercarriage support hits. In the diving third drop, the coaster?????????s upstop wheels ran smack into the supports. Be careful where you place large supports, especially on high-banked track segments. So, overall, a 5.5/10 in shaping and 2 points off for the collisions and block problems.
Adrenaline:
Believe it or not, the pacing on this coaster was brilliant! The constantly tightening banked hills really kicked up the feeling of intensity in the end. The inclined double helix was a touch slow for my tastes, but the end made up for it. All of your spiral drops were really, really thrilling. I especially liked the giant twisting dive off of the MCBR. However, while you had the curves, the speed, and the unpredictability pretty well, the straight elements were really lacking. The first drop had very little sensation of falling, and I would have liked to see just a touch more airtime. The only part of the irde that even felt a little slow, though, was the hill and turn just after the awesome drop off of the MCBR. That?????????s about all that I can whine about. The speed only let up for brief bits here and there, the pacing was wonderful, and you did a great job making spiral drops that were as intense as on a Schwarzkopf coaster. I loved it.
Originality:
The speed and pacing was good, but the element sequence had many repetitions. It's hard to give a rating here, because the things that were repeated were also the best parts of the ride. The 4 curving hills were repeated, but they also worked incredibly well. There were a few too many spiral drops, but I loved the spiral drops so much! I really don't know what to say. I'm stuck on whether to say ?????????everything worked????????? or ?????????everything was repetitive?????????. Well, I guess if stuff was good then there was no need here to change it. I'll complain about the lack of good straight airtime, give it a 7.5 (halfway in-between), and call it even. Good job. Just clean up the technical aspects and this would be one heck of a good coaster!
Technical: 3.5 Adrenaline: 7.5 Originality: 7.5 Overall: 6.17 Result: 21st
?????????Blue Steel????????? ????????? (Myriad)
This was an AWESOME track! The adrenaline was really good, and the technical was great. The originality was fairly good, and pretty much everything was near the top of the contest. You ended tied with Real for the top spot, but you get it because the adrenaline was better. Welcome to Round 2, and congrats on the top seed.
Technical:
There were a few pumps and a bump or two in the turns, but the rest was butter-smooth. 9/10 in shaping. There was only one other issue, which was brief yellow lateral g?????????s of 1.6 in one of the banking transitions and 5.4 vertical g?????????s in the first turn. Both are minor, so only -.5 for them. There was one tunnel test intrusion, but it was in an area which is generally unreachable for guests. I don't think it is a real threat, so no points off for it.
Adrenaline:
Really good. The airtime in the 4 big hills was absolutely fantastic????????? probably the best airtime in the whole contest so far! I loved in the second hill how you turned to the right, while still getting sustained airtime. That was cool. The floater air on the first drop and the 4th hill were awesome! The big drop was a little bit too pointy at the top, but you shaped it almost perfectly coming off, so it turned out great! Good airtime, great sensation of danger and steepness, and really great to look at. The speed kept up through all of the big hills, and also through the hammerhead and ground turn. The drop off of the MCBR was awesome! Ejector air all the way down. The hill run afterward kept a nice pace as well. It wasn't as intense as the first half, but they were still good. My only real gripe is that the second half of the ride was really short????????? just a drop and 3 hills, and it had no turns. This isn't too bad, because the speed was so good, but it just took a fraction of a point off. Awesome job!
Originality:
Not in the elements, but the pacing was where this coaster excelled. The speed was nonstop, and I really felt it. The sequencing was also good????????? everything had some sort of twist to it, and the coaster never felt repetitive. Also, I must say again that the big hills were absolutely AMAZING! So much air????????? so good. Your supports were pretty basic, but they worked just fine. bonus for them, and the lift mechanisms. Awesome job on everything!
Technical: 8.5 Adrenaline: 9.0 Originality: 9.0 Overall: 8.83 Result: 1st
?????????Himalaya????????? ????????? (pdonahue)
Decent track, but didn't really excel in anything. The technical wasn't bad, the adrenaline was quite lacking, and the originality was kind of bleh.
