Board index Public Relations Contests 2005 Match-up Contest (Round 1) - RESULTS pg22

2005 Match-up Contest (Round 1) - RESULTS pg22

Only official CoasterCrazy.com Contests are posted here.

Post April 24th, 2005, 2:27 am

Posts: 748
Points on hand: 62.00 Points
thanks ish good luck to you too, not like you need it or anything lol

Post April 24th, 2005, 2:28 am

Posts: 748
Points on hand: 62.00 Points

Post April 24th, 2005, 2:29 am
ish User avatar

Posts: 616
Points on hand: 1,239.00 Points
Location: Germany


Post April 24th, 2005, 2:30 am
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

don't take it personal, he's just a big meany.[:P]

V of course

Post April 24th, 2005, 2:31 am

Posts: 688
Points on hand: 4,164.00 Points
Originally posted by thecool326

don't take it personal, he's just a big meany.[:P]


Yea, I mean how *dare* somebody actually review instead of writing fluff...

Post April 24th, 2005, 2:33 am
ish User avatar

Posts: 616
Points on hand: 1,239.00 Points
Location: Germany


Post April 24th, 2005, 2:46 am

Posts: 748
Points on hand: 62.00 Points
almost done cjd? not that im being impatient or anything lol [:D]

Post April 24th, 2005, 2:55 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Just the tail end of the last track, and all tracks are rated. I just need to settle all of the ties and make the top 16 list.

Post April 24th, 2005, 3:00 am

Posts: 748
Points on hand: 62.00 Points
ok so you will be done by tonight right? because if you read my story i gotta get to the doctors tomorrow really early

Post April 24th, 2005, 3:35 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

No more than 1/2 hour more before the results are posted. All I have to do is settle a 3-way tie between Baracuda, King Snake, and Paseo Grande de Asno; and copy and paste the ratings onto a reply.

Post April 24th, 2005, 3:36 am

Posts: 688
Points on hand: 4,164.00 Points
man this is killing me, it's nearly 4am here. Think I'll crawl in bed and grab the laptop...

Post April 24th, 2005, 3:41 am
ish User avatar

Posts: 616
Points on hand: 1,239.00 Points
Location: Germany

well good for me it is already 10am in Germany[:p]

Post April 24th, 2005, 3:45 am

Posts: 398
Points on hand: 2,585.00 Points
Location: IL, USA
Hey, let's turn this into a "what are you doing while waiting for the results thread"

...I'm sitting here twiddling my thumbs and eating cookies.

Post April 24th, 2005, 3:47 am

Posts: 748
Points on hand: 62.00 Points
lol having fun mcfly?

Im waiting for the results, while watching Next on MTV

Post April 24th, 2005, 3:49 am

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


Post April 24th, 2005, 3:52 am

Posts: 398
Points on hand: 2,585.00 Points
Location: IL, USA

Post April 24th, 2005, 3:52 am
ish User avatar

Posts: 616
Points on hand: 1,239.00 Points
Location: Germany

I'm listening to music and I think of something I could eat because i'm very hungry.

Post April 24th, 2005, 4:03 am

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


Post April 24th, 2005, 4:03 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA


Post April 24th, 2005, 4:04 am

Posts: 748
Points on hand: 62.00 Points

Post April 24th, 2005, 4:05 am

Posts: 748
Points on hand: 62.00 Points

Post April 24th, 2005, 4:17 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

RESULTS (In alphabetical order of the track's name)


Apple Shampoo ????????? (ragan)

This was an above average coaster. It lagged in a couple of areas, but it was technically sound and navigated the terrain well. This coaster finished tied with MF2001?????????s ?????????Skyliner?????????. I decided to award the higher ranking to this coaster, due to its higher originality.

Technical:
This coaster had a lot of pumping. Almost every inversion had it, and it took away a couple points. There were a couple transition bumps, but nothing major. You really need to fix the red vertical g (5.8). I know you said in the description that there are real coasters with more g?????????s, but they are Schwarzkoph coasters, not B&M floorless. Floorless coasters need to be below 4.5, no matter what. Also, you had a yellow lateral g of 1.7 in the final turn before the brake run. Yellow lats are not acceptable on any coaster with horsecollar restraints. There was one support very close to being a collision just before the immelman after the launch, so be careful in the future. The train timing was good, but there was an issue with the emergency stop. When E-stop is activated while a train is on the brake run between the 2 stations, it does not move after the stop is de-activated. I don't know why it happened, since there were friction wheels on the brake run, but it is still there. The last turn before the station was slightly under-supported. Well, that's about it. No really major issues, just a lot of touchy deductions all over the place. You still get a good score here.

Adrenaline:
There were several very slow elements, most noticeably the first corkscrew, the in-line twist, the second cobra roll, and the double-down before the brake run. The pacing was good, though. The sequence of inversions was original. So, just adjust the speed of some of the elements and this score would be a bit higher.

Originality:
This score is not high due to the inventive use of the terrain or original elements, but due to the highly unique inversion sequence. Most of the coasters in this contest begin with a jojo roll onto the lift, but you started with a drop off the hillside into a cobra roll. I have never seen another coaster that begins with a cobra roll right out of the station. Then, there was the double corkscrew that was in the very beginning. Most B&M?????????s end with this element, but here you get it at the very beginning. And I loved the airtime you get after the launch. 0g airtime works great on floorless coasters, and would be a great surprise in real life. Good stuff. You did use the terrain well, and you get a small bonus for your custom station and nice custom supports. Overall, a nice build.

Technical: 6 Adrenaline: 5.5 Originality: 8.5 Overall: 6.67



Arachnophobia ????????? (Sir Coastalot)

This coaster just lacked in every category. Nice try, but you've still got a lot to learn.

Technical:
Almost every element was mis-shapen. There were vertex bumps in almost every element, pumping everywhere, and rough transitions with no heartlining all over the ride. The poorly shaped elements caused some very uncomfortable g?????????s. I saw a RED lateral g of 2.4, yellow airtime of -2.0, and yellow laterals of 2.0 all in the barrel roll just before the double in-line twist. The lats were more than 1.2 several times, which would be uncomfortable on a floorless. There was also an undercarriage support hit, where one of the footers ran straight into the upstop wheels. In real life, the coaster would stop dead or derail from this. E-stop and timing were fine, though.

Adrenaline:
This ride just never got going. Once it came out of the station it was just slower and slower. The speed through the in-line twist was way too low, and the launch was more like an uphill crawl. The ride was too short overall????????? when the ride was over, my thoughts were ?????????What, that's it?????????? This coaster just needed to be longer and faster.

Originality:
Well, as far as pacing goes, this was the opposite of what needs to happen with a terrained coaster. A good terrained coaster starts on top of the hill and gradually cascades down, picking up speed the whole way. This coaster started on the lake, and gradually moved back up, which made it feel very slow. You got some credit for the custom supports, but almost nothing for terrain use and originality. Thanks for competing in this contest, and I hope you sharpen your building skills and try again in the future.

Technical: 3 Adrenaline: 3 Originality: 4 Overall: 3.33



Baracuda ????????? (pdonahue)

This coaster was kind of slow, and hardly used the terrain. It was about average. This coaster ended in a tie with deadnsleepin?????????s ?????????King Snake????????? and thecool326?????????s ?????????Paseo Grande de Asno?????????, but I decided that this coaster is slightly better than both of them, due to the better pacing. Paseo beat out King Snake for the same reason.

