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2009 NoLimits Tournament - Round 1 [RATINGS PG-16]

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Post March 1st, 2009, 2:56 pm

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I guess I should've added 3 overbanks to my GG wooden coaster, like DBru. Maybe I would still be in?

Not even to mention Dirk's ride completely fails and crashes during E-Stop. He has LIMs activated too...Hmm, I wouldn't feel good winning a tournament like this anyway [lol]

Post March 1st, 2009, 3:43 pm
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Originally posted by GerstlCrazy

I guess I should've added 3 overbanks to my GG wooden coaster, like DBru. Maybe I would still be in?

Not even to mention Dirk's ride completely fails and crashes during E-Stop. He has LIMs activated too...Hmm, I wouldn't feel good winning a tournament like this anyway [lol]


Originally posted by Jimmy Yoshi

So the G-force guidelines didn't matter at all?


Argh...I am getting so sick of telling this all the time. Every coaster I rate, I rate on 7 different ascepts. Smoothness Supports Safety Speed Forces Layout and Elements. If you excell or screw up an aspect it doesn't mean you'll win or lose.
It's the combination of scoring hihg in all the aspects that makes a good coaster.
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Post March 1st, 2009, 8:46 pm

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Well I am very interested to see the ratings to say the least...

Post March 1st, 2009, 9:08 pm

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Yeah I'd love to see them as well. I don't see how you can justify a ridiculously pumpy ride with a moment of -2.3 vertical Gs advancing beyond what me, CKMWM, or Gerst submitted.

Post March 1st, 2009, 9:20 pm

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haha. hahahahaha. Is it even worth arguing Jimmy? Outside of some ridiculous DQ which may or may not be your fault or fair, there's no way anyone should have gone on past you. You had one of the very few tracks that were even remotely realistic or original...if you didn't make it in because of track quality, I think that alone says enough about the contest and anything you might say would just be unnecessary.

Post March 1st, 2009, 10:14 pm

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Post March 1st, 2009, 10:20 pm

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Thanks dcs haha.

DBru, ride them all and find out.

Post March 2nd, 2009, 5:44 pm
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Did you judge these by throwing poo through a screen door at a target and picking out the ones with the least on it or something?

CKidd, yoshifreak, sapporo93, and Dbru passed with those horrible rides? BS.

Ckidd's trackwork and supports were terrible at best and he had 4.6+ G's. The pacing the wasn't even good on that ride.

Yoshifreak had impossible supports and -1.7 G's.

DBru had a 60 degree lifthill, turns beyond 90 degrees, terrible supports, -1.8G's vertical, 2.1 lateral G's

Sapporo93 had 4.8 positive G's and he is running 3 trains without a MCBR somehow


I'd really like a good defended explanation as to why Jimmy Yoshi and myself didn't make it. I thought I did a relatively good job of imitating Boardwalk Bullet in terms of track shaping and G's. The only thing bad about it is that I fail estop less than 1 meter before the station if you stop the train 3/4 of the way off of the final brakes, which you can only do by pumping the brakes, another impossible situation since maintenance has to come and reset the ride with security keys and crap whenever something is Estoped. You DO remember that Boardwalk Bullet exists and all rides aren't the big spread out ones like Hades and Voyage I hope and I also sincerely hope the circular turns are not a bad thing on these kind of rides.

Jimmy did a good job of keeping the G's down while making sure something was going on and kept the ride from being boring. I cannot fathom how you came up with these results.
It seems like you mostly picked rides that were paced overly fast and had ridiculous G's because they appear more exciting in the sim. You of all people should know that it's not the amount of G, but how it's applied, since after all you're a fan of Troy and that ride is pretty weak in terms of G intensity but very strong in application.

All of the above leaves me three conclusions:
1. You BSed judging to save time and hoped nobody would notice.
2. You're a complete blithering idiot.
3. You're a fine arts major.
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Post March 3rd, 2009, 1:10 am

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Originally posted by Coasterkidmwm
3. You're a fine arts major.



