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inFAMOUS: The Duel

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 June 21st, 2014, 1:32 pm
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For those that follow me you would recognize my coaster inFAMOUS: The Ride and it's associated NL2 Edition. With No Limits 2 I can bring my original idea to life. It's now coming to No Limits 2 in the form of a dueling B&M Inverted Coaster.

BETA INFORMATION
In order to participate you must PM me regarding the best and that is all! There is no limit to the amount of participants in the beta. Additionally, once you sign up you will not receive versions previously given to earlier testers. This means for those of you that missed this version will need to wait for the next one.

Current participants:
TTD03
Cool5
RCT3rox
titanrocks01

Version History
0.11
0.12
0.15
0.20 (Added layout)
0.50 (Obsolete)
1.5 (Final Test)

Image
inFAMOUS: The Duel represents the notion of Cole McGrath and Delsin Rowe in my alternate reality I have generated. These two characters are the main protagonists, or antagonist in the series. This will also be my first No Limits 2 coaster to be built completely within the editor. No Newton?????? involved!

Image

Last edited by Goku1910 on July 18th, 2014, 5:52 pm, edited 9 times in total.

Post June 21st, 2014, 3:00 pm

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It's a pretty cool feeling to be able to do something in NL2 that you couldn't do because of NL1's limitations.

Post June 21st, 2014, 5:10 pm
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New screenshots from today's progress. PM me if you're interested in beta testing it....It's still pumpy but I'm working the layout before I really start detailing the track.

Image

Image

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Post June 22nd, 2014, 1:44 pm
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Looks pretty epic mate - how many interactions have you got so far?
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Post June 22nd, 2014, 6:50 pm
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mkingy wrote:
Looks pretty epic mate - how many interactions have you got so far?


I'm in the process of changing the layout because the yellow track had an element that caused it to lose a lot of speed.

The new layout so far has two inversions with two intersections.....If you'd call those interactions. I plan to have interlocking corkscrews after the MCBR. And I definitely want to try and experiment with opposite direction Zero-G's as well.

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Post June 22nd, 2014, 9:34 pm
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Make sure you don't make the tops of your loops super flat. It'll make them feel faster.
"Careful man, there's a beverage here!"

Post June 23rd, 2014, 12:20 pm
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It's looking quite intense and massive! I'd be interested in beta testing in a few days. I'll PM then.

Post June 23rd, 2014, 11:04 pm
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Coasterkidmwm wrote:
Make sure you don't make the tops of your loops super flat. It'll make them feel faster.


I'll have to tighten the blue one a tad. Not to mention the angle of that picture makes it seem more flat than it really is.

I was hoping to get some work into this but I got called in to work tomorrow. :l

Post June 24th, 2014, 12:36 am
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Keep us updated when you do get chance to work on it (Know the feeling of struggling to find time to work on coasters :()
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Post June 24th, 2014, 9:48 am
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^^ and ^, Since I am not a designer in NL, I don't know what it really feels like to not be able to work on a coaster but I bet it really sucks :/

Post June 24th, 2014, 10:03 pm
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TTD03 wrote:
^^ and ^, Since I am not a designer in NL, I don't know what it really feels like to not be able to work on a coaster but I bet it really sucks :/


It's been a very long time since I hand built. NL2 definitely speeds the process along, but the dueling concept really cancels that out. :lol:

Post June 25th, 2014, 2:02 pm
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Image
Overall view right now. I've been tweaking the Immelmann's and Dive Loops.

Image
The Cole Immelmann has been tightened.

Image
I need to do more to this one. It's rolling too late and still has a flat top.

Image
I'm satisfied with this Dive loop as it is now. It appears flat but it rides perfect in track view.

Image
This one however, did get some changes. I tightened it and changed the vertices on the lower part so the Dive loop exits in the same direction is entered. The Cole track's Dive Loop exits slightly right so that the Delsin track can fit through the gap.

The Cole track has a small airtime hill above Delsin's Dive exit. Delsin track goes under Cole's and turn's between the entire dive.

Post June 25th, 2014, 9:58 pm
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Attention BETA TESTERS! You should have received a link in a private message for v.0.11. Check your inbox!

Here's what you will see in the beta:

Image

Image

Image

Notes:
*There are still noticeable pumps all over the place, especially on the first drop. The beta is for layout purposes only!
*I did tighten up the dive loops, including the blue one above that I said I'd leave alone.
*I'm trying to figure out a way to make the yellow side seem less drawn out, so beta testers give me a suggestion.

Post June 26th, 2014, 6:13 pm

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Goku1910 wrote:
In order to participate you must PM me regarding the best and that is all! There is no limit to the amount of participants in the beta. Additionally, once you sign up you will not receive versions previously given to earlier testers. This means for those of you that missed this version will need to wait for the next one.



I just recently joined this forum (I'm the same RCT3rox from Youtube & Google+!) and I would like to assist in Beta Testing this awesome new design. Unfortunately, since I just joined a few hours ago, I am not allowed to send PMs at this time. Is this reply saying how much I'd love to help you enough, or must it be a PM? :)

Post June 27th, 2014, 2:37 pm
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Goku should be able to send it to you, or you might be able to PM by now. Welcome to the site!

Post June 27th, 2014, 2:40 pm
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I was just about to say so TTD.... If it allows me to PM you I will send it when the next version arrives. By the way TTD, did you get the chance to check it yet?

Post June 27th, 2014, 2:54 pm
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Post June 27th, 2014, 8:39 pm

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I am able to get/receive PMs now! I'll be waiting for the update :)

Post June 27th, 2014, 8:43 pm
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Goku, how do we get version 0.12? I didn't get any PM from you :P

Post June 27th, 2014, 8:48 pm
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I prematurely updated that. Lol.

Version 0.12 will be up late afternoon tomorrow. No worries though. Nothing in terms of layout. Just pump fixes and I lowered yellow track a bit between the immelmann and dive loop.

Post June 27th, 2014, 9:21 pm
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Post June 29th, 2014, 8:04 pm

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Well, I'm having a ton of issues with my computer, and I can't load this ride! I keep getting a 'memory full' termination error, and then NL2 crashes. So unless I figure out how to get more memory, I may not be able to beta test. :|

Post June 30th, 2014, 12:57 am
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The best way to solve issues like this is restart your computer and don't open anything else except NL2.

Post July 3rd, 2014, 5:25 pm
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It's been so long since I updated this. Beta testers should be receiving another link, this time to version 0.15.

Here's your change log:
*Yellow track has received many updates including rotated track, a more unique exit transition, and raised track to sync up the trains through the roll.
*Blue tracks hill is now 2D straight without a roll. and has been moved away from the yellow tracks new position.

Post July 3rd, 2014, 5:32 pm

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TTD03 wrote:
The best way to solve issues like this is restart your computer and don't open anything else except NL2.


I tried that and I'm still having issues, I get that same "memory full" message after opening the file.

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