Vitis
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Track Description
Vitis

A sweeping first drop into a massive loop is followed by an Immelmann inversion. A low banking turn then pulls up into a zero-g roll, only to then dive to the ground and head into a cobra roll. Swinging over the station and twisting back to the ground, the train then comes up to the mid-course brake run, then spiraling back down to the ground below. Kicking the end of the Immelmann inversion, Vitis swirls into a flat spin, a little bunny hop, and another flat spin before hitting an upward helix into the brakes.
Ratings
noahwilk
Jun 27th, 2017
love it
clayrga
Nov 13th, 2015
Very good
Technique
7.5
Adrenaline
7.25
Uniqueness
7.5
Realism
9
Rider Value
9
Average
8.05
mkingy
User avatar
Moderator
Moderator
Aug 12th, 2015
Technical
Track passed all the basic tests. Trackwork was pretty decent throughout the track - you had some good shaping and nothing felt completely horrible. There were a few tweaks required in my opinion. Specifically smoothening out the part just before and just after the MCBR. I wasn't too keen on the "sway" exiting the cobra roll either.Supports were spot on as far as I'm concerned - efficient and realistic. Good job here!Scenery was pretty well done - good job with the use of the paths (BT paths I believe?) and the queue line canopies. You also showed good use of flora and terraforming although there could perhaps been a little more variation in textures.

Adrenaline
I think the ride had issues with pacing in a couple of parts. The ride seemed to lag a little bit pre 0g roll and also in the second half of the ride. You did a really good job of keeping the rest of the ride pacey and low to the ground however. Layout was good, perhaps let down mostly by the second half which felt very much a case of "get it back to the station" rather than being executed with purpose. That said I liked some of the layout ideas, especially the S-turns before the MCBR.G-Forces were good and varied, good job.

Originality
I thought for a B&M you included a lot of little layout tweaks to make this ride original. There was perhaps some borrowing from other B&M styles (I'm thinking Wildfire / Kumba) but overall the ride didn't feel run of the mill. Again the pre MCBR section was a nice addition.Scenery wasn't anything super special but the colours helped the ride feel unique I feel.

Realism
Ride was executed very well technically. My complaint would be the flatness of the final wing over. I felt It needed a little more height.Scenery was realistic.Ride on the whole felt buildable within a reasonable budget.

Feel free to pm me about your rate [:
Technique
9
Adrenaline
8.25
Uniqueness
8.75
Realism
9.25
Rider Value
8.75
Average
8.8
Coasterkidmwm
User avatar
True Addicts
True Addicts
Aug 5th, 2015
This was pretty good, but I have some nitpicking to do:

Track was mostly very smooth and very well done. I did notice a couple things you could have done to make the ride pace a bit faster, but I'm reaching a bit so don't feel like you're a screw up or something. The B&M dip was done right (often isn't, good job), but I don't get why you had the longish straight section after that brake. You could have started dropping immediately after the brake. The only ride that does what yours did is Silver Bullet and that ride's first drop needs to not ever be repeated again lol. Another thing I noticed was that the cobra roll was a bit skinny. If you fattened it up a bit you could have lowered the middle raised section and it would have felt a ton faster at its peak. The last iffy bit was the final wing over. I know that the one on Pyrenees is pretty flattened like yours, but I feel like if the beginning and end of it was lowered into maybe a 5ft trench it would have ridden much better.

That being said your supports are excellent. The only things I would change the supports around the final helix leading into the brakes (you need diagonals on the two vertical beams), the wingover supports (the ones that are a vertical pole with two diagonals coming out are generally alot thicker than what you have), and the bridged support area over the dip out of the station. For that section I would have immediately built supports once I was clear of collisions because the bridge you have is sketchy, and it would throw in a bonus footchopper.

Layout and pacing was pretty good aside from the cobra roll being a bit slow. G management was excellent as well, and the layout was pretty creative while still being realistic. It reminded me of what would happen if Raptor and Great Bear had a baby. The area by the little lake and your queue line looked very sleak and the whole area was set up pretty good without being overbearing.

Great job on this and I hope you upload more.
Technique
8.5
Adrenaline
9.5
Uniqueness
9.5
Realism
9.5
Rider Value
9.5
Average
9.3
Silver

Awarded on Aug 18th, 2015

Average Rating

8.72

Track Detail
By KG9
Uploaded Aug 4th, 2015
Simulation NoLimits Coaster 2
Track Style Inverted (4 Seats Across)
Category Realistic
Downloads 318 Who Downloaded This Track
Ratings 3
Likes 4
Additional Stats
Track Length 4495 feet
Max Height 160 feet
No. of Inversions 7
Top Speed Reached 67 mph
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