Technical:
You have one major problem, and several smaller ones. The big issue was that you had 4 undercarriage support hits. The upstop wheels run smack into the phalanges. In real life, the coaster would suffer serious damage, stop dead, or de-rail. Keep the supports away from the bottom of the track. You lost a whole point for this. The most noticeable non-collision problem with this coaster was that the lateral g?????????s were a bit high in several turns. On any B&M, laterals need to be as low as possible. 1.3 is just a little bit too high. There was basically no heartlining, which may explain why the laterals were that way. Also, -1.0 vertical g?????????s is a bit too much. Ejector air and high lats just don't work on B&Ms due to the horsecollar restraints. There were a lot of small jerks, minor pumps, and a couple strange banking transitions, but nothing major. E-stop passed, the train timing was good, and there were no yellow or red g-spikes.

Adrenaline:
The pacing was fairly average for a floorless B&M coaster, which is good but not great. There was hang time on most of the inversions, and the only fast portions were the turns between the inversions. The sequence of inversions was basically the same as most floorless coasters, minus the barrel roll. The turn out over the lake before the brakes was a nice touch, though. Just tighten up a few of the elements to increase the sensation of speed. Right now, there is just too much hang time. It makes the coaster feel like it is crawling.

Originality:
The main factor in this rating is the use of the terrain, which was a contest requirement. Well, aside from the first drop the entire coaster was pretty much on the flat portion of the terrain. Once you were off the drop, the change in elevation was only 30 ft. You could have used the hills better than you did. The pacing was constant throughout, where what I was really looking for was the feeling of constant acceleration. When you build a coaster on a flat piece of land, it is very difficult to accomplish this. Use the terrain well, and you can really knock someone?????????s socks off. This coaster left me with a feeling of ?????????well, that was pretty good.????????? You got a couple bonus points for the stone tunnel and the custom supports. The sequencing was just a little bit clich?????????.

Technical: 6.5 Adrenaline: 6.5 Originality: 6.5 Overall: 6.5



Burst ????????? (hyyyper)

This was a below average track. There were several technical problems, and the layout speed and terrain use were rather unimpressive.

Technical:
First off, there were 2 support collisions on the upstop wheels, which would cause the coaster to derail in real life. You can solve this problem in the future by keeping the supports away from the track when it is banked at more than 90 degrees. (The hits were coming out of the immelman, and in the second corkscrew.) Another problem was that there was too much banking in several portions of the ride, such as in the first inversion out of the station, and at the spiral drop on top of the lift. The banking was almost 90 degrees when the train was going less than 20 mph, which resulted in the riders feeling like they were going to fall out to the side of the train. It is not a safety threat, but it is very uncomfortable. Also, the negative g?????????s on the camelback hill were a little too much for a B&M coaster, -1.3. There was some severe pumping in a lot of the turns, and rough transitions and vertex bumps all over the ride, which are very uncomfortable. The turns had giant flat spots in the middle, and then quickly turned again. The supports were functional, but not too original. The only weird thing about them was when you had a giant steel pipe that was completely flat attaching the track to the ground. It was weird having a pipe laying on the ground like that, and was not necessary to support the ride. The shaping of your inversions was good except for the first one, and the g?????????s were kept in check throughout the ride. E-stop passes.

Adrenaline:
The adrenaline on this ride was kind of good, but not exceptional. I am not a fan of having the entire ride before the lift, but that is just because I like to leave a coaster feeling pumped full of adrenaline and ready to get back on again. As far as the rest of the layout goes, it was 2-sided. The first inversion was taken way too slow. I was hanging upside down with the blood rushing to my head, then felt like I was going to fall out to the left side of the train because of the slow speeds. The cobra roll was taken at good speed, and the tunnel combination section was wonderfully intense and surprising. The immelman was taken too slow. The first corkscrew and tunnel were nice, but the second corkscrew and the straight track leading up to it were very dull. Then, there was the double helix, which was taken way too slow, and bored me. Finally, there was the lift and turn into the brakes which really did nothing for me. So the ride had a couple moments of good adrenaline, but just didn't seem to flow very well.

Originality:
I loved the tunnels. They were placed well, and added a lot of thrill factor to the ride. The first inversion was kind of original, but taken too slow to be considered a mega-thrill element. It was good to have some airtime on a B&M, but you might want to tone it down a little bit next time. My shoulders hurt just thinking about hitting the OTSR?????????s with that kind of power. Having the entire ride happen before the lift was original, but did not really add anything to the ride. Small bonuses were added there, and for the tunnels. The main factor in this category, inventive use of the terrain, was average. The pacing felt like any other coaster. It had its moments, but was very inconsistent. Overall, your coaster was slightly below average. Thank you for competing in this contest, and I hope you keep working on your coaster-building skills. Better luck next year.

Technical: 3 Adrenaline: 4.5 Originality: 4.5 Overall: 4



Cliff Diver ????????? (that one kid)

This coaster was really destroyed by a slow pace and severe technical problems. Thank you for entering the contest, and I hope you will learn more strategies and try again next year.

Technical:
The big problem on this coaster was collisions. They were everywhere. You had a lot of overhead collisions with other pieces of track, (5 times, to be exact). A lot of guests would lose their arms on this coaster. Also, there were 4 undercarriage hits, where the upstop wheels went straight through one of the supports or into the ground. This is where you lost almost all of the technical points. Just be more careful next time. The vertical g?????????s going into the first two immelmans near the end of the ride were a bit intense, about 4.7, which is too much for a floorless. Coming out of your first in-line twist, there was a deadly g-spike of 3.7 lateral g?????????s. There were yellow lats of about 1.7 coming out of the second in-line twist and in the third turn before the lift. There were some minor bumps and pumps, but nothing too serious in that category. Still, your guests had their arms severed by the overhead collisions, their legs bruised by the high vertical g?????????s, the instantaneous 3.7 lateral g?????????s giving them massive head trauma, and the train de-railed on the undercarriage support hits. I think I've said enough. This coaster needs some serious re-working.

Adrenaline:
The beginning of this coaster was pretty good. The speed was nice until you got to the first immelman. After that, it just felt like aimless wandering around. The turns were too slow, and the inversion sequence was rather boring. Did you really need 3 immelmans? By the time the train had reached the lift hill, I had already given up on the coaster being too exciting. I am not a fan of having the entire ride before the lift hill, because all of the adrenaline is gone by the time you reach the station, but this coaster didn't even have much of a ride before that. The entire coaster was pretty much on the flat portion of the terrain, which is a very difficult place to give a ride the kind of furious pace that I was looking for in this contest. Have it gradually cascade down the hill, and you can keep the adrenaline up better.

Originality:
The primary factor in this category is terrain use, and there was almost nothing. The entire ride was in the flat, and the pace gradually tapered off to a degree of boredom. As far as inversion sequence goes, there was almost nothing????????? loop, in-line twist, immelman, in-line twist, immelman, immelman. Yawn. I would like to see some elements like cobra rolls, sea serpents, barrel rolls, and other custom-created inversions. This coaster?????????s sequencing just did nothing for me. Better luck next year.