Technical:
Shaping wasn't bad. It was smooth for the most part, and just plagued by a lot of pumping. Also, the last overbanked turn had too much banking. There was one minor support problem????????? the supports on the third hill had no lateral supports. Under the weight of a 2+ ton train, it would likely vibrate very uncomfortably, and possibly fall over. The biggest non-shaping problem, however, was that you did not have enough blocks at the end of the ride to hold all of the trains. One of the trains started on the MCBR, and that is not good. Add another brake run to the end. However, everything else was good. E-stop, collisions, stalling and such were all good. 7/10 in shaping, minus one point for the other issues.
Adrenaline:
The first drop was awesome, but there wasn't much to cheer about afterward. The second hill was too pointy????????? leading to almost no g?????????s going up, then a sudden burst of ejector air, then no g?????????s again on the way down. The third and fourth hills were a little better, but the shaping was still off to achieve good adrenaline. The lead-ins were too long, and the top gave limited air. The elevated turn afterward was a good surprise, as it had some lateral g?????????s and a bit of float at the same time. The 5th hill was the best one on the ride????????? it had very good air. The double helix was WAY too slow. The g?????????s at the entrance were under 1.5, where they should be over three or even four to keep the speed going. There was no airtime coming up into the helix, and on the drop off of the helix, coming into the MCBR either. That middle part was horribly slow and boring. The run after the MCBR was a bit too short, and a bit too slow. The airtime hills all had bottoms with only 2 g?????????s. That?????????s really bad. They should be in the 3-4 range. All of the hills felt pretty slow. The pacing was generally bad. The speed dropped off more and more as the coaster went on, and the only really good part was the first drop. The speed wasn't bad in the first half, though????????? the g?????????s were just a bit out of whack. A slightly above average score here, but there were a LOT of problems that need work.
Originality:
This was really bad. The only original element was the elevated turn with the laterals. Everything else was very standard, incredibly predictable, and didn't have the necessary pacing to make them work alone. Really, nothing felt too original. All the big hills felt the same, all the small hills felt the same, and the turns just didn't thrill. If you?????????re going to do a standard out-and-back layout based on airtime, you need some really intense hills to make it work. Out-and-backs rely on sensation of speed and lots of airtime to make them work. On yours, neither the speed nor the airtime was really there. This just really was horrible in originality. Predictable, slow, and not enough air for a good out-and-back design. Custom supports, however basic they were, were your only saving grace from complete disaster here. Either work on your hill shapes, or throw in more high-speed turns.
Technical: 6.0 Adrenaline: 6.0 Originality: 3.0 Overall: 5.0 Result: 25th
?????????Asthenia????????? ????????? (ragan)
The speed on this coaster was good except for in the big double helix, the technical was good for the most part, but it was very repetitive. Overall, not bad.
Technical:
Lots of bumps on this one, mainly in the transition from climb to air coming over the hills. Pumping was minimal, though. 8.5/10 in shaping. When riding the coaster, I thought that there would be lots of support collisions with all of the headchoppers, but the tunnel test turned out perfect and proved me wrong. As it turned out, your entire score was from shaping because there were no other problems whatsoever. It just needed a little bit of ironing out.
Adrenaline:
I'm just going to go in order here. The first drop wasn't too bad for a curved one, as it retained a good sensation of being high up as it approached the edge of the flat spot, but it still negated the true sensation of falling. Real?????????s coaster is a great example of how to do a curved drop right????????? getting the curve in while still having height and falling sensations. The next 2 hills had AWESOME airtime! Each had 3 seconds of perfect floater air. However, the lead-ins to them were kind of bad. There was a big flat spot with only 1.5 g?????????s coming in and out to both of the airtime sections on the hills. This killed the sensation of speed. Still, the airtime made up for it. Next was the worst part of the ride????????? the slow, boring double helix. There were under 2 g?????????s through most of it, and I was really tired of spinning around by the time it was over. Please use a tighter radius next time. However, luckily for your pacing score, the second half was much better. The hills had great air, and the 2 turns had wonderful speed through them. You?????????re gonna get killed on the sequencing score, though. So, above average score here because the speed and pacing was good, but you?????????re about to get killed in the originality section.
