Board index Public Relations Contests [RESULTS] CCH Bio Dome Contest

[RESULTS] CCH Bio Dome Contest

Only official CoasterCrazy.com Contests are posted here.

Post July 25th, 2003, 7:30 pm

Posts: 947
Points on hand: 3,039.00 Points
RESULTS ANNOUNCED


Image

Congratulations Whitewolf2759! [pshades]

Mars51 - the Dome of Dienisty
Hey mars51, as you have probably seen from the results your track was horrible. Well first things first. Your train was too short it has 4 cars which is under the minimum of 6. Also track should have had at least 3 trains instead of 1.
The track started with a launch which wasn't straight, you should have straightened it out and used LIM?????????s. In the next dome you made super tight turns which result in like 9G?????????s lateral which is way over the limit. The G forces are horrible over the entire track it keeps pulling G spikes and not small ones but really major. Next time you post a track in the exchange make sure it is G spike free.
Oh I remember a weird thing from the launch, that support thing which is just hovering there, is it supposed to be something? Because it looks damn ugly and it would cut the rider?????????s arms of????????? Well back to after those weird turns, you approach some sort of dive and make the track bend right while you bank it for a left hand turn resulting in ?????????. Yes that's right, a g spike.
After this comes some trick track and that ain't a good thing. Can't you make something straight or something? If you know something about coasters doesn't your common sense tell you that is unrealistic and above all very rough? Guess not?????????
The track continues to pull G spikes and make extremely weird manoeuvres. Back in dome one you made a few tight rough turns which pull?????????. G spikes. Followed up by a super short brakerun, ever seen a 9.8 meter long brakerun on a coaster?
Maybe all of the above may sound a bit rude but people have said it before in comments and you just don't seem to pay attention to it. Next time you really really have to work on the realism factor by smoothing the track out and get rid of the G spikes. Besides that you will also have to work on your support work because what you did custom looks unrealistic. Next time before making custom supports closely view some images of comparable track and look how it is supported. You can easily find something you look for at www.rcdb.com. Also do the tunnel test and make things straight when they should be straight.
Oh, I almost forgot, why did you remove the dome structure?!?!?! I was really stunned by that because I told you could remove the concrete not the domes!
Don't give up, practice is the key to becoming a pro NL designer.




Goliath100 - Expedition Hell (track deleted)
Goliath100?????????s track had several problems. I am not going to give a long comment since the member has been banned recently for violating the website rules for several times. His track had a lot of supports hits, the layout wasn't good at all, the track was turning in the same direction all the time. It only had one semi original element in it. The support work was very bad, there were segment of over 50m without supports. It was quite rough, it had a G spike and the E-stop didn't work in all cases.




WhiteWolf2759 - Blizzard's Revenge
Hey whitey, you really did well on this one. Congratulations with the winning track. As you can see from your score your track also wasn't perfect. Well first things first, the first element after the launch was a bit slow. This wasn't the only place, the ride lost speed in several places, not only the MCBR?????????s but also in a few element. You should have let the MCBR?????????s allow a greater speed. The support work was really cool, when I tunnel tested it I almost couldn't believe you barely had support hits. Only a few very small ones. The support work on the track itself was not that good, the supports were a bit flimsy in a lot of cases and I'm afraid they wouldn't hold up in real life. Well back to the tunnel test, like I said you had a few small support hits but you did have a two really big hits with the ground. Your building technique was pretty good. You did have a lot of rough bankings though which could have been smoother in a few places. Support tunnel effect was pretty original but we've seen it before so I awarded you with 30 out of 40 for originality. You had some simple 3ds and cartextures so no full points for that. I think that's about it. Keep up the good work and see you on the next contest [:)]




Sam Laming - Desolate
You really got a decent track here Sam. Well first things first, the tunnel in the beginning is a bit dumb, doesn't add anything to the ride experience. The lifthill started of horizontal, you should have replaced that horizontal part with a transport section. The trackwork is pretty cool but you keep making left hand turns from the lift to the MCBR. Just a bit after the MCBR, you made the first left hand turn. The smoothness level was ok, but I think you can do better. You did got a few perfect scores, for E-stop which just worked, G forces which were in check and for the clearance envelope. You did have one or two super tiny hits but they don't matter since you?????????ll barely be able to get your hands out of the trains. Most aspect of the track were just ok, most of them can be improved. The track at the end, the brakes and stuff were too close to the ground so they didn't leave room for supports. Next time always try to have a ground clearance of 1 meter /3 feet. And try to apply some more variation between right and left hand turns. Also some inversions would have been cool for some more thrill. It's cool to see your tracks are getting better and better. Looking forward to see your next one.