Technical: 2 Adrenaline: 4 Originality: 3 Overall: 3



Cylfro ????????? (daan1990)

This track has been disqualified. It contains 2 launches, while the contest only allows 1.

Technical: N/A Adrenaline: N/A Originality: N/A Overall: DQ



Dragon Flame ????????? (helis1)

This coaster was way too short. The short amount of track was very poorly crafted, and this coaster just lacked in every category.

Technical:
The banking transitions were poorly crafted. Most noticeably, there was banking on straight pieces of track coming into the barrel roll, out of the turn after the barrel roll, coming into the last brake run, and most severely coming into the cobra roll. Ride a couple of real B&M?????????s to see how they do it????????? the banking increases gradually as the turn gets sharper, and there is heartlining. The banking transitions caused the lateral g?????????s to get up to an uncomfortable 1.4 coming in the cobra roll and heading into the brakes. The shaping was off in every inversion except the barrel roll. There was severe pumping in the cobra roll, and vertex bumps all over the place. The g forces were controlled well otherwise. There was a severe problem with e-stop, however. Your trim brakes are set as a blocksegment. This caused the train to stop dead in the middle of the course when e-stop was activated. Train timing was fine.

Adrenaline:
It was good while it lasted, but it was just too short. Throw in some more inversions and hills to keep the adrenaline going. It just ended too fast. The coaster was very fun while it was going, though. I would get rid of the trim brakes, though. They are a big distraction. So, in the end, it just didn't blow me away enough for its short length.

Originality:
The inversions themselves were not very original: a jojo roll, immelman, barrel roll, and cobra roll. All have been used before, and in the exact same sequence. It seems that there were very few coasters in this contest that used the hills to their full potential????????? most of them have a lift onto the hill, and then just a standard ride over the flat portion of the terrain. This coaster was among them, and I must say again that the terrain doesn't add anything unless you use it right. Let the coaster gradually cascade down, rather than instantaneously coming down and staying there. This coaster just didn't deliver the thrills or the originality. Better luck next time.

Technical: 3.5 Adrenaline: 4 Originality: 3.5 Overall: 3.67



Exedra ????????? (unfortunate_smiley)

WOW! This was one great coaster. It was smooth, fast, and original. Welcome to Round 2. This coaster?????????s score was tied with Tyler?????????s track for second place, but Tyler?????????s got the seed above this one due to its higher adrenaline and originality scores, which are the primary judging factors for this contest.

Technical:
Well done. The g?????????s were controlled expertly, and the transitions were light years ahead of most of the other tracks in this competition. I would tone down the ejector air on the camelback a bit, -1.1 is right on the border of being too much for a B&M. There were also some very minor jerks and pumps, but hardly enough to be a problem. Timing is good and e-stop passes.

Adrenaline:
Brilliant! The inversion sequence was highly exciting, and it never lost its speed from beginning to end. I liked the constant pace and the highly original inversions. All together, a dynamite ride; great work.

Originality:
The terrain was used well. If it is used perfect, you feel like you are constantly accelerating. This ride held a constant pace, so it was used well but not perfect. The real reason that your score is so high here is because of the original inversions. The inclined loop / in-line twist combo was a great way to start your ride, and it gave you a great thrill right from the beginning that kicked you right into it. The Quasar was really cool. I like seeing some airtime on floorless coasters, because it's something you don't expect. And you ended the ride with what is usually the first inversion????????? a nicely intense loop. This ride never lost its pace, and was highly original. Wonderful work.

Technical: 8.5 Adrenaline: 9 Originality: 9 Overall: 8.83



Fear ????????? (jpecool)

This coaster was pretty nice. I liked the pacing and the originality, but you had several severe technical problems.

Technical:
Problem 1: E-stop failed. You could easily combat this by getting rid of the blocksegment setting on the trim brakes before the big drop.
Problem 2: Consistency. Everyone knows about the rollbacks on TTD, and the 10mph crest of the tophat-like element would rollback a lot. Sure, you say that there would be transports on it, but what? It's kind of hard to get friction wheels or LIMs 165ft in the air. Think logically????????? you need a bulky power source, a sensor to detect the rollback, and electrical wiring. It is kind of hard to do this. And since you just said it, and didn't actually put it on the coaster, I have to consider this a technical problem.
Problem 3: There is an undercarriage collision coming out of the immelman. This would cause the train to de-rail or stop dead in real life.
Problem 4: RED vertical g?????????s in the back seat near the end of the ride. 5.7 vertical g?????????s is way too much for a floorless. Also, there were several instances of yellow vertical g?????????s, at least 4 times. Vertical g?????????s on B&M floorless coasters need to be under 4.5 no matter what.
Problem 5: There are not enough blocks for all of the trains. There need to be enough brake runs at the end of the ride to hold all of the trains. One of your trains is stopped in the middle of the course when all 3 trains go as far as they can.
Problem 6: Jerks, pumps, and tugs all over the place. The shaping needed a lot more work. It wasn't as bad as the other tracks, but it was still a problem.

Adrenaline:
Great job! The pacing was wicked with all the inversions, and the tunnel was a really nice addition. It started slow, and then kicked the crap out of you from the big drop on. This coaster had some of the best pacing in the entire contest. The only gripe I had is how slow the train crawled through the new element. This was the only slow part of the whole track.

Originality:
Let?????????s see all of the originalities of this coaster????????? the drop, the supports, the tunnel, the new element, the pacing, the speed, the elevated heartline spin, and the modified cork/loop. The terrain was really only used for the first drop, most of the ride was on the flat land parts, but everything else was incredible. Great job. If the coaster used the terrain just a bit more, this would be a 10.

Technical: 4.5 Adrenaline: 9 Originality: 8.5 Overall: 7.33



Flash - (krazyt)

This ride had great adrenaline, but the technical aspects brought it down. Nonetheless, it was a very thrilling ride that kept the speed up throughout.

Technical:
This ride was very unimpressive technically. Almost every element had a serious bump, pump, jerk, or g-spike. There were 4 or 5 giant pumps in the cobra roll, and one or two in each of the jojo roll, corkscrew, diving loop, turnaround, first drop, and drop coming off the brakes. The banking transitions were very bumpy throughout. The guests lost their arms (and possibly heads) after the turnaround under the corkscrew on the hill. There were yellow lateral g?????????s of about 1.7 on the barrel roll and the turn before the last corkscrew, laterals that were way too high for a B&M were on the corkscrew and jojo roll, and RED lateral g?????????s of 3.0 coming into the midcourse brake run (ouch!). Vertical g?????????s were a bit sudden in the cobra roll, but did not spike so just a small deduction. Several sections, especially in the beginning, did not have enough supports. Also, you might want to fix the ending a bit????????? having an uphill brake run is a bit strange. One final serious issue with this ride is that the emergency stop failed. The train rolled straight through the MCBR and smashed headlong into the train stopped on the final brake run. Either switch the activation on the midcourse brakes to the beginning, or increase the g force. Train timing was fine.

Adrenaline:
The adrenaline on this ride was great! From start to finish, this coaster never lost its speed. The inversions were rapid-fire, and it had an incredible pace. For the height and speed of the coaster, this was almost perfect. I have no complaints in this category.