Originality:
Spiral drop, floater air hill, identical floater air hill, very slow double helix, brakes, another spiral drop, overbanked turn, ejector air hill, identical ejector air hill, another identical ejector air hill, identical ejector air hill #4, another overbanked turn, identical ejector air hill #5, brakes. Do I really need to say more? SOOO repetitive, it wasn't funny. The elements were good, but you used the same things way too much. Vary your hills so that there is more variety of heights and air types, break up the hill sequences with a fast turn or two, and try to throw in something original. The hills were taken at good speed, so the overflow of the good pacing saved you a little bit. Also, the supports were really nice. Dragon Fly, take notes. This is the right way to have headchoppers on a hypercoaster without making a giant open building of steel pipes.
Technical: 8.5 Adrenaline: 8.0 Originality: 4.5 Overall: 7.0 Result: 17th
?????????Dragon????????? ????????? (Real)
Excellent track! The hills were my favorites in the contest, and the pacing was relentless up until the finale part. Technical could have been slightly better, especially for you, but it was still really good. Originality is high because the coaster had really good style. Overall, an excellent coaster. It ended tied with myriad for 1st, but he won the seed because his coaster had better adrenaline. Congrats on 2nd place.
Technical:
Very good. There were some minor bumps and pumps throughout the track, but overall it was not a big deal. The left/right banking jaunt after the final hill run was a little bit abrupt, and some of the end turns were a touch off heartline, but it was again minor. 9/10 in shaping. And since you did not have any other issues with e-stop, stalling, collisions, or contest issues, the 9 stays.
Adrenaline:
The first half was awesome! The hills were just about perfect, generating lots of floater air while still delivering a satisfying pop of ejector, and I absolutely loved the first drop, which gave a curve without taking away any of the sensation of height or falling. The turns had great intensity, and the turn with the big pop of ejector air in the middle was VERY cool. No gripes all the way up to the MCBR. Then, the fun died off a bit. The air hills coming back to the station area were a bit slow at the top, dropping to 20 mph or lower. There was air over them, but they felt slow. Everything after the double helix, and between the end of the hills and the helix, was a bit too much????????? the ride needed to end sooner. The double helix was nice, I'm just referring to all of those little turns and air pops around it. The pacing could have been better, as almost all of the ride?????????s speed was gone after the MCBR. So, you get a nice high score but not as high as it could have been with the awesome beginning to the ride.
Originality:
Awesome drop, awesome hills, really liked the turn with the pop of ejector air in the middle, and the overbanked hill thing coming into the MCBR. I also liked that there was an illusion that you were going to drop off the brakes and into the final hill run, and then suddenly spun down to the left instead. That really took me by surprise the first time, and it gave you a style bonus. The sequencing could have been better after the MCBR drop, where you had 3 straight large airtime hills and then a weird meandering turn sequence back to the brakes, but that was the only low point of the ride. Great custom supports, and I really appreciate that you spent so much extra time making it look and feel as realistic as possible. Wonderful job!
Technical: 9.0 Adrenaline: 8.5 Originality: 9.0 Overall: 8.83 Result: 2nd
?????????NQLJT_ROhh117????????? ????????? (screamomatic)
Before I make any comments, WTF is up with the name? It looks like you ran out of ideas, and punched in a bunch of random letters. Anyway, on to the coaster. You are very lucky to still be in the contest, because you clearly violated the original road height rule. There was a support that was the absolute minimum height to not be disqualified????????? 16 feet, the height of most road overpasses. The trucks only had about a foot of clearance, so you are VERY lucky that I did the extra research. About the track????????? the shaping was generally good, the pacing was awesome, but the sequencing was a bit off, especially in the end.
