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Calamity Jane

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post September 24th, 2008, 3:36 pm

Posts: 253
Points on hand: 2,588.00 Points
Location: Berkeley, CA, USA
I take another step closer to madness (to which some might remark incredulously 'closer?') with another heavily themed, fully texture baked and completely realistic Mine Train Coaster, (this time with much better track-work). The layout is complete and I'm pretty happy with it, it feels more "mine coaster" like than my previous two efforts and it's got some great scenery interaction points.

Type: Minetrain With Locomotive (Vekoma)
Max Speed: ~40 mph (~65km/h)
Track Length: ~1189m (3802ft)
Ride Time: ~2 min 30 sec station to station

4 trains 5 cars each (including engine) 26 people per train

2 stations
2 lifts
2 drops
4 MCBRs & a transfer track

Ride Footprint:
Height: 30m
Width: 60m
Length: 80m

There are some teaser screen shots here http://www.nolimitsdevcenter.net/p4324

It's been in the works, oh around 8 months now, but I took a 6 month break to make a living. It's back 'on' again now.
Be sure you're not looking in a mirror before you start pointing fingers.

Post September 26th, 2008, 12:46 pm

Posts: 1613
Points on hand: 62.00 Points
the ride looks fun and all, but, your going to need to work on your trackwork. Your scenery is fantastic, your silver creek mining co or whatever it was called, the scenery was GREAT, i probably should have given you a 9.5 for scene, ill go change that, but your trackwork isnt great... you could really benefit from either HSAK, or AHG. there both really helpful.

Post September 26th, 2008, 5:45 pm

Posts: 253
Points on hand: 2,588.00 Points
Location: Berkeley, CA, USA
The trackwork is MUCH better I assure you. Not AHG or HSAK smooth, but much better. I opened the track up for testing a while ago and did some more work on it too. I'll probably use tools on my next coaster, although it's going to be a wild-mouse style layout so I'm not sure how much use they'll be.
Be sure you're not looking in a mirror before you start pointing fingers.

Post November 5th, 2008, 3:41 pm

Posts: 253
Points on hand: 2,588.00 Points
Location: Berkeley, CA, USA
Here's an update on Calamity Jane, another image to prove things still are advancing.

It's a 3DS Max rendered image of the queue path, my first lighting test using the MentalRay ray tracer. Unfortunately there are some flaws to the shadow handling that mean I'm going to have to do some more work to get it perfect.

Also nothing here is final, feel free to comment but know that things are going to change quite a bit before release.

http://www.nolimitsdevcenter.net/i41112

Image
Be sure you're not looking in a mirror before you start pointing fingers.


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