Atlantis
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Track Description
This is my first uploaded track and my first take on the RMC style! The track starts with a twisting pre-lift section similar to what's found on Twisted Colossus. The track then goes up a standard 100ft lift hill to a drop into an airtime hill, leading into a high banked turnaround. The coaster then drops into a Zero-G Roll, which then leads to a off axis double up. Two high speed turns take the coaster into a tunnel, back out into a 90 degree stall and into another tunnel, which comes out into a right turn leading to a downwards high speed turnaround. The turnaround ends into an ejector airtime hill, which dives down into the final tunnel. The track emerges from the tunnel into two high speed overbanked turns, which end in an airtime hill. The airtime hill then sets up for the slow turnaround into the brakes.
Ratings
mkingy
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Moderator
Moderator
Aug 10th, 2015
Let me precurse this by saying this by saying that I'm trying to give constructive feedback - so I hope you find ways to improve your designs from my words - I'm looking forward to seeing future designs because you clearly have an idea of how tracks should look like - just require some practice!

Technical
Final brake run was twisted (banking was still rotating). Need to make sure anything with fins / brakes on are straight when looked top down and don't have banking twist. Trackwork was quite bumpy and pumpy throughout. Most noticeably on the turns and especially after the low airtime hill at the start. Try and work to get consistent curves with a lead in and lead out by ensuring that the track only has its tightest point once on the curve.Supports were okay, I'm glad you took the time to include better supports on the overbanks. However the ride completely lacked any real lateral bracing and any additional supports on the high structures.You included some nice terraforming on the ride however there was a complete lack of flora. Trees would go a long way to making this ride feel more complete.

Adrenaline
The ride really lacked any kind of pacing, over most of the hills the ride didn't carry any speed and it made the ride feel very stop - start. Try and maintain good speed throughout the layout, making use of the terrain to make low speeds feel faster.The layout was okay, some nice elements and I liked a couple of the ideas such as the "wobbly" hill that reminded me of Wicked Cyclone. However it was all very "right-angle-y" Try some variation on 90 degree and 180 degree turns to make it more interesting. You can rotate your entire coaster so it's easier to work in a particular plane.

Originality
I thought the layout was fairly inventive - as I said there were some nice ideas and you didn't overuse the inversions. You mostly need to take advice from the pacing and general layout stuff above to be honest. Scenery was really lacking and didn't really add anything to the individuality of the ride.

Realism
Techincally it felt like an RMC and I thought you had a reasonable stab at it - however the technical problems mentioned (mostly supports) hurt your score here.The rolling hills were fairly realistic however you didn't really do much else to add to the realism scenery wise. The ride as an idea felt buildable and didn't feel like a fantasy ride.

Feel free to pm me about your rate [:
Technique
3.75
Adrenaline
3.25
Uniqueness
6
Realism
6.5
Rider Value
5
Average
4.9
Average Rating

4.90

Track Detail
By Dev-Con
Uploaded Aug 4th, 2015
Simulation NoLimits Coaster 2
Track Style Gravity Group Timberliner
Category Realistic
Downloads 70 Who Downloaded This Track
Ratings 1
Likes 0
Additional Stats
Track Length 3886 feet
Max Height 100 feet
No. of Inversions 1
Top Speed Reached 51 mph
Tags
airtime, extreme, rmc, timberliner, toopertrack, wooden, woodeninversions