Technical Ride technically passed on all the basics (Estop, straight brake/lift hill sections, clearance test). Trackwork needed work throughout. The entire ride seemed to lack lead in and outs to the corners - these are important so you can get the banking correct as you enter / exit the turn. The easiest part of you ride to show this was the final few turns. You just lead one turn into another and this didn't give you enough space to sort out the banking and resulted in huge laterals. another note is you can use the "Make Straight 2D" tool to ensure that your airtime hills don't have a weird curve in them.Supports were just about functional for the majority of the ride. You had some areas (turnaround near the beginning) that were undersupported and some of the supports you chose didn't look up for the job. Try and look at real rollercoasters when designing supports.Pond was okay but ride lacked any real terraforming or scenery to comment on
Adrenaline Ride had decent pacing at the beginning but you really killed it with the final "airtime" hill and those last turns were pretty disastrous. Try and work on maintaining a good speed throughout all the elements.The layout was interesting enough - there was a really good headchopper midway through the ride which added to the ride significantly.Laterals were way out of control throughout the ride - check out the technical comments to find out how to fix this.
Originality The layout was inventive enough - although in a way that I'm not sure how great it would be if it was shaped properly.Ride did not really have much to set it apart from other rides - needed more terraforming and perhaps some support scenery!
Realism As mentioned in the technical and adrenaline categories - the shaping induced some hefty laterals that weren't realistic.Surrounding area-wise the pond was alright. Nothing particularly added to the realism.Due to the aforementioned problems it hurt this rides overall realism. It was of a reasonable size however and it didn't feel like a fantasy ride.