Originality:
One of the things I loved on this ride was when you went straight under the jojo roll while the next train was passing overhead. That was very unique. The inversions were standard B&M?????????s, but they were paced very well. The terrain was used well, but could be better. After the start, it is basically completely over the flat portion of the land next to the lake. Still, this was a great coaster. Work on your technical score and this would be one of the top designs.

Technical: 3 Adrenaline: 8.5 Originality: 7 Overall: 6.17



Forest Mountain ????????? (folidude)

This coaster wasn't very impressive. There were a couple of original elements, but they couldn't cover up the technical problems and mediocre pacing.

Technical:
This is a perfect example of why the auto-heartliner doesn't really cover up a track?????????s flaws. In this case, the imperfections were actually enhanced by them. In your slanted jojo roll and heartline twist and dive, the improper shaping caused you to have red lateral g?????????s of about 3.1. The lateral g?????????s were also high in a couple of the turns, where the banking got flat too fast, such as in the last turn before the station where it hit 1.8. Make sure that you are not turning too sharply when you flatten the banking. The whole reason you had g problems in your heartlines is because they were too small. This is easy to fix????????? just make them longer. One other problem was that there was an undercarriage support hit in the heartline twist and dive. This would cause the train to stop or derail. There were bumps and pumping all over the place, and a couple strange transitions. E-stop passed, train timing was fine.

Adrenaline:
This coaster used the terrain fairly well, but was a little too short. You could have gotten some more points by adding some more elements after the midcourse brake. The speed coming out of the MCBR took a lot of intensity from the ride. I would have raised the speed on it. What really could have scored you more points would be diving off the hill and over the water. That would have been a nice touch, and would have added some extra speed. So, you needed to add more elements and an extra kick of speed. Without them, the intensity was just average.

Originality:
There were 2 cool elements that really worked well????????? the heartline twist-and-dive, and the cutback. No other tracks used these, so that gave you some points. As mentioned before, you could have made this coaster a lot better by dropping out over the lake. Terrain use was good, nonetheless. So, you got some points for the cool elements and the good terrain use. Also, a small bonus for the custom supports.

Technical: 4.5 Adrenaline: 5.5 Originality: 8 Overall: 6



Green Machine ????????? (minicoopertx)

This coaster was below average in every category. It needs some more work.

Technical:
Most of the banking transitions on this coaster were shaped rather strange. One thing that I noticed is that there was banking to the right in the flat portion between the two loops. Rule of thumb: if the track isn't turning, there shouldn?????????t be any banking. Remember that. There was a yellow +g in the back coming out of the tophat-like element, and too high negative g?????????s (-1.3) going over the top of it. The first 3 turns coming out of the station had way too much banking, resulting in a feeling of falling out to the side of the train. There were jerks, bumps, and pumps all over the place, and the ride as a whole was un-tweaked. More work is needed to smooth this track and get the banking right.

Adrenaline:
This coaster seemed to stop just as soon as it got going. You had a good start with the curves out over the lake, but it was all downhill from there. The loops were taken way too slow, and then you completely killed it with the long mid-course brakes that generated almost 10 seconds of no speed. Bringing the train down to 6 mph for so long was completely un-necessary, and killed the pace of the first half. The track after the lift was decent, but too short and too late to save the adrenaline of this coaster. The best way to add excitement would have been to add more quick inversions, and have the coaster gradually cascade down the hill instead of dropping off and gradually rising back up. Having the chain lift right in the middle of the ride just didn't work here. If you do it that way, the end needs to be absolutely insane. This one just fell short.

Originality:
Terrain use was almost non-existent. The first half was entirely over the lake, and the second half was entirely on top of the hill. There was no transition whatsoever between the two, so the pace was just as if there was no terrain at all. Terrain use is the primary score, so not many points for this category. You need to have terrain transitions, where you dive off the hillside or cascade down to keep the speed up. This would make the coaster great. The tophat was nice, but there wasn't much else in the way of surprises or unexpected twists. You just need to liven this ride up. Throw in some unique elements and use the terrain better and this coaster would be a lot better.

Technical: 4.5 Adrenaline: 4 Originality: 3 Overall: 3.83



Gun Slinger ????????? (weasle)

This coaster was a technical nightmare, and needed more work in every category.

Technical:
This was the second worst coaster technically in this contest. Right out of the station, you pulled 2.3 lateral g?????????s, and the guests on the right side of the train had their arms broken by the overhead track. The shaping on the entire track was awful. There were 2 curved brake runs, red vertical g?????????s, yellow negative g?????????s and lateral g?????????s, and high lats of 1.4 to 1.5 several times. These g?????????s were not lethal, but very painful for sure. Several points were taken off for all the high g?????????s and miss-shaped transitions and elements that caused them. E-stop failed, rolling backwards off of the midcourse brakes. The lift was kind of strange, with the friction wheels while the track was moving up and down like that. Also, you need to lift your track more off of the ground????????? there were 5 footers that ran through the upstop wheels on the train, which would cause the train to stop dead or derail in real life. Well, I think I've said enough. You might want to take a look at some of the other tracks to learn how to properly shape your coaster?????????s elements.

Adrenaline:
Nothing fancy here. It was mostly close to the ground and not too over the top. You need to have the coaster gradually cascade down the hill, which will keep your speed up better. Your coaster was heavily braked, which meant that the elements were taken at a slow pace. Try to get more speed in your ride, and increase the size of the elements rather than using trim brakes.

Originality:
A couple elements were unique, but possible not real coaster elements because of the painful g-forces they generated, so no points for those. Your terrain use would have been better without the set of trim brakes halfway down the hill. The brakes killed the speed, which threw off the pacing of the coaster. The main thing I have to say is study, study, study. Look at other coasters and work on your technical problems. Thank you for competing, and I hope you learn and try again in the future.

Technical: 1.5 Adrenaline: 3.5 Originality: 3 Overall: 2.67



King Snake ????????? (deadnsleepin)

This was a fairly good coaster. The theme was nice and the track was smooth.

Technical:
This coaster was very nice technically. There were a couple of turns where the heartlining was a bit exaggerated, such as in the curve out of the second corkscrew, but the transitions were well done for the most part. The loops were a bit miss-shaped, and there were some minor tugs and bumps throughout the course, but the coaster was well done overall. The lateral g?????????s did get a bit high a couple of times, though. I saw 1.3 a few times, and 1.4 in the turn before the curve into the brakes. You did a very good job of keeping this coaster in the right proportion, though. Train timing was good, there were no collisions, and e-stop passed.

Adrenaline:
Decent, but not great. The inversion sequence was really nothing special. It felt too spread out. The turns were wide, and the inversions didn't give you enough of a kamikaze feel. It was good, but not great in any way. You might want to tighten the track up????????? make the banking transitions and the turns smaller to generate more speed through the turns. Your pacing was constantly slow through the entire coaster. So, you get an average score here. There was just nothing about the pacing of this coaster that I remembered. I felt like I was lazily wandering through the woods. You just need to add something more intense to this coaster.