Technical:
Shaping was very good. Some pumping, and a few transitions that were too quick or shaped semi-strange, but not bad. There were a couple sections with too much banking, and some weird segment where a straight piece of track was banked, but still not too bad. 8.5/10. The big problem was e-stop. It failed. I've stressed this before, and I'll stress it again????????? 3-trained coasters cannot work unless they have either a MCBR or a second station. You had a dummy block in the middle of the ride, which allows two trains on the circuit at the same time. When e-stop happens, one train stops at the first brake run and the other one plows right through the dummy block and smashes into the waiting train. With 9 cars per train, you did not need 3 trains on this coaster. 2 would have been plenty to achieve the proper ride capacity. If you?????????re going to use three trains, make sure that there is either a MCBR or a separate unloading station. Minus 1 point for the e-stop failure. Also, there are a couple of g force problems. There were 2 hills with yellow airtime of -1.8. Another half a point off for this. Also next time, be more careful with where you place your trees. The tips of a lot of branches were sticking through on the tunnel test, and even on the tunnel that you had there. I have another question????????? why was that tunnel even there? It was the only part of the whole ride with interactions with scenery, and you covered it up with a tunnel. It seemed very weird, almost as if you had put it there for a tunnel test, and then forgot to take it off before submitting.
Adrenaline:
The pacing, and sensation of speed, was wonderful! My only true gripe about this coaster is that the second hill, the big hill that should have the best airtime on the whole ride, gave virtually no airtime. That was a huge disappointment to look at the g force readings to find .1 to .3 through the entire hill. Also, as I mentioned, the tunnel was really unnecessary. I would much rather have gone whizzing by all of those trees then submerged in darkness and knowing that I was missing out on the interactions with scenery. Not much I can really complain about here. Those were the only issues, aside from the last run of hills having horrible sequencing. More about that in originality?????????
Originality:
Sequencing in the first half was very good. The turns were fast, unpredictable, and had great combinations of g-forces. Then, you fell victim to one of the most common problems in this contest. The pacing broke into a horribly predictable pattern on the return run. All 5 hills had the same shape, the same airtime, and felt exactly the same. It really needed to be broken up with a floater hill, a tight turn, or a smaller hill. Having so many identical hills in a row really makes it boring. So, the pacing was great and I loved the sequencing in the first half, but you lost a lot for the horrible sequence on the return trip. Hint: when you start with an intense sequence of unpredictable turns, and then suddenly have 5 completely straight hills in a row, it's usually a bad thing. Bonus for the custom supports.
Technical: 7.0 Adrenaline: 9.0 Originality: 7.5 Overall: 7.83 Result: 13th
?????????Zoiga: Queen of Fire????????? ????????? (Sio)
This track was very much below average. The shaping was very basic, the adrenaline was pretty bad, and the originality was pretty much negated because of the prodding pace.
Technical:
Really bad. Several g spikes, the track was really bumpy in a lot of places, and the was pumping everywhere. The had turning track unbanked and some straight track banked. You need to take a look at some of the other entries to get a better idea about how to do transitions on a B&M hyper correctly. This will come with time, so keep working on it. Also, there was a section of under-supported track over the road????????? coming back off of the top half, there was 150 feet of track with no supports. Also, next time try to keep there from being trees growing a few feet under the track and straight through the supports. That was very strange. In addition, there were 3 undercarriage support collisions????????? steel pipes that the upstop wheels on the coaster trains ran right into while passing over. I don't have much more advice except practice.
Adrenaline:
Not bad through the first bit of the ride, with some nice airtime and a good sensation of speed. It was in the double helix up to the final brake run where it really dragged. The helix was taken at under 2 g?????????s for the most part, and was even under 1.5 near the end. It needed to be faster. Also there was no airtime in either of the first two hills on the return trip to the station. The speed was just dead there. Since the train?????????s speed got worse and worse all the way through the ride, your score in pacing is very low. The only advice I have for future coasters is to not use 10-car trains. In NL, the trains are based off of friction alone, so longer trains go much slower. This is what caused you to lose so much speed at the end.