LMAO
im not too happy myself
I hadnt made a coaster in 6 mo and knew that my coaster wasnt the best but I also didnt put it thru ahg, press enter and get overbanked turns...
no wonder this contest has no prize

Post March 3rd, 2009, 3:04 pm
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Little update: 8 out of 30 ratings have been finished. I can't predict when I'll be done, cause school is taking a lot of my time right now. Stay tuned.
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Post March 3rd, 2009, 4:43 pm

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[lol] Someone is gonna have a LOT of work piled up on them very soon.

Post March 3rd, 2009, 6:26 pm

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^^I thought you said you were done rating, except for the DQ'd tracks...or was that only 1 category?
-Daniel

Post March 3rd, 2009, 7:31 pm

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Post March 3rd, 2009, 9:56 pm

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^He would probably be able to predict his finishing time if he only had 2 more rates left.

Don't say you didn't see this coming! [:)]

Post March 3rd, 2009, 11:24 pm

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Not having any rates done really makes one question if you ever truly looked at the tracks more than one ride on them. If you haven't done the rates, how could you already have ranked the rides?

Post March 3rd, 2009, 11:29 pm

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Post March 4th, 2009, 1:43 am
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If you guys read the topic, you'll find the answers, it has been discussed before.
My rating-system is based on dividing 65 points over several categories. The points gained divided trough 65 is the rating.
When judging the track I make about 8 runs on each track, and I write down noted on things that are good or bad. After that, I got a nice list of ratings and I could post the list of who is onto the next round.
What I working on now are the actual ratings with everything writting out.

EDIT:
21 out of 30 written out. For everyone conveincance I will also include how the tracks were rated and thing a lot of people did wrong.
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Post March 5th, 2009, 4:50 pm

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Originally posted by hyyyper

EDIT:
21 out of 30 written out. For everyone conveincance I will also include how the tracks were rated and thing a lot of people did wrong.


Yes, that is what a rating is...[stoning]

Post March 5th, 2009, 9:45 pm
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Accepted tracks:
4.7 positive G's
-1.8 G's
Overbanks
bad supports

Gerstlcrazy's, CKMWM's, and Jimmy's track (Unaccepted tracks):
Good G's
No overbanks that result it catastrophic wheel hits
Good supports.

This "things done wrong" section is going to be quite fun to read.

Well your trackwork sucks, you have bad G's, and your supports suck, but since I like you and happen to fancy pretty colors as well you advance."
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Post March 5th, 2009, 10:18 pm

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wasn't most of the rides the pretty much the same color?
Were my Gs really that high?
What are these for?

Post March 5th, 2009, 10:31 pm

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Post March 6th, 2009, 2:54 am
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Originally posted by Coasterkidmwm

Gerstlcrazy's, CKMWM's, and Jimmy's track (Unaccepted tracks):
Good G's
No overbanks that result it catastrophic wheel hits
Good supports.


[lol] sure....
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Post March 6th, 2009, 2:01 pm
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Ratings round 1

So, how did I rate your tracks. Like many, I use three categories from which is average of those three is the actual rating. These categories are Technical, Adrenaline and Originality.
I also use subcategories. The technical score is divided into 2 and half subcategories.
Smoothness and Supports both have a maximum of 10 points, and Safety 5 points. Divide the total score trough 25 and there's your Tech. rating.
Adrenaline and Originality both have 2 subcategories. Adrenaline is made up of Speed and Forces, and Originality consists of Layout and Elements.

Smoothness is pretty straightforward. Does the ride flow from radius into radius and does it have soft flowing banking? Then you?????????re in for a high score. Pumping, jerks and quirks lower your score.
Supports show how good your ride is supported, also obvious. Will the coaster break into pieces during a storm or when a train takes a test run, you?????????ll get a low score. Are the supports good enough to hold up the ride, the score will be high, but oversupporting lowers the score.
Safety is a little different from the other categories. If your coaster makes it through the course, passes E-stop, doesn't crash and passes tunneltest, it is deemed safe and you get full points. For everything the coaster fails, 1.25 points are taken off.