Matt - Exterminator
Wow, this coaster sure was?????????????????? black? [lol] Let?????????s talk trough the points of attention. The layout was ok, it lost speed a bit too much on the MCBR which was quite boring and the track was a bit short. The rest of the layout also wasn't near stunning. The smoothness level was ok, it did have some rough spots but not too shabby. Emergency stop didn't work on the launch so you only got 10 points for that because it does work on the MCBR. The tunnel test was pretty good, you had one or two support hits and a hit with the dome and floor at the end. No 3ds, no environments, no cartextures, no points for those. The supports were ok, but you didn't support the entire loop. Took quite some points of for that. Coaster type was ok, building tech was decent, not stunning or something like that so you also got a decent score for that. Difficulty was little since you cut one car of the minimum (you used 5 instead of 6) which makes it easier to maintain speed, so penalty for that. The custom supports you made looked pretty good, you still used a bunch of normal ones so 15 out of 25 points. G forces were in check so full score, took some points of capacity because of the 5 cars. Timings were ok but could've been improved and last but not least the originality. You did nothing special on the ride you did have some good elements so just 10 points for that. This overall was a decent ride, next time maybe try some additional theming and just spend some more time on testing and getting those little flaws out to make a perfect track.




Picard - Dome Raiders*
Hey Picard, as you've probably seen from the scores your track wasn't too good. The main problem was the trackwork, the track just was wiggly and wobbly simply everyone. Things which should have a nice curve or should be straight got the most weird shapes on your ride. You really have to work on that, also on your smoothing but those two things go hand in hand. The roughness and bad banking work causes several G spikes. Next to this you also have really bad support work. The track would probably even collapse without a train, not mentioning with a train. You can't just let an entire loop hover, it just won't hold up. Look at some pictures of supports on real comparable rides and try to recreate them for as far as possible. Then another big problem, you had really major hits, you've hit other track 5 times and you've hit the dome itself one time. And not just a little touch but the trains almost went trough the other track. You have to tunnel test your ride before you submit it, and next time also make sure it has no G spikes at all. Also the track itself was pretty short next time try to make it at least 1000m. You really have to work on your skills but you can do it.




*These tracks will be uploaded A.S.A.P.

A result movie hasn't been made and also won't be made since the turnout was too little. If more people submit their track on the next contest a result movie will be made again just like on the SFH contest.

Special thanks to:
  • Hansixx - for making the 3ds domes
  • All participants - for participating [;)]
  • WeeWeeSlap - for this great website [pshades]

    see ya'll on the next contest [:)]






    Two days ago we received the following letter from CCH (Custom Coasters Holland)

    Image

    So that's the news, we are asking you to design a coaster to be built in the bio dome. The bio dome has 3 domes connected by tunnels as you can see below. The track should start in dome 1, we already placed the first vertex there, you can move it around as long as you keep it inside dome 1. How you use the rest of the domes is up to you. Probably the most logical would be to fit most of the track in dome 2 and some little stuff in tunnels or dome 3. Anyway let your creativity decide that [:p]

    Image

    These are the rules listed:

    [list]
  • Track style must be corkscrew.

  • Track must start in dome 1.

  • Your track must be inside the domes/tunnels built in the template.

  • You are allowed to remove the concrete floor.

  • You can only use one lift OR launch.

  • When making a dueling track you can use 2 lifts or launches or 1 lift and 1 launch.

  • The track must be able to operate smoothly with 3 trains with 6 or more coaches each.

  • No ride length limits (but keep it realistic)

  • G Forces should never turn red; you?????????ll get extra points for keeping them always green.
  • Most points will be awarded for good trackwork

  • You are not allowed to attach your track?????????s supports to the dome?????????s supports; however you can attach theming to it as long as it's not too heavy.