Originality:
Very standard elements here. The speed through the beginning was good, so the score for the first half was good as well. The originality died off in the end, though. Hill, hill, hill, hill, taken at very low speeds. Plus, the double helix was poorly executed. The way you had it, it took a lot away from the sequencing and the pacing. Since your coaster layout was fairly standard, the primary factor was in the pacing, which is simply an overflow from the adrenaline rating. Keep building coasters, learning, and I hope you will try again in the future.
Technical: 3.5 Adrenaline: 4.5 Originality: 4.0 Overall: 4.0 Result: 28th
?????????Demon Slayer????????? ????????? (SixFlagsOverTexas)
This coaster was really bad?????????and it was disqualified for 5 reasons????????? 1, there was both a lift hill and a launch. The transport segment before the MCBR sped up the train, and is therefore a launch. Also, you completely neglected the 20 ft rule on the road. At least 50 support segments were under 20 ft, there were tons of footers in the road, the track was under 20 ft as well, and there was only one train. Read the rules more carefully next time. In addition to the DQ?????????s, you had numerous severe technical problems.
Technical:
Shaping was bad, but not a complete disaster. It needs a lot of work because of the numerous vertex bumps and pumps, but it still got 4 points. However, you lost all of those points because your guests are dead. Their necks were snapped in the 7.1 vertical g spike, their spines were broken with the 2.8 lateral g spike, and then they were beaten to death by crashing smack into the side of the brick station building, and then again on another piece of track. This, plus the fact that your wood supports generated at least 100 undercarriage support collisions, and would never hold the track that high with no lateral supports, gave you the lowest possible rating. Be more careful, and don't take the lazy way out by supporting a hypercoaster with woodmagic next time.
Adrenaline:
The speed was pretty bad. It slowed down to less that ten mph twice, which was horrible and would create rollback problems. If anyone survived this coaster to give it a rating, it would be about a 3.5/10. The only speed you really had was generated because of the horrible g spikes and the launch into the mcbr.
Originality:
Wood supports would be possible, although uneconomical in real life if they were done right. There weren't any new elements, the pacing was horrible, and it was rather boring. No custom supports (auto-wood supports are even lazier than pre-fabbed steel ones, and you didn't even do it right.) Enough said. Really bad in every category. Slow, dangerous, and uninteresting.
Technical: 0.5 Adrenaline: 3.5 Originality: 2.0 Overall: 2.0 Result: DQ
?????????Forrest Crawler????????? ????????? (Sobek)
This coaster was good for the feeling that your were crawling through the forest (hmm, I wonder where that cam from?), but the ride as a whole wasn't that great. The technical was very basic, and the adrenaline really dragged in the end.
Technical:
The shaping was very basic. There was a lot of pumping, some bumps, and a lot of transitions where the banking hung the guests out of the side of the train because the shaping was off. All I can say with this is try to do some more studying, and practice. 5/10 in shaping. Then, there was one major problem E-stop failed. This is due to the fact that you used dummy blocks to synchronize the trains, which allowed 2 trains to be on the circuit at the same time. The trains barreled straight through, and crashed. Also, there were a couple of supports in the tunnel section that were about 1 inch away from being collisions. It couldn't have been any closer. Watch out for that when you are using woodmagic to make a section of supports for a B&M coaster.
Adrenaline:
It started out decent, even though I wish there was more airtime in the big hills. The sensation of going through the woods was well done, and added a lot to the ride. However, the speed died very quickly on the return run, and the track was almost completely flat through the duration of the entire ride. I would have liked to see the ride go above ground more. Most of the g forces were between 1.5 and 2, which made it feel really slow even through the faster sections. The best part of the coaster was the tunnel. If you could get the rest of the ride to have as intense of a feel as in the tunnel, you would have a winner. Check out Matt or Myriad?????????s coasters to see what kind of shape a B&M hyper should have.