Speed should not be seen as the actual mph, but rather as ?????????how fast it feels?????????. A long straight section at 100 mph is boring, while a twisting low-to-the-ground track with several close calls with trees and a headshopper at 25 mph is far from boring.
Forces gets you points for providing a powerful ride, but takes points of for hurting the riders or making them blackout. But when the ride is too soft, the score will also be lower. What kind and strength of those forces to aim for is different for every style and is posted in the contest rules page.

Layout is one of the hardest categories to rate, as it is very subjective. The way I rate it is very similar to how I would look at a new, real coaster. Get a good bird?????????s eye view from all the angles and determine how cool/awesome/boring/original/dumb/weird the layout is in its whole.
Elements is equally hard to rate, but instead of looking into the entire layout, you look if the ride has any element or element combo?????????s that are cool/awesome/boring/original/dumb/weird.

Some things in general?????????

While rating, I noticed a lot of things done wrong by many people. I will explain it here in details, as the ratings might not be as elaborate.

I found it hard to judge the smoothness of a ride. Of course, some of the tracks are full of pumps and it's noticeable, but for the most, the rides were smooth and I found it hard to find the difference between very smooth and a little bit very-er smooth.

Supports were bad on most tracks. I guess a lot of people thought ?????????I'll just press generate supports and it?????????ll be ok?????????. Well, it's not. Especially when using wooden supports, crossovers need reinforcements. I saw a lot of you had track hanging by the handrails. Example, top right of this picture: http://www.rcdb.com/ig3757.htm?picture=32
Then the wide supports. High track gets wide supports from the generators, but low turns that have forces also need wide structures. Example: http://www.rcdb.com/ig3231.htm?picture=36
Then, there are people that delete handrails and catwalks for no reason. When you delete them on sections with high banking, that's OK, the technical crew can check the track from the lower catwalk, but if you delete catwalks and/or handrails of sections with low banking, you?????????re making it very hard to check the track every morning.

Then, the forces. A lot of you have weak laterals and floater airtime. But you can ride any TGG and you?????????ll get high lats and ejector on almost every turn and hill. There were few track would could make it feel that way.

Finally, the double-ups and double-downs. First of all, I got nothing against those elements, but I came across versions of them where the middle, level section was very long. I do not know why people did this, but it is very pointless and totally killed the adrenaline. Then, there were people who filled their ride with those things. Once again, I like one or two, or even three of those elements in a ride, but not seven! It gets repetitive and boring.
#8195;


Valid tracks

CCJared ????????? Jolt
Tech: The final little hills have pumps, but the rest is fairly smooth. Supports are very detailed, good work on the crossovers, but not all turns have wide structures where they are needed.
Adren: Exciting ride at first, but it loses a lot of speed in the hill into the helix. The pacing is picked up later, but then the trip back into the station takes very long. Good airtime on nearly every hill, but almost no high-lats.
Orig: The layout was fun, but not spectacular. The reverse banking was a little weak.
8.2 - 6.8 - 5.5
6.83

cjd ????????? The Rocket
Tech: There were some pumps in the section from the 2nd far turn to the 90* turn. The rest is very smooth. Supports were average, you did some good on the crossover but a lot of turns needed wide structures.
Adren: As a whole, the pacing was pretty good. Unfortunately the double-up-double-down takes away a lot of ?????????thrill????????? gained from the drop. Placing that element later in the ride would be better. Also the immense radius of both far turns made them almost boring. Great laterals and a ton of air.
Orig: The layout looks good at first, but it felt as if every hilly element had to be followed by on turn and so on. I didn't see any cool element- or twist-combos.
7.4 ????????? 7.3 ????????? 5
6.57