  • Shuttle coasters are not allowed.

  • [*]We will give points for: layout, smoothness, E-stop, clearance envelope (tunnel test), 3ds theming, cartextures, environments, supports, coaster type, building technique, adrenaline, difficulty, custom supports, G forces, capacity, timings and last but not least originality. (Most points will be awarded for trackwork and supports. Additional theming like 3ds, cartextures etc. will be granted with a small amount of points.)
    [*]Station building must be in dome 1, or directly placed after the first vertex.
    So you are allowed to go in one of dome 1's tunnels but the station must start in dome 1.
    [*]Finished tracks must be send to gforceaddict@coastercrazy.com
    [*]Deadline: Sunday the thirtieth of August at 23:59 GMT (= 18:59 EST)


Download the template here:
http://www.weeweeslap.com/users/gfa/cch/WWS-CC_Dome_Contest.zip
(Special thanks for Hansixx for making the 3ds objects)

Contestants:
1: -0- -00/00/00- IntaminFan397 out
2: -0- -00/00/00- Shaggzgn out
3: -0- -00/00/00- WeeWeeSlap out
4: -0- -27/08/03- whitewolf2759
5: -0- -00/00/00- adept999 out
6: -0- -00/00/00- Coaster indavidual out
7: -1- -26/07/03- mars51
8: -2- -03/08/03- goliath100
9: -0- -07/08/03- Matt
10: -0- -00/00/00- Zan_2003 out
11: -0- -07/08/03- Picard
12: -0- -00/00/00- shortkid422 out
13: -0- -06/08/03- sam laming
14: -0- -00/00/00- Dj-Javixxxxx out
15: -0- -00/00/00- Hansixx out
16: -0- -00/00/00- odepotmike out
17: -0- -00/00/00- purplemonkeycheesegrater out
18: -0- -00/00/00- The Edge out
19: -0- -00/00/00- Intamin AG out
20: -0- -00/00/00- Dingo 65 out
21: -0- -00/00/00- bicoastalkid out
22: -0- -00/00/00- mxpro out
23: -0- -00/00/00- Android out
24: -0- -00/00/00- Buster out
25: -0- -00/00/00- cjd out
26: -0- -00/00/00- Xtreme15 out

(there is no limit on the amount of people joining)

(First column is your number, second column is the number of times you sent in a track, thrid column tells if you the date I recieved your track. Your last entry will be your participating ride)

Once your track is uploaded to the exchange you are not allowed to update your track by sending in an updated version of your track. You are allowed to send in an updated version(s) as long as the track is not on the exchange.

You can post any questions you may have in this topic. CCH will answer them A.S.A.P. If you want to discuss anything about this contest, like progress on other people?????????s ride please use this topic and don't start a new one. Thanks in advance.

Good luck and may the best coaster builder win [pshades]

Note: The letter above is fake and so is the story around this contest, of course all rides will be judged but the winner's ride won't be built in real life.
Last edited by G Force Addict on October 12th, 2003, 2:23 pm, edited 1 time in total.

Post July 25th, 2003, 7:46 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA


Post July 25th, 2003, 8:05 pm

Posts: 16
Points on hand: 2,707.00 Points
Location: Germany

are only 10 members allowed to take part in this contest?

Post July 25th, 2003, 8:27 pm
Oscar User avatar
Founding Member
Founding Member

Posts: 14409
Points on hand: 11,949.60 Points
Bank: 187,052.60 Points
Location: California, USA

no, more can partake in it, that's just to start off the list [:)]

Post July 25th, 2003, 9:39 pm

Posts: 776
Points on hand: 4,606.00 Points
Location: Alberta, Canada

Post July 25th, 2003, 9:47 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

Are we allowed to move the first vertex? if not can we just change the direction of it? or the height?

Post July 25th, 2003, 9:47 pm

Posts: 16
Points on hand: 2,707.00 Points
Location: Germany

Ok. This contest sounds very cool and the objects are pretty. Am i allowed to remove the ground of the connecting tunnels?

