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High Heat Coasters - Lazarus

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 24th, 2015, 12:49 pm

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Hey, now that I've seen your Intamin hyper's picture posted in NL twitter, could you please post a shot of the entire drop? Looks like it have some interesting shaping and I would love to see it.

Post January 25th, 2015, 8:06 am
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Post January 27th, 2015, 10:21 am

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Thanks guys. Dapalm I'll PM you when I get home and have some free time. The environment in that file is messed up after transitioning it to my new computer, just like my other environments. I was able to fix it though but it'll take a few. I don't want to show too much of that ride in public yet though, I usually like to once I have more done, and I like to save a lot for the release. For whatever reason I find I'm least productive right after I've shown a lot lol.

Back to Lazarus: just thought this was a cool angle. Once again I haven't messed with the track or supports yet, been working on the scenery. Hope you like it.

Image

Post January 27th, 2015, 3:14 pm
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could have easily been mistaken for a real ride. Great Job! I can't wait to see it in full!
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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

Post January 30th, 2015, 3:58 pm
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Post February 1st, 2015, 5:52 pm

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Post February 1st, 2015, 6:05 pm
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Is that a block brake I see?
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Post February 1st, 2015, 6:28 pm

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Yes it's a block brake ckmwm. Gotta keep that capacity up! :)
Last edited by dcs221 on March 22nd, 2015, 1:13 pm, edited 3 times in total.

Post March 22nd, 2015, 1:12 pm

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Still working on this :) I've added some theming and some park buildings to make the setting more immersive. Gonna do a bit of scenery tidying today then sometime soon work on adding some simple details to the background buildings. Here are a couple pictures that have nothing to do with the scenery, but I think are interesting since they're a little different from the norm.

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Image

Post March 22nd, 2015, 2:15 pm

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Post March 22nd, 2015, 2:30 pm

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Post March 22nd, 2015, 2:31 pm

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Post March 22nd, 2015, 4:23 pm

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Post March 23rd, 2015, 6:10 am

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From that picture I can learn how the track should be heartlined. :D
-- I was happy to be with NL1 - [:')] --

Post March 26th, 2015, 7:26 pm
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Post March 27th, 2015, 7:30 am

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I like the original style from that update. I can't really see a lot, but knowing your past projects track quality will be extraordinary. Btw, did you exported the coaster using the construction kit?

Post March 27th, 2015, 11:36 am

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Thanks for all the kind comments. Yeah I'm very happy with this trackwork and layout quality and accuracy to the style. That's good because it takes a lot for me to be completely satisfied with my own work lol. Wish I was more efficient with making scenery though, but at least it's looking solid and starting to get somewhere.

Yes Dapalm I had exported it with the Construction Kit back in NL1 so I could work on the scenery, then ported the track and scene over to NL2. I actually initially started this design with the original FVD within Elementary, and it was good then, but I had some details I wanted to improve in the first half so I redid the whole layout with Newton2 when it came out. Then I wasn't happy with the pacing at the end, so I redid the second half of the layout, retaining most of the cool ideas but shedding excess track and now in my opinion it balances pacing and length perfectly. I was able to recover some of the lost track length elsewhere without killing pacing at the end too.

Thanks again for the thoughts!

Post March 31st, 2015, 7:51 am

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Post April 13th, 2015, 9:02 pm
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deere839 wrote:
holy poop the lag must be real mad with that

Not as much as your 20+ coaster parks...

Post April 13th, 2015, 9:38 pm

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lol that's just the track and supports in SketchUp. I had created the track in NL1 and exported from there so I could build the scenery around it. Neither the track nor the supports will come from what's shown in these SketchUp pictures.

Post April 13th, 2015, 10:46 pm
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dcs221 wrote:
I had created the track in NL1


...why?
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Post April 14th, 2015, 6:29 am

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I finished the trackwork way before NL2 came out. It's not NL1 in game handbuilding, don't worry. Trackwork is on par with what I would do currently so it's not really an issue at all. Just trying to actually finish some designs before moving on with new tracks.

I've been steadily working on this, generally don't show a lot because most of the interesting angles give things away lol, and I've been fairly productive lately and find when I start showing things I often make less progress. Also most of those angles are missing finishing touches that'll make them pop. For example, I haven't yet added any foliage, and the supports are all still default. I'm really excited about it though, I think it's going to be pretty special...and hopefully not in a short bus kinda way lol.

Post April 14th, 2015, 7:36 am
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dcs221 wrote:
I finished the trackwork way before NL2 came out. It's not NL1 in game handbuilding, don't worry.


Ohhhhh okay I was afraid this game would do what the RCT community did when they'd refuse to stop using RCT1.
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Post April 14th, 2015, 8:24 am

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lol yeah as of now the only reason for me to go through NL1 with trackwork is because I can export everything to SketchUp very easily and build my scene around it. I'm hoping NL2 gets that functionality too. I'm sure it'll happen at some point. I'd definitely prefer to do everything other than FVD trackwork and SketchUp scenery within NL2.

Post May 22nd, 2015, 6:54 am

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Birthday update: Big thanks to Kyle Sloane for trees and (in progress) trains. Note the rails and supports are unedited at this point, and any scenery (and lighting) you may see is not necessarily final.

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