Originality:
Your entire score here is due to the unique feeling of going through the forest. The sequencing was mostly uninteresting, except the cool part in the tunnel, the pacing was horrible, and the track itself just stayed way to low and controlled to be good. I loved the forest thing, but the coaster would have been much better than it was if you went above the trees a few more times. Just do something really unexpected more often, to break up the layout. Also, add more airtime ad intense ground turns rather than the airless speed hills below the tree line. Those got boring fast.
Technical: 4.0 Adrenaline: 4.0 Originality: 6.5 Overall: 4.83 Result: 26th
?????????Mjolnir????????? ????????? (Tanks4me)
Pretty bad track. The shaping was really weird, the adrenaline wasn't really there, and the sequencing was awful.
Technical:
The shaping was pretty bad. There was banking on flat pieces of track, and no banking on some turns. The shaping on the final hills was especially bad. There was sudden airtime coming up, and then it slammed back down hard on the back side. Plus, the bottoms were almost completely flat. Then, there was a problem that was just as bad. The train never made it back to the station. You had no slope or transport on the final brake runs, so the second train never even moved and the first train stopped behind it and then got stuck as well. Not making it back to the station is an automatic -4 points, since it automatically makes e-stop fail, ride capacity equal zero, and makes it impossible to test train timing. Combined with the 4/10 in shaping, you got the lowest possible score in technical. I also must point out that there were several undercarriage support collisions, which would be very bad IRL. Watch out with larger supports on B&M coasters. Well, I think I've said enough. Work on your shaping, and make sure that the coaster finishes the circuit next time.
Adrenaline:
The speed was very low in the turns where the train was completely sideways????????? only about 20 mph. Also, the pacing over the hills was pretty slow. All of the hills were a bit too circular, where they needed to be parabolic. The circular shape meant that there was airtime in the beginning and end of the hill, but none at all in the middle. This made it seem even slower. The pacing died off through the entire ride, and the repetitiveness made it even worse. Try to make it so that the speed keeps up through the entire ride, and that the sensation of speed either does the same or feels like it is constantly getting faster.
Originality:
The sequencing was awful. 4 big hills that all felt the same, a few turns that did have some variety, and then the worst part????????? 6 hills in a row that were all almost exactly the same. That was way too much. It was ridiculously repetitive. Try to mix it up, having some different sized hills and turns mixed in to your hill runs.
Technical: 0.5 Adrenaline: 4.0 Originality: 3.0 Overall: 2.5 Result: 29th
?????????Space Wrangler????????? ????????? (Thorazine)
Very good track. It was the smoothest coaster in the whole contest, and had awesome adrenaline and good sequencing. This coaster ended tied with Myriad and Real?????????s coasters for first, but they both beat you in originality which gave you 3rd place.
Technical:
Two very tiny tugs, both in the double helix at the end. Otherwise perfect shaping. 10/10. However, there was a slight issue with timing. I am amazed that you managed to do 4 trains with only 1 station so well, but it still wasn't perfect. There was stalling at the MCBR and on top of the lift after 1 circuit, so .5 off.
Adrenaline:
Very nice. The speed kept up all the way through the end of the hill run. The ensuing double helix was a little slow, but that was just a minor issue. The rest of the ride was really good. I didn't really like the spiral thing at the top of the first drop, because it took away from the sensation of height, danger, and falling on the first drop. The rest of the ride was great! The airtime and speed was relentless, there were lots of g?????????s, and the elements had very good variety. I would have liked to see a bit more in the ground turn department, but what you had was still really good. I think, however, that it could have felt much more out-of-control. Your sensation was that of going really fast, but didn't feel too dangerous. Plus, the speed in the double helix was a bit slow and I would have preferred a little more anticipation before flying over the drop.