Post July 26th, 2003, 1:04 am

Posts: 868
Points on hand: 4,391.00 Points
Location: Indianapolis, IN, USA
I'm in!


Can we make it a dueling coaster? [:D][^][:D]
Therefor allowing us to use an extra launch/lift for the extra side?

Post July 26th, 2003, 3:44 am

Posts: 38
Points on hand: 3,188.00 Points
Location: Netherlands

Post July 26th, 2003, 5:07 am

Posts: 1983
Points on hand: 3,285.00 Points


Post July 26th, 2003, 5:42 am

Posts: 947
Points on hand: 3,039.00 Points
Originally posted by IntaminFan397

Are we allowed to move the first vertex? if not can we just change the direction of it? or the height?


As stated in the topic, you are allowed to move the first vertex, as long as you keep it in dome 1, so it is also allowed to change height and direcetion (as long as you keep it in dome 1)

Originally posted by adept999

Ok. This contest sounds very cool and the objects are pretty. Am i allowed to remove the ground of the connecting tunnels?


No you can only remove the concrete floor. The domes and tunnels must stay untouched.

Originally posted by Coaster indavidual

Can we make it a dueling coaster? [:D][^][:D]
Therefor allowing us to use an extra launch/lift for the extra side?


Yes you are allowed to do that. I thought of adding it to the rules but I wasn't expecting someone to try making a dueling ride in there [:)]

Post July 26th, 2003, 7:15 am

Posts: 1830
Points on hand: 3,960.00 Points
Location: London, United Kingdom


Post July 26th, 2003, 8:04 am

Posts: 38
Points on hand: 3,188.00 Points
Location: Netherlands
im allreday finshed lol im probley going to lose thoghut :)

Post July 26th, 2003, 8:33 am

Posts: 1008
Points on hand: 5,120.00 Points
Location: Illinois, USA


Post July 26th, 2003, 10:07 am

Posts: 1008
Points on hand: 5,120.00 Points
Location: Illinois, USA

can the station be in a tube if the first vertex is in the 1st dome?

Post July 26th, 2003, 11:24 am
Oscar User avatar
Founding Member
Founding Member

Posts: 14409
Points on hand: 11,949.60 Points
Bank: 187,052.60 Points
Location: California, USA

I haven't even looked at the files and I'm somehow signed up [lol]

Post July 26th, 2003, 11:31 am

Posts: 89
Points on hand: 4,891.00 Points
Location: ., ., United Kingdom

Post July 26th, 2003, 12:58 pm

Posts: 49
Points on hand: 2,560.00 Points
Location: Hannover, Germany

Post July 26th, 2003, 1:00 pm

Posts: 947
Points on hand: 3,039.00 Points
Originally posted by shortkid422

can the station be in a tube if the first vertex is in the 1st dome?


Yea you can place the station in there, but keep the first vertex in dome 1. You also are not allowed to connect track to the first vertex and then place the station. So that station has to start in dome 1.

Post July 26th, 2003, 1:49 pm

Posts: 1983
Points on hand: 3,285.00 Points

i think it has to be in the first dome not in the tube

Post July 26th, 2003, 1:54 pm

Posts: 1983
Points on hand: 3,285.00 Points

Are there allowed to be a yellow g force or not. Or just totaly green g forces

Post July 26th, 2003, 2:28 pm

Posts: 947
Points on hand: 3,039.00 Points
Originally posted by Hansixx

Ik zal wel mee doen!

Count me in.


Ok, ik zet je op de lijst [;)]

Originally posted by Matt

Are there allowed to be a yellow g force or not. Or just totaly green g forces


Yellow G's are allowed. But if you can manage to keep them green all the time you'll get some extra points for that.

Post July 26th, 2003, 2:47 pm

Posts: 37
Points on hand: 114.00 Points
Location: Auburn, Wa, USA

Post July 26th, 2003, 3:14 pm

Posts: 89
Points on hand: 4,891.00 Points
Location: ., ., United Kingdom

Post July 26th, 2003, 4:44 pm

Posts: 1983
Points on hand: 3,285.00 Points


Next

Return to Contests

 


  • Related topics
    Replies
    Views
    Last post