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Unofficial - Launched Ten Looper contest (LTL)

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Post December 10th, 2007, 6:36 pm

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Post December 10th, 2007, 6:57 pm
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Thanks for announcing that instead of just keeping quiet. We can all take a sigh of relief now.
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Post December 11th, 2007, 1:02 pm

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I need one more judge... Who wants to? You need to be experienced. More contestants would be fine too, to make it interesting[;)]
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Post December 11th, 2007, 1:36 pm
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just to doubly clarify:
-Track can be within the red area?
-Supports can go anywhere?

And can you really explain the cyan-line rule for dummies.

I've downloaded the template and the supports are on the ground, the track within the blue lines has to be underground. So OK i raise the terrain to cover my track but now its raised outside the template- yet you said terrain outside template must be flat?
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Post December 11th, 2007, 2:29 pm

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im in!
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Post December 11th, 2007, 3:05 pm
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Post December 11th, 2007, 3:15 pm

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Originally posted by TheArchitect

just to doubly clarify:
-Track can be within the red area?
-Supports can go anywhere?

And can you really explain the cyan-line rule for dummies.

I've downloaded the template and the supports are on the ground, the track within the blue lines has to be underground. So OK i raise the terrain to cover my track but now its raised outside the template- yet you said terrain outside template must be flat?


Nevermind, you can terraform everywhere now. And supports can go... just put them between the lines (sorry didn't think off the supports). Gonna change. Track can be in the red and blue area, but in the blue area it can only go underground (3ds tunnels).

edit: Just added one rule: you can only use one launch. Thought it was pretty obvious but you never know...
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Post December 11th, 2007, 4:51 pm

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OH GREAT! that track only going in the red and blue area just f***ed up my design, i'm gonna have to start again now[:(!][:(!][:(!][:(!]
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Post December 11th, 2007, 4:55 pm
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6-9 cars is rather a lot isn't it?

I put a maximum of 5 cars on my rockets for a start, let alone one so compact [lol]

I might give it a go, watch this space.

Post December 11th, 2007, 5:16 pm

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Post December 11th, 2007, 5:40 pm

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K k, car amount doesnt really matter so go ahead and make it 5.
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Post December 11th, 2007, 6:08 pm

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This might have been asked already, but is the max hill/drop high 40m, or is 40m the mas height on the grid?

Post December 11th, 2007, 6:23 pm

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^Ground, lol how're you going to make a 40m high coaster on that template?[lol]
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Post December 11th, 2007, 6:57 pm

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Post December 11th, 2007, 11:26 pm
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Sjaggerijn, you're an example of a bad judge, nothing personal, but you lowered the car per train thing two times already. Why?, because some people wanted it. So what? let them have a challenge.
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Post December 11th, 2007, 11:38 pm

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^ haha dude 9-12 trains or whatever he started with initially was wayy to high. 5, maybe 6, should be what it is. I dont think anyone would have joined if they had to have a 12 car train, so Im glad he has been changing the comp around to the competitors liking, even if he should have done a little more research beforehand (premium?) [lol]

Post December 11th, 2007, 11:50 pm

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My ride is pretty much inversions only.

Epic inversions.

Post December 12th, 2007, 2:34 am
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Originally posted by Symbiotic

^ haha dude 9-12 trains or whatever he started with initially was wayy to high. 5, maybe 6, should be what it is. I dont think anyone would have joined if they had to have a 12 car train, so Im glad he has been changing the comp around to the competitors liking, even if he should have done a little more research beforehand (premium?) [lol]


i believe it was 7 minimum. But that's not the point. Contests should be challenging and if rules are chanced in the middle of a contest, that's never a good thing. People who have been following rules have to start over etc.
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Post December 12th, 2007, 6:41 am

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^Ok, it was stupid but does the car amount really matter? I changed the terraforming rule because I just didn't think about the old one, the puple and blue area's were for paths and some other objects. It would be stupid if you wanna raise your terrain (to be able to lower anything between the lines) and have to raise everything (else there would be a lot of difference in height in the purple an blue area's). But you're right, I won't change anything from now. But I can't promise[:(]...
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Post December 12th, 2007, 7:35 am
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Yes the car count does matter, if you're building something compact with 7 cars, it'll be more difficult then with 5
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Post December 12th, 2007, 9:11 am

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So if you're really not going to change any more rules from here on, can you go back and edit the first post to reflect what the absolute, final rules are? I don't want to go back and have to read 5 pages of stuff every time I want to check the rules....
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Post December 12th, 2007, 9:15 am

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I've got several spots on my layout so far that technically will fail a tunnel test, but the two tracks that come close are angled away from each other AND my trains have OTSRs, so in real life there would be no way that you could reach out and hit anything.

Is this still considered a tunnel test failure?
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Post December 12th, 2007, 11:09 am

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\/ What hyyyper said
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Post December 12th, 2007, 11:24 am
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Originally posted by minicoopertx

I've got several spots on my layout so far that technically will fail a tunnel test, but the two tracks that come close are angled away from each other AND my trains have OTSRs, so in real life there would be no way that you could reach out and hit anything.

Is this still considered a tunnel test failure?


then get yourself something that 3ds-izes your tunnels. Like CK or TunnelCreator. It goes back to the tunneltest-proof tunnel from 1.5. The 1.6 tunnels are a fraud
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Post December 12th, 2007, 1:15 pm
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or just know your boundaries, tunnel tests aren't realistic anyway.

Man, i cant come up with a layout i like at all. So tight for space, i wanted to do a heartline roll series like colossus but there isnt any space for more than 2 or 3 in one hit.
Even then i still have a couple inversions to go.

*sigh*

It's easy to do inversions into inversion into inversion but that just sucks. Colossus is good like that, you have time to breath between elements which makes for an amazing ride.
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