I have absolutely no idea.
The big plan was to lenghten this round so it would end after a busy period at my Uni. As it turns out, that busy period as gotten even more chaotic, so everything that doesn't relate to me passing my tests is put on hold.
One word before the ratings. All your track were so good shaping and glass smooth (you guys aren't secretly the same person?) that I gave you nines on that. There was just no way to determine if one was smoother than the other. The same goes for the supports, they were all just good and realistic. So the emphasis of these ratings were on Adren and Orig.
Jakizle ????????? Dynamo
Tech ????????? Very smooth ride and realistic supports.
Adren ????????? Adrenaline is not the strongest point, the ride has very little low elements that would kick up the pacing. This is important because the long train takes high elements slow. The airtime is great, but not perfect (no ejector) but there is 0.9 in almost every hill, front and back. The drops and almost every single turn has powerfull positives, I love it.
Orig ????????? Apart from the twisting exit of the mcbr and double down, the ride is like any other B&M. The elements are powerfull and good executed, but the ride doesn't set itself apart from the layout we've seen so many times before.
Tech ????????? Very smooth and realistic supports.
Adren ????????? Pacing is incredible, the many ground-level elements keep the juices flowing fast, taking care of the long-and-slow-train problem. The forces are amazing. Ejector airtime on each and every hill in the front and back of the train, just amazing. Also, the positive G?????????s are powerfull in each turn and valley.
Orig ????????? Despite the addition of some really cool, and some weird elements, the basic layout is the boring old standard B&M hyper layout. That said, the double twist on the first drop and first hill ascend is very nice and all the low elements give a nice variety between the elements. I only couldn't figure out the purpose of the mcbr exit and last element, some weird twists that do little exciting and just seem odd.
9 ????????? 9 ????????? 7
8.33
Kevin Brennan ????????? Icarus
Tech ????????? Very smooth and realistic supports
Adren ????????? Good pacing, keeping the train low to the ground certainly boosted the adrenaline. Yet in the middle section, the track doesn't go back to ground level on several occasions, where you take away the speed you could've reached if you went all the way down. The lack of an mcbr might gain you more adren during the ride, but also stacks the trains. The ride is powerful in the turns and drops, very powerful, but it isn't an airtime machine. Apart from one hill, the airtime is limit to regular floaters.
Orig ????????? Defiantly not a standard layout. The early turnaround was a welcome surprise, and the rest of the layout very nice. The Stengel dive out the tunnel, double down and splashdown kept the ride interesting till the brakes.
9 -7 -8
8.00
Congrats iank066, and the rest, better luck next time.
I thank everybody who joined the tournament, it was a pleasure hosting.
^It is, I have made a mistake there. But don't worry, the result will remain unchanged, as the adrenaline points were given in relation to the other tracks. Sorry if I stepped on anyones toes.
^That sucks, dude, you've had the clear winner for two years running.
Congrats Ian, well done!
hyyyper, I think you kind of shot yourself in the foot by giving us all the same tech rating. Sure, they were all a bunch of FVD, but there's no way to validate identical ratings when you consider shaping and supports. There's more to life than smoothness. Your ratings remain completely unpredictable (to me, at least), and I think it's because you tend to overweight intangibles such as how "exciting" a ride is, etc, instead of drawing comparisons to real rides. Without a standard of measurement, there cannot be critical evaluation, so you're left with a bunch of baseless opinions. Of course, that's just my opinion [:P]
On a side note, I wasn't expecting to see results until I got back from DCI tour, so good job there!
Yeah, telling me all of our shaping, forces, and supports, etc, were equal is pretty ignorant...and dont tell me a 200+ plus ride with tons of airtime and even more twists than a normal B&M hyper wouldn't be 100% kickass .
Well, I really have no idea how to judge if the one ride is smoother than the other. Smoothness and Supports both determine the Tech point and neither the smoothness or supports on all three rides where so outstanding so that it would take the mark to an 8 or 10.
Then, about realism. You say I should rate your tracks to real rides. But then the contest would be "Who can replicate the best B&M hyper?". And believe me, when I say, that was not the goal of any of the rounds. There are so many things you can do to make the ride more exciting without being unrealistic. Well, except if you think anything other than a 1-on-1 clone of a real coaster is unrealistic.
If you want to make a realistic B&M, that doesn't mean it has to have 5 floater hills, 1 turnaround and a helix.
If you are talking about my ride...it only has 2 floater hills. The other 8 or so hills are all ejector. As for being unique while being realistic? My second element (after the first huge hill) is something that has never been done, as is the high speed curve after the turnaround (and double up into the brakes). Double downs are also rare on B&M hypers, and the way I set up my finale was unique.
IMO the best NL rides are those that are realistic but DO NOT COPY real rides...isn't that the goal of a simulator? Anyways...