CKidd ????????? Tropic Thunder
Tech: Lots of problems with this track. A lot of your tops have too small radii, the banking the harsh or the radius over a hilltop changes very sudden. The bottom of the turn under the lift is very nasty. Supports are poor, crossovers are not reinforced and the low turns have no wide structure. Also, there were several palm trees hitting me in the face.
Adren: Track had good speed and kept the thrill, although the ending was a little slow. The tunnel had no effect, because of it's placement. If you want to add tunnels, add them so they surprise you. The G?????????s were very good, great airtime and laterals.
Orig: Very cool layout, great track interaction and good combos.
4.3 ????????? 7.8 ????????? 7.3
6.47

CoastaGuy ????????? Westfall
Tech: Fairly good trackwork, just one problem with the top-radii of many hills. They should go from large to small and back to large smoothly, while in your track it happens to sudden. Supports were alright, the crossovers were well reinforced, but not all turns had the wide structure they needed.
Adren: The ride was fast, but not that exciting. The ride was very low and the elements stretched out, this made the ride somewhat boring.
Orig: I liked the idea behind the groundhugging, but it didn't turn out too well. The double-helix ending was great, though.
7.8 ????????? 7 ????????? 7.3
7.37

#8195;
Coasterkidmwm ????????? Akward
Tech: Very smooth track, although one or two banking-transitions were too quick. Apart from the good job on the crossovers, the coaster would crash the first time a train went through a turn, as these have no wide structure. E-stop failed (even without pumping the brakes), and I got hit by a tree.
Adren: A lot of speed throughout the ride, the hills are cool, but some stretched elements make the ride a lot less exciting. The track interaction is great btw. There?????????s very little airtime and weak laterals.
Orig: The layout is pretty good, but apart from the cool drop and 1st hill, nothing really special.
6.2 ????????? 5.3 ????????? 6.5
6.00

coreyml ????????? Incinerator
Tech: The prelift was full of pumps, and the rest of the track had a lot of jerks and painful banking transitions. Supports are horrible. The lifthill would fall over because of the supports you deleted, there are no wide structures where they are needed and not all of the crossover are reinforced.
Adren: Average pacing, nothing spectacular, but also nowhere near boring. Forces are also average, they could've been a lot stronger.
Orig: The groundhugging worked well, but it takes away the thrill of a steep drop. The figure-8-helix-combo was cool.
4.2 ????????? 6.8 ????????? 6.8
5.93

DBru ????????? Jumper
Tech: Fairly smooth track, nothing to complain. Supports are bad, the track is undersupported and while overbanks are fun to add, if the supports aren?????????t adapted, the train will hit the supports are crash.
Adren: Good pacing overall, but the slow speed over high elements kills the thrill. Airtime and laterals are every good, just watch out and don't spike them.
Orig: A fun layout, and while I didn't like the first drop at all, the first few elements were really cool. The idea of overbanks is awesome, but don't forget to change the supports.
5.3 ????????? 7 ????????? 5.8
6.03

Dirk_Ermen ????????? Die Swarze Reiter
Tech: Very smooth track. Supports lack wide supports on the turns, crossovers where handled good. The train crashed through the lims into the train waiting in the station.
Adren: The prelift is pretty lame, and apart from that high turn the pacing is incredible. The airtime and laterals are great.
Orig: Cool and fast layout, but it lacks any spectacular elements.
6 ????????? 8.3 ????????? 6
6.77
#8195;
Emerican7 ????????? Limelight
Tech: Track was far from smooth, lots of jerks due to quick changes in radius and banking. Supports were pretty bad, steel handrails, apart from being unrealistic are also expensive. The low turns and crossover weren't reinforced.
Adren: Pacing was average, nothing special, but it wasn't slow either. There was little airtime, while it could've been a lot more. The little laterals were weak.
Orig: The layout made little sense to me. It was very high up, if you go lower on your drops, you get more speed and you can use the terrain. 1st drop was really weird, with the pre-drop and odd banking.
4.4 ????????? 6 ????????? 4
4.80