Originality:
The sequencing was really good. Nothing was repetitive at all, and the run of hills on the way back to the station had great variety with the double-down, the big hill, the small hill, and the air pops coming out to the double helix. Then, there was the drop????????? I didn't like the spiral thing, because it took the anticipation and the falling away, but it was at least original. Other than that, no new elements or anything. You got just about just as many points as possible with standard B&M elements and a straight run of hills.
Technical: 9.5 Adrenaline: 8.5 Originality: 8.5 Overall: 8.83 Result: 3rd
?????????Strider????????? ????????? (topdrag)
This was a generally decent track. The technical was very good for hand-built. The adrenaline lagged a bit, especially in the end, but the originality wasn't bad.
Technical:
Some bumps, some pumps, though nothing too serious, and a couple of transitions that were off in the shaping, producing some heavy lats. Still, for hand-built it was great. There was, however, one undercarriage support collision. You know why it's bad. Also, it kind of bothered me that the track in the middle of the road and the entire final hill run had no lateral supports. It would probably work, but it looked weird. Well, that's it. everything else was good.
Adrenaline:
The speed was decent, but not great, on the first half. On the return trip, it was really bad. The hill run had virtually no airtime, and felt quite slow. Even the first half really wasn't that great. The transitions into the turns and up into the hills were a bit drawn out, and the true sensation of speed wasn't quite there. I would have liked to see some faster transitions, as well as a better combination of air on the return run. Also, breaking up the run of hills with something unexpected would help to amp up the adrenaline. And how about some ejector air? All of the hills coming back were either just speed hills with no air, or a quick bit of floater. Ejector air is one of the keys to a coaster feeling faster and wilder.
Originality:
The return run was a little bit too straight, as it had not even a degree of turning to it, but the hill variety wasn't bad????????? an air pop, 2 speed hills with no air, a double-up, and a smaller hill into the station. It wasn't great, but it was better than the rides that had the same exact hill 4 or 5 times in a row. The first half was somewhat good, but it was just a little too controlled in all of the elements. Still, the turns were mixed in with the hills and air fairly well, so a decent score. I would have liked to see a little more in the way of fast banking transitions and ejector air, but it was still decent.
Technical: 8.0 Adrenaline: 5.5 Originality: 7.0 Overall: 6.83 Result: 19th
?????????Thriller????????? ????????? (tracksix)
This was a good coaster. The speed was really good, it was pretty good technically, and the originality was somewhat decent.
Technical:
There was quite a bit of pumping and bumping, but it was good overall. There was a bit of stacking, as the dispatch time was set too high, but there were no major problems. 8.5/10 in shaping, minus .5 for stacking.
Adrenaline:
The speed through the entire ride was very good. The last 5 hills were a touch repetitive, but I'll get to that in the next category. The first drop was AWESOME! I loved going vertical, and it was really intense and fun. The second hill was a bit pointy, but the spiral drop was good. The slanted helix was just a little slow, having only 1.5 g?????????s at the top, and it was the low point of the ride. Then, the finale was really good. Having four identical hills was repetitive, but the speed and airtime through them was very good. So, a nice high score here. There was just a touch of slowness in the middle, but the beginning and ending were very strong.
Originality:
Vertical drop????????? nice. Elevated helix????????? bad. Having 4 identical hills in a row????????? very bad. That last run of hills repeated too much. The hills were all shaped exactly the same, and there was no real break in the layout all the way from the drop off the brakes to the end. Try throwing in different hill sizes, different airtime, and maybe even a turn or two to break the layout up. The sequencing in the first half was decent, but it really didn't stand out as original. Bonus points for the cool station, and the interesting mix of pre-fab spines and custom lateral supports.
Technical: 8.0 Adrenaline: 8.5 Originality: 6.0 Overall: 7.5 Result: 15th
?????????Firebird????????? ????????? (unfortunate_smiley)
Really good adrenaline, awesome originality, and somewhat decent technical. I?????????d say that it will probably make it to Round 2, but it might be close. I liked your original element a lot, and I think that the good adrenaline should easily cover up the technical flaws.