Originality:
This is where you really get the points. The theme of this coaster was very good. You really felt like a snake slithering through the woods. The color scheme really enhanced the experience, and it was well themed overall. Your terrain use was good, as you pretty much followed the hillside kind of like on The Ultimate. The thing that was not enhanced by the terrain was the intensity. The coaster was crawling through the whole ride, and I think it could have been better if you would have thrown in some different inversions. 2 loops, 2 corkscrews, and a barrel roll with wide turns connecting them is really not that exciting. I would have liked to see something like a cobra roll or a sea serpent to liven it up. Anything to break the normality of wide turns would have helped a lot. Something like a floater hill or a sudden drop off of the hillside would have been really cool. Actually, I guess that's why it wasn't too exciting????????? there were no drops. Throw in some drops or sicker inversions. You still got bonuses for the theming, custom supports, and the cool 3ds tunnel, though.

Technical: 7.5 Adrenaline: 5 Originality: 7 Overall: 6.5



Landslide ????????? (Angry_Gumball)

This coaster was lacking in every category. I was not very intense, poor technically, and only moderately original.

Technical:
Not very good here. Almost every single piece of track had a bump, pump, or tug. Lateral g?????????s were yellow coming out of the inline twist, and there were several undercarriage support collisions, most noticeably where the footer was sticking up directly into the main track. There was a lot of miss-shaping in the inversions. You were basically laying on your side several times because the banking was too much. As I mentioned before, there was a lot of bumping and pumping. And I think the guests lost their hands coming into the tunnel ????????? the rocks were sticking right through the top. The hills were also shaped wrong, as they generated no airtime whatsoever and crawled over the top at a snail?????????s pace. This track just needs more work. You need to work on your element shaping.

Adrenaline:
Again, not very good. The turns were way too wide. There was almost no force in the turns and hills from the second inversion on. One thing that I really noticed was that your airtime hills had no airtime at all. I would have loved to see some floater airtime on this coaster, but the train crawled over the top too slowly to give any air. The inversions were taken at decent speed, but everything in between was completely lagging. Tighten those turns up, and get some airtime over the top of those hills.

Originality:
The primary factor here is terrain use. Uh, I didn't see any. The first lift went on top of the hill, but everything else was completely over the flat land and the lake. I hardly call this good terrain use. I like to see transitions in the terrain level. Something like when you start out over the hill, and then you pitch off the side right when it feels like you are about to slow down. The pacing on this ride was absolutely dead. The terrain was hardly used at all, and the inversion sequence was really off. This coaster started off great, but had way too much aimless wandering in the middle. Bonus points for the custom supports and 3ds tunnel.

Technical: 6 Adrenaline: 4 Originality: 5 Overall: 5



Legend of Blackberry Hill ????????? (PumpMeUp)

This coaster wasn't that good. It had 2 severe technical problems, and lacked originality.

Technical:
There were 2 severe problems that are potentially lethal. Number one, your emergency stop failed. Your brake segments were too short to stop the train, so the train rolled right through both the MCBR and the final brakes, striking the train in the station. The second problem was the supports. There were too few. This was not borderline, it was WAY too few. This coaster would never hold up. The track would break and de-rail the train as soon as it passed over one of the 12+ under-supported areas. Besides that, almost every vertex had a bump or pump in it. The banking transitions were flat, and not like real floorless coasters at all. There was also a yellow lateral g coming out of the final corkscrew, and 2 yellow vertical g?????????s in your loops. Also, there were 3 undercarriage support hits with footers, which would cause the coaster to stop dead or de-rail.Enough said. This coaster just didn't live up in the technical category.

Adrenaline:
The speed was kind of average. The pacing was decent, minimal wandering and good inversions. A lot of the turns were a bit too wide, however. The sequencing was slow, and the speed coming into the brakes was crawling. Most of the coaster was on the flat, just coming back onto the terrain at the very end. Without the terrain used well, there wasn't much in the way of ground-based speed sensation. I would have liked to see more rapid-fire inversion sequencing, and sharper turns. Also, you would have done better with more terrain interaction. So, a decent ride but not really exciting as a whole.

Originality:
Terrain interaction was good in the end, but the rest of the ride was entirely out in the flat portion of the land. Pacing, the other primary factor was just decent. You didn't really have anything big, which kind of glued the track to the ground. The bottom line: bigger drops more often, and faster paced inversions. (the inversions were spread out too much). Your choice of elements was okay, but I would have liked to see a barrel roll or double inversion combo like a cobra roll or sea serpent. Also, try to have some of the coaster on top of the hills, not just the valley and lake. Drop off of the hillside or knock my socks off with the pacing for a better score.

Technical: 2.5 Adrenaline: 5.5 Originality: 3.5 Overall: 3.83



Lithium ????????? (Iron Man)

This was a great track that was bogged down by 2 severe technical problems.

Technical:
I can't believe you missed the obvious technical problems. It goes to show why auto-heartliner doesn't necessarily fix all of the problems. These ones were so obvious and easy to fix that you could have fixed them in 5 seconds each. Problem 1: There were red lateral g?????????s after the launch, and red vertical g?????????s coming into the inverted tophat as well as yellow lats. Then, there were yellow vertical g?????????s again in the cork loop thing near the end of the ride. Lats got up to about 1.4 a couple other times. Problem 2: There was a support that went right through the track coming out of the final diving loop, and a side collision with the supports coming out of the inverted tophat. IRL, people would lose their hands and the train would stop or derail. Aside from those technical problems, the track was very good. Heartlining was well done except for the turn after the launch, but this was not your work, rather the auto-heartliner?????????s. There were a lot of minor bumps throughout the track, but nothing major. E-stop passed, and pumping was very minor.

Adrenaline:
Very good. The inversion sequence was really nice. The track was constantly turning or looping at very good speed. The pacing was very nice, as it never seemed to lose its speed. A couple of the turns could have been tighter, generating more of a speed sensation. Also, the airtime hill after the dive loop could have used better shaping to really float you. There also could have been much better terrain interaction as over half of this coaster was over the lake.

Originality:
Terrain use was very poor. The entire ride was over the flat portions of the land, and it never went into the hills. Major points off for this. The sequence was original, but lacked the big elements that really knock your socks off, like cobra rolls and sea serpents. The inverted tophat was a nice addition, though. The baseline: too much spinning and turning, not enough looping. A couple straight inversions would have helped. You had all spiraling inversions. Well, that's about all. Just add something like a straight loop, immelman, cobra roll, or sea serpent to get the inversion combination right. You got a small bonus for the custom supports.

Technical: 6.5 Adrenaline: 8 Originality: 4 Overall: 6.17



Medusa ????????? (SFMM Homie)

This was good for 2 hours of work, but it was a little short and had some small technical flaws.

Technical:
The primary problem with this coaster was the pumping. Every single inversion had it, and it was a result of the quickened track work. The good news is that aside from the bumps and pumps, this track was very good technically. It is one of the only coasters in the whole competition that was collision free. The shaping was good, and the g forces were well controlled. One turn had too much banking, and there was a brief yellow g of 4.5, but only half of a point off for these technicalities.

Adrenaline:
Aside from being just a little short, this was a fun ride. The pacing was nice, but not exceptional. You needed to maybe drop off of the hillside onto the lake and throw in a cobra roll. Without something insane like that to finish the ride on, it remains in the ?????????good????????? category. You just needed something a bit more unexpected. Loop, dive loop, barrel roll, corkscrew just doesn't do it.