GerstlCrazy ????????? Marsden
Tech: Apart from the pumps in the double-ups and down, there track was really smooth. Supports were not all that good, the crossovers were reinforced, but it was done really poor. Also, there were no wide structures on the turns.
Adren: Ride started off with great speed, but slowed down a lot after the second turn. Very little airtime, most of the laterals were weak too.
Orig: Layout looked fun, but the enormous mid-section of the drop and the insane amount of double-things got really boring.
5.6 ????????? 6.3 ????????? 5.5
5.80

ianko66 ????????? Grenade Jumper
Tech: The track was really smooth, except for the little hops in the tunnel. Supports were excellent, but now the guys from maintenance are going to have a hard time checking the track.
Adren: There is good pacing, and the bonus helix at the end was a cool surprise. Laterals are great, but there is almost no airtime.
Orig: Great layout, the shared catwalk was a cool idea, the helices are very nice, but the tunnel was silly.
8.6 ????????? 7.3 ????????? 7
7.63

Jakizle ????????? Torrent
Tech: Smooth track, nothing wrong with it. Crossovers were reinforced well, but there was a lot of catwalk deleted, which is a pain in the ass when checking the track every morning. Also, the high-lat turns have no wide structure.
Adren: There is a lot of speed, but the large section of straight track make for a bit of boring experience. Add some turns or twists to keep the adrenaline flowing, not just to turn the train around. Nice laterals, but very little airtime.
Orig: Layout is not spectacular, the begin is just a lot of straight sections with turns leading to just another straight section. Apart from that, the turnaround element and finale are really cool.
8 ????????? 6.8 ????????? 6.5
7.10


#8195;
Jimmy Yoshi ????????? Meow
Tech: Really smooth track, no complains here. Track is very undersupported, the turns have no wide structures and the crossovers aren?????????t reinforced.
Adren: Good pacing, but the turnaround and some element after that one are really slow on top and take out a large chuck of build up potential. The airtime was great, but the laterals could've a lot stronger.
Orig: The beginning is pretty good, but the long double-down just doesn't work. Also, the ending was way too long, it would?????????ve been just as good to roll straight into the brakes, perhaps it would be even better.
6.6 ????????? 6.3 ????????? 5
5.97

Kevin Brennan ????????? White Rabbit
Tech: The track is very smooth, great job. Very good supportwork, crossover were reinforced and turns had wide structures.
Adren: The pacing overall was very good, but the near-station turn takes ages to take and the double-out-n-back layout makes the ride predictable. While there were some airtime and laterals, they were all not very strong.
Orig: Although it looks out-n-back from the top, you made it feel TGG, very well done. But the thing I really missed were twisting elements.
8.4 ????????? 6.8 ????????? 5.8
7.00

Lewis13 ????????? Louise
Tech: Smoothness was average, if not good. Supports were very good, but the turnaround in the finale need wide supports.
Adren: The prelift section was too long. But after the drop, the pacing is incredible. Airtime was pretty soft, but there's a lot of laterals, but watch out not to spike them.
Orig: The layout was awesome, the twisted out-n-back idea really worked out great. But then there's that horrible prelift section, it's really out of place.
7.8 ????????? 7.5 ????????? 6.3
7.20

maxamaxam ????????? Grovisv
Tech: Fairly smooth track, some jerks in the leads of the turns. Supports are very good, but the far turn also needs wide supports. And I got hit by a tree several times.
Adren: Pacing is great in the begin and midsection, but the finale seemed too long and took away a lot of build up pacing. Positive verticals are way too high for woodies, but airtime and laterals were good.
Orig: I really love the turn-combo at the far end, but apart from that the layout consists of two long stretches.
7.3 ????????? 7.5 ????????? 6.3
7.03
#8195;
Raptor TC ????????? Fundamental Force
Tech: Track is really smooth. Supports are ok, but the crossovers weren't reinforced.
Adren: The train might go fast, but the simple layout took out all the sensation. There are almost no laterals, and apart from the first hill, also not much airtime.
Orig: The layout is very simple and the elements are all very standard.
7.8 ????????? 4 ????????? 4
5.27

