Board index Roller Coaster Games Hard Hat Area Project Manteesha (Uploaded to the Exchange) pg. 4

Project Manteesha (Uploaded to the Exchange) pg. 4

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!


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^ Apocalypse Color, while the train color is Mantis, lol! ;)
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As I was scrolling down, I only saw the rails and I immediately thought you were going to use the Rogagogarororagarou colours. I've never really been a fan of the stand ups in NL2, the trains and heartline always looked uncomfortably tall for me. I'm liking the layout, but I can't get over the stand up trains.

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Projektion wrote:
As I was scrolling down, I only saw the rails and I immediately thought you were going to use the Rogagogarororagarou colours. I've never really been a fan of the stand ups in NL2, the trains and heartline always looked uncomfortably tall for me. I'm liking the layout, but I can't get over the stand up trains.


It does work just fine as a floorless ;-)

lol240 wrote:
^ Apocalypse Color, while the train color is Mantis, lol! ;)


Not to be a jerk but the Mantis trains are mostly purple with some red accents and yellow supports.

Thank you for the comments/support as I make this. I seem to be building slow despite having all of the time in the world.
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It's still alive. I need to make some fences, record a little video, and it'll be done :-D . Here is a low quality screencap of the general environment I'm setting up. I'm going to make a little queue that interacts with the ride until it gets near the station/lift and then goes into switchback hell under/in front of the lift. A river runs through the middle of the ride, I decided to have no supports in water so I have a grand total of two support bridges while making the layout have a purpose. Anyways enjoy the pic.
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Wow! It's looking great!
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Looks good CK! Looking forward to seeing your support bridges too :D
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This is looking like a great B&M coaster. It seems like something that B&M could believably manufacture and I have to say I love the new colour scheme. Looking forward to seeing more. :)
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Wow, trees are making this coaster look darn cool! :D
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Coasterkidmwm wrote:
It's still alive. I need to make some fences, record a little video, and it'll be done :-D . Here is a low quality screencap of the general environment I'm setting up. I'm going to make a little queue that interacts with the ride until it gets near the station/lift and then goes into switchback hell under/in front of the lift. A river runs through the middle of the ride, I decided to have no supports in water so I have a grand total of two support bridges while making the layout have a purpose. Anyways enjoy the pic.

Now it just looks like Apocalypse at SFA color wise.

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It's not dead!

My laptop's video card has an option where it'll not use itself for programs it deems not rigorous enough to require it, and I recently discovered it thought NL2 fell into that category and I was running the game on low with my integrated graphics card instead. Ooops. Now the game runs at least twice as good and life is much easier because it doesn't massive stutter when I copy/paste and do things beyond building a normal track.

Anyways, I've been tweaking the track a bit and I think it's safe to say it's in its final form and I'll be releasing it soon. I have a few things left to do. One being the queue, which I plan on planting on a series of concrete blocks so I don't have to play games with the terrain.

Improvements since last update:
* Whippy Scorcher/Mantis transition is less severe (by a total of ~30 degrees). I was basing it off of POV's and realizes the camera when someone doesn't mount it moves with the train.
* Final corkscrew tweaked a bit
* S turn between dive loops was adjusted a bit to keep the initial part from being slightly overbanked like it was initially.
* Scenery redone because I figured out the game has new pretty 3ds trees that look much better
* Anti-stupid people fences added
* Dip in the drop is less shallow because lets face it making it exactly like the two existing ones looks boring in the Sim
* Miscellaneous little terrain, track, and flat ride adjustments

Things to do:
* Queue
* Check clearances
* Add more trees on the ride's outer perimeter
* Flanges for supports
* "Paint" paths on the ground
* Very simple wooden bridges over the river
* Loop connectors
* EDIT: Change support colors on the bottom of the fence in the first pic...

As far as the ride goes, I'm not thrilled with the second dive loop and the corkscrews however they need to stay as is. I was allowing the depumper to drag around the entrances and exits of each element too much so the second dive loop is entered a bit oddly and sometimes the corkscrews are stretched a bit. Aside from that I think it's pretty smooth for a ride built completely by hand with the exception of the vertical loop, which used an in-game wizard because I can never shape those and the B&M air hills correctly to save my life. The ride at least as a dispatch interval that is possible in real life and I think it's fairly realistic despite ending up larger than I intended. This ride has been a good learning experience so far.

I'm trying to make the ride look like it was plopped in the center of a large park without making more coasters and I hope I'll achieve that feel. I went with a "no supports in the water" goal that made 3 total supports slightly funky to keep it interesting. I'll finish this ride soon hopefully and thanks for being patient with me.

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Last edited by Coasterkidmwm on January 25th, 2015, 10:47 am, edited 1 time in total.
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Proper loop connectors pls.
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Think a box beam would be a good way to go about doing that?
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looks like a ride that should be called the bat or something simular

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Paradox wrote:
Proper loop connectors pls.


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Testing for safety protocols has begun, and the ride should be opening in a week or two. An employee snapped this picture from the station.
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I hope the park gets to record a POV soon ;-)
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Another worker snapped this photo while pouring concrete for the queue. The ride should be opening any day now....
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dat rail non-connector
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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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Oh whoops. The game doesn't like making connectors when you're switching spine thickness.
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I know lol, on Valhall's standup I had to make the extra thickness out of a support.
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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

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