Originality:
The ride was basically in the flat portion of the land, and didn't give any real cascading feel. As I mentioned, a drop over the lake and an insane inversion would have added to this score. The inversion sequence was basically the same as almost every real B&M, but you omitted the cobra roll. The pace was thrown off by the abrupt end, and left me wanting more from this coaster. You had plenty of speed left over at the end, so it wouldn't be that hard to throw in an intense finale. You got some bonus points for the custom supports, but the meat of this score just wasn't there. Try and spend more time on your track in the future.

Technical: 7 Adrenaline: 6 Originality: 4 Overall: 5.67



Metabolic ????????? (harvesterofyoursorrow)

This coaster had a couple of severe technical problems, and wasn't all that exciting.

Technical:
There were a couple of awful shaped banking transitions, both in the end. The track was fully banked for the upcoming turn before the tophat was over. This produced RED lateral g?????????s of 2.8, which would really hurt your innocent riders. And the following straight portion of the track was banked even though it was almost completely straight. Also, due to poor shaping, you pulled yellow lateral g?????????s in the first inversion. There were 2 support collisions, coming into the cobra roll and coming out of the last corkscrew. More injuries for the guests. The supports, which were single poles in most of the ride, would not hold up the track properly, especially on the lift hill. You really can't use single poles higher than about 30 ft. Also, your lift ended before the crest of the first hill. When e-stop was activated at the top of the lift, the coaster bounced back and forth on the top of the lift. Ensure that the chain goes at least to the top of the lift hill next time. Finally, the speed was way too slow a couple of times. In the turn after the diving loop, it went down to 6 mph. IRL, the train would not make it over the turn consistently. It would roll back at least half the time. Most of the banking transitions were shaped badly, and there were bumps pumps and jerks on almost every inch of track.

Adrenaline:
This track was way too slow in several sections, which killed the adrenaline. In the future, try to keep the speed up throughout the whole length of the track. Another thing you can do is try to make the inversions closer together. Your track was way too spread out, and there were virtually no crossovers or interaction with other pieces of track. The coaster was just too flat and straight. More inversions and quick drops would have helped.

Originality:
Terrain was used, but it didn't really enhance the ride experience because of the crawling speed and flatness of the drops. Like I said, the coaster was too flat. You needed some more inversions that were tighter together. The thing that was really lacking was the drops. I like to see big drops be set up, and this coaster?????????s steepest drop was 30 degrees. So, bigger drops with tighter space, faster turns and inversions, and fewer flat pieces of track. Also, I would have liked to see some custom supports. Your entire track was pre-fabbed supports.

Technical: 3.5 Adrenaline: 3.5 Originality: 3.5 Overall: 3.5



Paseo Grande de Asno ????????? (thecool326)

This coaster was pretty good. There were minor technical flaws, and average intensity.

Technical:
No collisions! Yay! Almost every coaster in this round had them, but this one was collision free. There were a lot of bumps, pumps, and tugs however. You needed to do a lot of tweaking to get this coaster smoother. It's not severe, but it was obvious nonetheless. Your g?????????s were well controlled aside from a couple laterals of around 1.3. That?????????s about it. There were no major problems. Train timing was good, and e-stop passed.

Adrenaline:
This coaster was 2-sided????????? the first half was wonderful, and the second half was dead. Everything before the MCBR was great. The inversions were fast, paced very well, and thrilling. It started of like a normal B&M, but then you shook it up with the immelman and the sea serpent. Great stuff there. Then, after the MCBR, the pacing was dead. It felt like aimlessly wandering. Another corkscrew or in-line twist would have livened it up. Too much slow turning, not enough insane g?????????s and looping. Another thing that I noticed is that the coaster was begging to drop off of the hillside. You hinted at a hillside drop before the immelman, so if you threw it in after the MCBR, it would have been incredibly thrilling. You just need to throw in a big finale to finish the ride with the guests full of adrenaline.

Originality:
Terrain use wasn't much special????????? the entire ride was on top of the hill. If you had dropped off the hillside as I mentioned earlier, you would have gotten a great rating here. As it is, the only real terrain interaction was when right before the immelman you dangled on the edge of the hillside, hinting at a drop off of it. The pacing was incredible in the beginning. This is where all of your points were. Everything after the midcourse brakes was complete rubbish. I loved the extra immelman and the sea serpent, though.

Technical: 7 Adrenaline: 7 Originality: 5.5 Overall: 6.5



Phantom Steel ????????? (Tyler)

WOW! Incredible! This was an amazing track with sick adrenaline and highly inventive use of the terrain. This is definitely a top coaster.

Technical:
Your use of both the Auto-heartliner and Elementary is pretty obvious, but tools are allowed so no points off. One of the things about using tools is that the coaster still has to be good for it to make the coaster better. If you use tools on a bad coaster, it's just smooth and heartlined crap. This was a perfect example of a GREAT coaster made better by the tools. Now, this is the issue that kept this coaster from earning the top seed in this round????????? I counted 9 undercarriage support hits. (yeah, 9 of ?????????em?????????) The upstop wheels smashed right through a support or phalange alot, and would cause the coaster to stop dead or de-rail in real life. This cost you some serious points. However, that was your only real technical problem. Aside from one pump and small tug in the jojo roll, this coaster was perfectly shaped. The vertical g?????????s were pushing the limits, about 5 once, and -1.5 is also a bit intense. Coasters with horsecollar restraints really can't have too much ejector air; it hurts your shoulders. Train timing is good, and e-stop passes.

Adrenaline:
This is where this coaster shines. The hypercoaster section was absolutely wicked. The airtime over that floater hill was just incredible. Floater air is incredible on floorless coasters. The drops were great. The pace was terrained bliss????????? what I really loved was when the track went on top of the hill and it looked like its speed was over, then it pitched over the edge and threw you right back into the ride. That was just brilliant. An amazing job????????? the most thrilling coaster in this round of the contest by far. My only gripe is that you had a few too many elevated hammerhead-type turns. Still, the pacing made up for it. This coaster was furious, and never lost its kick.

Originality:
The use of the terrain in this ride was brilliant! The thing that really got me was that you went on top of the hill, and it slowed down to a point that you thought the ride was ending. But it doesn't????????? it pitches over the hillside and throws you right back into the fast, intense ride. The speed was constant, and you really set this coaster up well. It wasn't perfect, but it was as close as anyone got. And who else could think of having the thrills of both a looping coaster and a hypercoaster? This was superb work. You also got some bonus points for the custom supports and phalanges, and the bonus 3ds ride. Welcome to round 2.

Technical: 7.5 Adrenaline: 9.5 Originality: 9.5 Overall: 8.83



Project Scooter ????????? (Dirk_Ermen)

Great coaster you have here, Dirk. It was original, thrilling, and intense. This coaster earns you a top 5 finish.

Technical:
There were a lot of jerks, bumps, and pumps, but the work was a lot better than most of the other tracks in this round. Lateral g?????????s got a little high a couple of times, around 1.3, but there was nothing very serious. The transport segments after the MCBR were a bit strange, but I guess you were using them as trim brakes. There were no collisions, e-stop passed, and the train timing was good. This was a solid build overall.

Adrenaline:
Nice! The inversion sequence on this coaster was great, and it was highly adrenalistic throughout the course. Great job on the pacing????????? the inversion spread was almost perfect. The only slow spots were the diving loop and the track around the brake runs. Terrain was used well, and this one never lost its kick. I would have liked to see a corkscrew just before the final brake run, but the coaster was still fine without it. Great work.