sapporo93 ????????? Trifecta
Tech: The shaping on the track is pretty good, but there were a lot of banking issues. The reinforcements to the supports, but crossover and wide structures, are too weak.
Adren: The ride started out with great pacing, lots some in the middle, but got it all back in the fast finale. But then the train is stacked and it takes a long while to get back into the station. There are some good airtime and laterals to be found, but still far too little.
Orig: The layout itself looks alright, but when riding, the elements don't add anything, they just are weird things the train goes trough as if they were a highway-bypass.
7.4 ????????? 5.8 ????????? 5.5
6.23

Suprasix ????????? Combine
Tech: Really smooth track, good job on that. Supports are average, wide structures are good, as well most of the crossovers (not all!), and every mechanic I send up to the drop to check the track falls into the water.
Adren: The pacing is very good, although it slows down quite a bit in the S-turn after the second turnaround. Lowering the entrance would?????????ve made that element incredible. Laterals were good, but if there was any airtime, it was floater.
Orig: Layout was a lot of fun, some cool twists. The reverse banking needs to be more ?????????reverse????????? in order to do anything cool.
7 ????????? 7 ????????? 6.8
6.93

tracksix ????????? Ragin????????? Rhino
Tech: Very smooth track. Supports are great, crossovers are reinforced, but not very good.
Adren: Great speed along the entire ride. Airtime was all floater and the laterals, too, could've been a lot stronger.
Orig: Great layout, I really like the figure-8 and final helix.
8.6 ????????? 7 ????????? 6.5
7.37


#8195;
Vid_w ????????? Photon
Tech: The track is very smooth, no pumping anywhere. Supports are excellent, wide structures where need and good reinforcements on the crossovers.
Adren: Although the speed is very consistent, it feels like it's not getting there. The train is cruising while it should be racing. Lots of instances of airtime, but weak almost every time. Same goes for the laterals, a lot of them, but not strong.
Orig: The layout is simple, but it worked out great. I loved the far side helix, the final could've use one more kick-ass element.
9 ????????? 6.5 ????????? 6.8
7.43

yoshifreak ????????? Contra
Tech: Overall a very smooth track, but it gets rougher towards the ending. The supports are bad, not all of the crossovers were reinforced, and no wide supports on turns. Also, hollowing out a lift hill is a bad idea. I got hit three times by trees.
Adren: Great pacing, but the ride slows down towards the end. The good airtime is ending, and there are no strong laterals.
Orig: The layout is very cool. The low-to-the-ground twists are awesome.
5.7 ????????? 6.5 ????????? 7.3
6.50

Zippo ????????? Speedy
Tech: Lots of pumps, mostly in the turns, where the track suddenly changes its radius. Average supports, but the custom structure is far from realistic and the track needs more wide supports on several turns. The coaster crashed when E-stop is pressed.
Adren: The start is very boring, but after that the pacing is held good, but the ride is also very short. The laterals and airtime are pretty weak.
Orig: The layout is too short, and the drop is weird and boring.
4.4 ????????? 5 ????????? 3.5
4.30


#8195;
DQ-d tracks

Adrenaguy ????????? Seaside Flyer
Tech: There were some minor twitches, but overall a reasonably smooth track. Supports were bad, the turns that needed wide-structures didn't have any, and the crossovers weren't reinforced. Also when banking over 90-degrees on woodies, the wheels with hit supports if you don't fix it. The track also failed E-stop.
Adren: The pacing is very good in the first part of the ride, but the ending is very slow. The laterals and airtime are there, but both are very weak throughout the ride.
Orig: What this ride really missed in the layout where some good hills to get airtime of. That said, I really loved the 540* helix.
5 ????????? 5.8 ????????? 5.8
5.53

