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Riddler's Revenge NL2 Recreation

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 January 28th, 2014, 7:07 am

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I am attempting to recreate probably one of the greatest B&M standup coasters ever built: Riddler's Revenge at SFMM. So far I have the color scheme, lift, pre-drop, drop and vertical loop. I tried to get the height and length as close as possible while keeping the shaping and forces realistic, the height may be off, but, it's only by a couple feet. I am using the bingmaps aerial and birds-eye views as well as pics and my memory of how it rides in real life for references. As always comments and constructive criticism welcome.
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Post January 28th, 2014, 7:29 am
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The green is way too bright. I know that ride in and out if you want someone to test it for you
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 28th, 2014, 7:57 am

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the tricky thing about the color is the paint that is used changes shades depending on the angle the sun hits it, shade from clouds etc..i have seen it in person many times and every time it appears to be a different shade, the one shade that I have seen the most is a minty green color. I have seen pics with a bright true green color, a forest green shade, a lime green shade and minty green. I appreciate the offer to test it. I am nowhere near the testing phase yet, but, when the time comes i will probably take you up on that offer. Anyway, yeah this has been one of my favorite rides at SFMM since it opened in 1998, it is the one coaster I have to go on every time I go to SFMM.
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Post January 28th, 2014, 12:57 pm
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It too is one of my favorite rides at SFMM!
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Post January 28th, 2014, 3:52 pm
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Man I really didn't love that ride when I went a few months ago.
The head banging was horrible, I tried to keep my head forward like the other Stand Ups I've done, but it didn't help.
Also my feet were killing me after I got off.
Also, what is with the station configuration in there? It's so strange and unique.

Post January 28th, 2014, 6:20 pm
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If I was going to do a recreation of a ride based on knowledge, it would either be this ride or Batman The Ride haha. Let me know if you need a second opinion on the feel and look of the rides details
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 29th, 2014, 11:32 pm

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I've got the layout completed, well, its a full circuit now. I just need to tweak the turnaround before the final flatspin and continue tweeking the colors. As soon as that has been completed I will do some mild terraforming and will be looking for testers. Turbo, you are my first human test rider. I will upload pics as soon as I can. I'm at work right now, so probably later tonight
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Post January 30th, 2014, 1:57 am

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You could always make the green white...much of SFMM's rides are pretty well sunbaked :p

In all seriousness, if you decrease the saturation in that green a pinch I think you have it's color down.

...if only NL2 offered a "faded" option to the list of ride condition...
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Post January 30th, 2014, 7:43 am

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A couple quick pics with some layout and updated color scheme, testing will be available starting Friday. if interested, PM me. The test file will only contain the trackwork. Supports and terrain editing will only follow upon successful completion of the testing phase.







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Post January 31st, 2014, 3:32 am
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trackwork needs serious adjustment.
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 31st, 2014, 3:52 am

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I'm probably gonna scrap this project, or just put it off for a while. I am having a hard time with the footprint staying true to the actual ride without sacrificing shaping and or speed. i had most of it set to the actual footprint with real length and shaping, but the train kept valleying.

SO, I just spent the last few hours adjusting the track..here's what happened:



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Comments, constructive criticism, also if anyone wants to test the ride, pm me.
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Post February 4th, 2014, 11:10 pm

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Version 1 has been uploaded already, thanks for the downloads and rates. Working on v2 with corrected support hits, .3ds and a fresh paint job.

I know it's probably a longshot, but, does anyone have or would anyone be willing to make .3ds intamin 1st generation freefall, a shoot the chutes or a skycoaster? I wanna kind of give the ride a grand opening in the park feel, hence the freefall inquiry.


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whaddaya think?

Also, please continue enjoying V1 while this is being finished, rates and comments are always appreciated, thanks, Spacemountainfain619 aka Arrowspace Rides.
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Post February 5th, 2014, 1:00 am

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Post February 5th, 2014, 1:54 am
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It doesn't make sense to tell us you're scrapping it then upload an unfinished version after you've decided to keep going.

Post February 5th, 2014, 2:00 am

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My project my rules! plus I never committed to scrapping it. Also, Seattle won the super bowl, your argument is invalid.
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Post February 6th, 2014, 4:50 am

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does this look accurate enough?



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Post February 6th, 2014, 5:34 am

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Well, for one thing, your oblique loop is comically huge.

Post February 6th, 2014, 5:49 am

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when i adjusted the circumference to the correct height for the ride, the forces were comically huge.
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Post February 6th, 2014, 11:16 am
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Post February 6th, 2014, 6:09 pm
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Yeah that inclined loop is definitely not right.
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Post February 6th, 2014, 6:15 pm

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If the forces aren't right when you change the shape and size, the obvious answer is that the train is either traveling too fast or your banking is not correct. Certainly if the rest of it is accurate enough, you should be able to get that oblique loop closer to scale than it is right now. If you can't, maybe the problem is with somewhere else in the track?

Post February 8th, 2014, 3:35 am

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Does the shaping look better? I was actually able to reduce forces, who woudda thought taking time on rides actually works. lol

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Post February 8th, 2014, 4:44 am
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dive loops top looks way too wide, the inclined loop looks better but still needs work. There's a lot more "pop" to the bunny hill after the first corkscrew, and also the track goes a bit lower a bit faster directly after the cork. and speaking of the cork, I think your lead-in on it looks way to... long.
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post February 8th, 2014, 6:22 am

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Originally posted by Turbo
[br speaking of the cork, I think your lead-in on it looks way to... long.


I took the screenshot from about the same angle as the pic i posted earlier, looks about the same to me, just the angle makes it seem longer than it really is.

About the oblique loop..is it too wide across the radius, the top, or both?
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Post February 8th, 2014, 6:36 am
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definitely too wide, hard to tell other things just from this angle. As for the cork, the angles are completely different (well, a bit anyway). If you look from the top and make the lead-ins just a line, the x will mark where the cork begins (just from my observation):
Yours
[MCBR]--------X----
Real
[MCBR]-----------X-
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

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