Originality:
The terrain was used wonderfully. The first drop was great, and I loved the pop of air at the bottom of it. The double in-line twist after the MCBR was really cool, and the speed was maintained throughout the ride. The way it did this is by staying 40 to 50 ft on the hill for most of the first half, then dropping all the way down to the lake in the second half. The sequencing was second only to Tyler?????????s track in originality, and really surprised me. The inversion sequence was something not found on any real floorless coaster, and was incredibly original. Good story to go with the track as well. A great coaster from a great designer. Welcome to round 2!

Technical: 7.5 Adrenaline: 8 Originality: 9.5 Overall: 8.33



Skyliner ????????? (MF2001)

This coaster was pretty good. The adrenaline was nice except for 2 parts. The technical aspects weren't too bad, but needed some tweaking.

Technical:
Bumps, pumps, jerks, and tugs everywhere. I don't think I need to go into detail here????????? you know what I'm talking about, and it was everywhere. There weren't any other problems, but you do need to work the track more to get rid of the bumps and pumping. Vertical g?????????s went yellow a couple times, and lats were a bit high (1.3) a couple times. Just minor details that were everywhere.

Adrenaline:
This ride started great. The inversions were good, and the terrain use was great as is cascaded down. Then, the pacing was killed in the double corkscrew and final turns into the brakes. I was left with a feeling of ?????????yeah, that was an okay ride????????? due to the slow finish. The end needs to kick the crap out of you, so that you end the ride pumped full of adrenaline and begging for more. This coaster just lost all of its kick at the end. You need to pace the ride better. Build the action up during the first half, and then suddenly speed up right at the end and really surprise the riders. As it is now, it just gradually tapered off and left me begging for better speed.

Originality:
This coaster started great. I loved the sequence of gradually going down the hill and picking up speed the whole way. Terrain use was even good just after the MCBR, when you dropped down to the lake and did the fast turn over it. Then, the pace was dead through the double corkscrew and the last couple of turns. In the end, 3 corkscrews and a cobra roll just didn't cut it. I would have liked to see a barrel roll or a regular loop, and lower corkscrews at the end to keep the speed up. So, you get some points for the good use of terrain up to the corkscrews, and the awesome custom supports.

Technical: 6.5 Adrenaline: 6.5 Originality: 7 Overall: 6.67



Slide ????????? (e-man)

This track was severely lagging. The speed was just not there.

Technical:
This coaster?????????s g forces were expertly controlled besides one yellow vertical coming into the loop for a split second. Good job on that. However, the fun ends there. There was a lot of pumping, and several bumps. This was a shaping problem, and just needs to be tweaked a bit to get rid of them. Also, there were 3 undercarriage support hits which would cause the train to de-rail or stop dead in real life. (look at the left side upstop wheels in the double helix after the lift, and the right side on the drop after the same helix. Also, the end of the ride was too slow to be consistent. The train would never make it to the end on a cold day. The train needs about a 20 mph cushion at the end of the ride to be consistent. Well, those are your problems. Pumping and undercarriage support hits.

Adrenaline:
Bleh. This ride never had any real speed. The first half of the ride was a complete crawling waste. There was no speed and no force. The second half was not much better. The speed just never got going, and it felt like the train was crawling. You need to make your turns and elements smaller, and keep them spaced close together. More speed, faster inversions, fewer and tighter turns.

Originality:
Terrain use was okay, but did not add anything to the ride, which was plodding speed wise. There weren't any new or original inversions, and it just felt like the whole coaster was dead. Pacing was way too slow, and the only really original thing was the double helix / drop combination. This coaster just needed more speed. The whole reason we ride coasters is for the sensation of speed. Crawling along a metal pipe like a snail does not qualify.

Technical: 6.5 Adrenaline: 2 Originality: 4 Overall: 4.17



Snail Trail ????????? (Wishmaster)

This coaster was decent, but not really great. It was a little slow, and really lacked in the adrenaline area.

Technical:
There was quite a bit of pumping and tugging in the elements. The corkscrew and the cobra roll were way too sudden, and really whipped the train. The speed after an e-stop was plodding????????? it took almost 10 seconds to get off of the brakes. I really don't have a lot to say about this coaster. Oh, yeah????????? the train timing. There was a train that started on top of the lift. You need another brake segment at the end of the track to hold all 3 of the trains properly.

Adrenaline:
This coaster started good, and then just dragged on and on. After the barrel roll, the whole track was a waste. The turns were too wide, the inversions were either too slow or too small, and I wanted off. It just slowed down more and more the farther you went. Think, if you will, about a good novel. It usually has building action, and then a climax right near the end that caps it off and gives closure. This track was kind of like the equivalent of what would have happened if ?????????Return of The King????????? began with the Mount Doom sequence, and the rest of the movie was all of the ending sequences. The climax was too early. The rest of the track after the climax was very boring IMO.

Originality:
Terrain was used, but it didn't enhance the ride too much. The inversions were nice in the sequence you had them, but the pacing was way too far off to really do anything to enhance the ride. The main reason your pacing was so far off is because you hugged the ground too much. Even the most twisted terrain is still rather flat on the slopes. When you follow the terrain too closely, you end up with a lot of flat, boring sections. You needed to add some hills, tight curved drops, and more rapid-fire sequencing. Just some suggestions for enhancing your ride experience. Small bonus for the custom supports.

Technical: 6 Adrenaline: 3.5 Originality: 3.5 Overall: 4.33



Storm Rusher ????????? (RCT-3-Crazy)

This coaster was awful in the technical area, and not very fast either.

Technical:
Yellow and red g forces everywhere. These are severe problems, and would injure your riders. The primary cause of this can be found in the shaping of the elements. You had very small pullouts that gave extreme vertical g?????????s. In the first inversion, the track was banked on the flat part of the track coming into it. Another prime example is your immelman-loop thing that did a flat turn while you were hanging upside down. This is a matter of building practice. Take a look at some of the other tracks in this competition to see how to properly shape your inversions. There was one support hit with the upstop wheels, and the train slowed down to 5 mph in your barrel roll which the train would never pass consistently. I think I've said enough. This was not an impressive coaster.

Adrenaline:
Slow in several places, and nearly stopped twice. The first half was way too slow, and the second was not much better. The pacing was not there. You really need to have a long section of track with big drops, high speeds, and fast inversions to get the feeling of speed where it needs to be. Look at a real B&M coaster for a good example of a well paced ending.

Originality:
Lackluster. The terrain was used, but the speed was too slow to really bring it out. Pacing was too slow, and there were no real terrain transitions. The track was either on top of the hill or the bottom. You never dropped off of it or cascaded down, which may explain the lack of pacing. I would have liked to see some faster portions of track. The speed was just too inconsistent. Thank you for submitting a track, and I hope you learn more about building and try again next year.

Technical: 2 Adrenaline: 3.5 Originality: 3.5 Overall: 3



Super Cell ????????? (coaster992001)

This coaster was good. It was a little short, but it was technically sound and had nice terrain use.

Technical:
Pumping was definitely there, but the track was well crafted overall. The only real problem you had, and it's a big one, is that you had supports that were way too big. This caused sever undercarriage support hits, 6 total. This would cause the train to de-rail or stop dead in real life. I mentioned that there was pumping and some bumps, but everything else was fine.