cooliocody12 ????????? Atlantis
Tech: Track wasn't smooth at all, quick changes in radius and banking, and the track seemed to be ?????????wobbly????????? where it should be straight. The track was undersupported, some low turns need wide structures and the crossovers weren't reinforced at all. I also got hit several times by supports.
Adren: Great speed throughout the ride. Tunnel 1 and 3 were cool while tunnel 2 wasn't exciting at all. Some vertical G-spikes, laterals were good, but too little airtime.
Orig: The layout is pretty fun, all the twists in the mid section are awesome.
4.7 ????????? 6 ????????? 7.5
6.07

griffonluv ????????? Jotun
Tech: Track was smooth. The supports are good, deadman-supports looked nice but are a bit impractical, but there was a wheel-to-support hit on the drop.
Adren: Pacing started out well, but the way back from the turnaround was kinda slow. Airtime and laterals were low, also watch out for G-spikes.
Orig: The layout is very boring, there is well counted only 1 turn, the rest is nearly straight hills. Then again, the drop is a lot of fun.
7.8 ????????? 5.3 ????????? 4.8
5.97

Rolling Coaster ????????? Damocles
Tech: Track had a lot of jerks in the top of the hills, the rest of the areas are pretty smooth. The supports are bad, no crossover reinforcements and no wide structures where they are needed. And there was a wheel-to-support hit.
Adren: Pacing is great, the train is speeding through the track the whole time. Airtime is great, but the laterals were weak.
Orig: Layout is pretty good, the ending is cool and the turnaround helix is just awesome.
5.7 ????????? 6.5 ????????? 5.8
6.00

#8195;
Sobek ????????? Katuman Kaiku
Tech: Lots of pumps, the biggest problems were the jerks on the hilltops and the banking starting too early or too late. The supports are not good, the crossovers are not reinforced and more wide structure is needed on the turns.
Adren: The drop is not very steep and thus not very thrilling, but for the rest the pacing is very good. Apart from the G-spike on the drop, there is plenty of good airtime and laterals.
Orig: Layout was mediocre, not really groundbreaking. The double-down element was awesome, yet the section from the brakes to the station was really ood.
5 ????????? 7.3 ????????? 7
6.43

strata force ????????? Hurricane Valley
Tech: Lots of jerks in the hills, the turns and quirky banking. Supports were bad, the crossovers are not reinforced and more wide structure is needed on the turns. E-stop test failed.
Adren: The first half is great, but the 2nd half is a lot slower. The tunnel is placed very good, but why didn't go for the wooden tunnel, they are a lot nicer than a plain white one. The forces are pretty tame, very little airtime and even less laterals.
Orig: Layout is not much special, but I must say I really like the first turnaround and the following hill.
4.1 ????????? 5 ????????? 4.5
4.53

tiepilot35 ????????? Amethyst
Tech: Fairly smooth track, but there are some jerks in the ending. Supports were bad, the crossovers are not reinforced and more wide structure is needed on the turns.
Adren: The ride has great pacing when it's rolling, but the mcbr kills the adrenaline. The airtime is only floater, but the laterals are great.
Orig: The ground-hugging layout was cool, the drop was awesome, but the double-ups were simply too long to be exciting.
6.4 ????????? 6.8 ????????? 7
6.73

Final listing

Top-16

ianko66 - 7.63
Vid_w - 7.43
CoastaGuy - 7.37
tracksix - 7.37
Lewis13 - 7.20
Jakizle - 7.10
maxamaxam - 7.03
Kevin Brennan - 7.00
SupraSix - 6.93
CCJared101 - 6.83
Dirk_Ermen - 6.77
cjd - 6.57
yoshifreak - 6.50
Ckidd - 6.47
sapporo93 - 6.23
DBru - 6.03

Drop-outs

Coasterkidmwm - 6.00
Jimmy Yoshi - 5.97
coreyml - 5.93
GerstlCrazy - 5.80
RaptorTC - 5.27
Emerican7 - 4.80
Zippo - 4.30