Technical:
Shaping was off in a lot of places. There were tons of bumps and pumps, some transitions that were too fast, and it was off heartline in several places. 6.5/10. Other than that, zero issues. Timing was good, e-stop passed, no collisions, and no contest violations.
Adrenaline:
Nice! The speed in the first half was absolutely wonderful! The first hills, turns, and the helix had wonderful g?????????s and sensation of speed. That speed was sustained through the MCBR, and the next 3 elements as well. Then, it dropped just a touch in the overbanked turn. The beginning of the final hill sequence, through to the original element, were right back into the insane speed. The last few hills dragged a touch, but that still meant that over 80% of the coaster was fantastic! There was just about every different insane force imaginable, including lateral air (my favorite) and some really good airtime in general. A couple of the elements had entrances that were a touch drawn out, but it didn't really effect the sensation of speed. The only issue I have is that the hills in the end began to get a little slow, finishing the ride with a lag. The pacing could have been just a touch better.
Originality:
Wow! Now that is what I call good sequencing. This coaster had everything????????? the insane first drop, floater air, ejector air, intense verts and spirals, overbanked turns, reverse banked turns, a BREAK in the middle of the hill run (the only one that had it) back to the station, and just a great selection of elements in general. This coaster was simply awesome in this department. I loved it!
Technical: 6.5 Adrenaline: 8.0 Originality: 9.5 Overall: 8.0 Result: 12th
?????????Howitzer????????? ????????? (Wing-Over)
Very nice track. The layout was very basic, but it maintained a nice pace with some really intense airtime throughout. On to Round 2 for sure. It finished tied with Real, Myriad, and Thorazine for 1st place, but they all had better adrenaline and originality. Therefore, you get 4th.
Technical:
Perfect. No other words. 10/10, no complaints. Only coaster in the competition to get a perfect 10 in anything.
Adrenaline:
Really good. The airtime was great throughout, and the pace was fast and relentless. There were a couple of transitions with tiny dead spots that drained a touch of adrenaline, and the hills were just a touch repetitive in the traditional B&M style, but the airtime was much better than a real one. Pacing was sustained through the entire ride, and it was really fun. My only gripe is that the drop was curved in a way that negated the sensation of height and danger, which is very important to a hypercoaster. Take a look at Real?????????s track if you want to see how to do an awesome curved hypercoaster drop. So, anyway, good job. Just a couple minor gripes.
Originality:
Here we have a very traditional B&M style. The pacing was really nice, so that is where you got most of your points. The hills were a tiny bit too similar, however. Even the big hills had the same g force experience, of about -1.2 ejector air. This pattern continued all the way through, and that is where the most points came off. I would have liked to see more floater air mixed in. The middle section was very good. The turns were intense, and they set up the last section of hills well. Still, there needed to be just a touch more variety. You did get a bonus for the incredible attention to detail on the coaster. The station was nice with the tunnel and loading stuff, the supports were very nice with the custom track connectors and custom footers, and transfer track. This detail lifted you from 5th to 4th place.
Technical: 10.0 Adrenaline: 8.5 Originality: 8.0 Overall: 8.83 Result: 4th
FINAL RESULTS:
1. Myriad
2. Real
3. Thorazine
4. Wing-Over
5. coasterteddy
6. Matt
7. MF2001
8. Mikado
9. Iron Man
10. Jakizle
11. dcs221
12. unfortunate_smiley
13. screamomatic
14. delousedcoma
15. tracksix
16. Jimmy Yoshi
17. ragan
18. Medusaboy47
19. topdrag
20. bigbadben1000
21. minicoopertx
22. hyyyper
23. coasterguy77
24. krazyt
25. pdonahue
26. Sobek
27. Blader3595
28. Sio
29. Tanks4me
30.(tie) Dragon Fly
30.(tie) drummerkid
30.(tie) EElover2
30.(tie) gazag
30.(tie) SixFlagsOverTexas