Adrenaline:
Good job. This coaster was a little short, but the speed and intensity was great while it lasted. I liked the inversion sequence a lot, and the speed was nonstop and constantly surprising you. I loved the floater air before the immalman, which helped to generate a good combination of g?????????s. Just make it a bit longer next time.

Originality:
Terrain use was quite good. The drop into the turn over the lake was highly original, and the supports were quite intimidating. The inversions themselves were not anything new, but the sequencing was nice. The terrain added a lot to the ride in this case. You also received a bonus for the custom 3ds tunnel. Overall, a good ride but not exceptional. Nothing really stood out too much. Everything was just good.

Technical: 5.5 Adrenaline: 7.5 Originality: 7.5 Overall: 6.83



Syrinx ????????? (McFly)

This was a good coaster, but it wasn't without its share of technical problems, and wasn't exceptional in the adrenaline category.

Technical:
There were several twitches, bumps, and pumps. It was minor stuff, a lot better than just about every other hand-made coaster, but I still have to take some points off for it. Now, there are a couple of places where the speed was low enough to create a potential rollback. In the tophat and coming into the MCBR the speed was really low. Watch it in the future. Aside from that, no real problems. Negative g?????????s were a bit high, but it's really hard to build a floater tophat. G?????????s as a whole were well controlled. There were no collisions, and e-stop and train timing were perfect.

Adrenaline:
Decent job here. This coaster had some great moments, and was really fast and intense near the middle. The speed was too low near the brake run, and in both the barrel roll and the inclined diving loop. Just minor things that took intensity away from the ride as a whole. The pacing was a little slower than I would call excellent, but it was still a solid build. It was at least as exciting as a regular B&M, so a good score.

Originality:
The tophat was really nice, although you might need an anit-rollback on it. The inclined elements were really nice, and added a unique touch to the coaster. The terrain use was also very nice. The ride gradually moved down the hillside and picked up speed throughout. I really liked the cascading effect, and that added a lot of points. One thing that REALLY boosted your score was the awesome custom supports. These were, without a doubt, the best supports in this round of the contest. I wouldn't expect anything less from you, McFly, but the fact remains that you have created a real work of art. Welcome to Round 2.

Technical: 7 Adrenaline: 7.5 Originality: 8 Overall: 7.5



un-named ????????? (Buster)

This was the top seed in the contest. It was technically perfect aside from high g?????????s, and was solid in speed and terrain use as well.

Technical:
Auto-heartliner and Elementary were used, but tools were allowed so no deduction. (that, and the fact that you programmed them????????? lol [;)]. There were no bumps, no pumps, and the only reason the score was not perfect is that there were 2 or 3 elements with brief yellow g?????????s.

Adrenaline:
This ride was highly adrenalistic. The speed was nonstop and the inversions were rapid-fire. The speed was maintained well because you gradually came down the terrain. This transition was very subtle, but I could tell it was happening. It was basically like 3 tight fit coasters, each on a different height of terrain. The bulk was at 100 ft, then you went to 30 and finally over the lake. This was very good. It kept the pacing incredibly high. My only gripe was that there were 2 midcourse brake runs. Those took a little bit of intensity away.

Originality:
Well, this track used the terrain well. The transition was subtle, however. I?????????d prefer if the track had more rapid transition from the hill to the flat????????? kind of like on The Raven, where you think the coaster is slowing down and then it kicks you right back into the ride and you finish the ride breathless. This coaster kept a solid pace, but didn't really throw anything unexpected at you aside from the airtime hill halfway through. Also, you lost a point for not giving the coaster a name, and using 99.5% pre-fabbed supports. Still, this is the best coaster submitted for this contest. Wonderful work.

Technical: 9.5 Adrenaline: 9.5 Originality: 8 Overall: 9


Venom ????????? (mkingy)

This coaster was too short, and had g problems.

Technical:
Red lateral g?????????s and high yellow vertical g?????????s bogged this coaster down. With its short length, you really had to make it great to get good scores. There was major bumping, pumping, and tugging in every single element. There was an undercarriage support hit that would cause the train to derail or stop dead. And what?????????s up with that weird uphill brake run? Overall, this coaster was just not impressive technically. Work on your shaping some more.

Adrenaline:
Too short. The coaster never rally got going. The bowtie element off the lift was an original element, although not very fast, and the portion coming down the terrain was nice. Bottom line: what?????????s there is really good in the speed category, but the coaster was just too short. When it finally got going near the end, the ride was over. Just add some more inversions and hills.

Originality:
Terrain use was actually very good. It had a drop from a slow section to a fast section, near the end. I loved the bowtie element, and the inclined cobra roll was, um, unique. Again, the ride being a bit too short took points off here because the pacing was off. I liked the transition between the hill and the flat land, but it just didn't last long enough. Try adding more. You got a bonus for the custom supports.

Technical: 3.5 Adrenaline: 5 Originality: 6 Overall: 4.83



Volcano ????????? (ish)

This was definitely one of the best in this competition. It combined great objects with a nice fast sequence of inversions.

Technical:
This coaster was very technically sound. There was some pumping and a few bumps, but nothing major. There were no g-spikes, and the inversions were crafted well. Nothing else to say. This coaster was the best hand-done work in the contest.

Adrenaline:
Good stuff here. The interactions with the volcano really enhanced the ride experience. The speed was good, and the sequencing of inversions was nice and intense. And who doesn't love blasting out of the top of a volcano? That was really cool. The pace was consistent, and never lost its kick. It was never really insane, but was consistently good. You could have used a bit more force in some of the elements, and a shorter pause in the MCBR to bring out the adrenaline more.

Originality:
Terrain use was basically non-existent. This coaster could have been moved out to the middle of a parking lot without losing any intensity. The volcano wasn't technically part of the terrain, and all of the interactions were with it. I would have liked to see something like a drop off of the hillside as a surprise. Anything to kick the train into overdrive. I thought the volcano was a great touch, though. The fog was cool and the cobra roll coming out of the top was really original. Also, your custom supports were really nice. Bonus for the volcano and supports, and points for interaction with the volcano. Not a lot of points for inventive terrain use, though. Still, this was one of the best coasters submitted for this round. Welcome to Round 2!

Technical: 8 Adrenaline: 7.5 Originality: 8.5 Overall: 8



Zing ????????? (bigman)

Your guests are dead. I measured up to 17 vertical g?????????s, 18 lateral g?????????s, and -11 vertical g?????????s. Everything on this coaster is either deadly or prefabbed. Try again next year.

Technical: 0.5 Adrenaline: 0.5 Originality: 0.5 Overall: 0.5





FINAL RANKING FOR ROUND 1:

1. Buster
2. Tyler
3. unfortunate_smiley
4. Dirk_Ermen
5. ish
6. McFly
7. jpecool
8. coaster992001
9. ragan
10. MF2001
11. pdonahue
12. thecool326
13. deadnsleepin
14. krazyt
15. Iron Man
16. foildude

Post April 24th, 2005, 4:24 am

Posts: 688
Points on hand: 4,164.00 Points

Post April 24th, 2005, 4:26 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Round 2 template and rules will be posted within 30 minutes.

Post April 24th, 2005, 4:32 am

Posts: 748
Points on hand: 62.00 Points
thanks for the input cjd! it will help me with future coasters!

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