DQ?????????s

tiepilot35 - 6.73
Sobek - 6.43
cooliocody12 - 6.07
Rolling Coaster - 6.00
griffonluv - 5.97
Adrenaguy - 5.53
strata force - 4.53


IMPORTANT INFO

Because of the possibly that members get DQ?????????d in Round 2, the members who dropped out in the previous round can get back in the tournament.
It works like this: If you dropped out and you would like to get a wildcard, just make your own Round 2 track and upload it to the exchange.
If a people get DQ?????????d from Round 2, those spots will be filled by the members who send in their ?????????wildcard-track?????????. If there are less DQ?????????s than wildcard-tracks only the top-rated tracks will be able to replace the DQ?????????d members.
Do note that once you make it back into the tournament, your Round 2 track still has to beat the Round 2 track of the member you will paired with to advance to Round 3.
I apologize for coming with this wildcard when 1/3 of the round is already over.
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Post March 6th, 2009, 2:54 pm
Coasterkidmwm User avatar
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Originally posted by hyyyper
#8195;
Coasterkidmwm ????????? Akward
Tech: Very smooth track, although one or two banking-transitions were too quick. Apart from the good job on the crossovers, the coaster would crash the first time a train went through a turn, as these have no wide structure. E-stop failed (even without pumping the brakes), and I got hit by a tree.
Adren: A lot of speed throughout the ride, the hills are cool, but some stretched elements make the ride a lot less exciting. The track interaction is great btw. There?????????s very little airtime and weak laterals.
Orig: The layout is pretty good, but apart from the cool drop and 1st hill, nothing really special.
6.2 ????????? 5.3 ????????? 6.5
6.00

DBru ????????? Jumper
Tech: Fairly smooth track, nothing to complain. Supports are bad, the track is undersupported and while overbanks are fun to add, if the supports aren?????????t adapted, the train will hit the supports are crash.
Adren: Good pacing overall, but the slow speed over high elements kills the thrill. Airtime and laterals are every good, just watch out and don't spike them.
Orig: A fun layout, and while I didn't like the first drop at all, the first few elements were really cool. The idea of overbanks is awesome, but don't forget to change the supports.
5.3 ????????? 7 ????????? 5.8
6.03


So I get penalized for the following:
*Bad lateral bracing on curves (I'll take it even though you said I have none when I have some on almost all turns)
*Staying within the safe limits of lateral G's
*Having around -0.5 negative G's, which is very realistic
*tree hit (I'll take it)
*Estop (I was unable to make it fail without pumping the brakes and neither were lots of other people but I'll take it again)

And DBru gets penalized for:
*Bad supports
*"spiking G's"


If you want us to make a Gravity Group ride, then WHERE IS THE REALISM? Do you pay any attention to this at all?

Some Aspects of Realism:
*G limits
*How G's are applied
*Supports
*Shaping and style of shaping
*Overall visual look

Jakizle in 5th place...seriously?

You just wanted an excuse to cut me out early so you downrated to hell to do it. Your Round 2 ratings will probably be ****** hilarious.
"Careful man, there's a beverage here!"

Post March 6th, 2009, 4:01 pm
hyyyper User avatar
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Posts: 8705
Points on hand: 9,207.00 Points
Location: The Netherlands
^Ok, here we go
1. I didn't say you didn't have lateral bracing at all. There is indeed lateral bracing on high turns, because the generator does that to high sections. But on low turns, there are 4 turns (maybe more) that clearly need extended supports.
2. Who are you to determine what realistic G's are? There are guideliness posted for that and NO BODY had anything to complain about them. Airtime of 1 - 1.5 for TGG is also realistic.
3. estop: http://www.youtube.com/watch?v=qYswgjmujAw

And then, why would I want you out of the tournament? I was rating all the tracks than after I was done with them I like excel sort them largest-to-smallest and the top-16 was posted. Nothing chanced after that.
Besides, if I wanted you out, why would I present you with the wildcard option?
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