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Orford Theme Park

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post March 14th, 2015, 8:21 pm

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I have some good news and some bad news. The bad news is that my last park has encountered a texture issue, so is on hiatus until I can fix it and repair it.
The good news is that I have began work on a new park!

It will probably be smaller than the last park but will likely be more detailed. I am studying for my A levels at the moment so progress will likely be slow, but I'll try and give updates as often as possible :)

Here are some screens of the progress so far!
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Last edited by Bouncypip11 on September 8th, 2015, 12:43 pm, edited 2 times in total.

Post March 14th, 2015, 8:28 pm
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Looks nice so far! Interesting layout as well with that vertical loop so close to the end of the ride. :)
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Post March 15th, 2015, 5:25 am
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Gutted to hear about the other project but this looks really good! As I said before the colour scheme is really cool and now we've got a better look at the ride it looks great! That overbank somewhat reminds me of a larger Black Mamba element.

Post March 15th, 2015, 7:22 am

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Your attention to detail is impressive, and I like that near inversion element. I would look at reshaping your lift crest though, it looks pretty awkward and gross right now.

Post March 15th, 2015, 9:10 am

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All I can say is this is "Nemesis and Nemesis Inferno" inspired! :D
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Post March 15th, 2015, 10:38 am

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Thanks for the feedback! :)

I've been re-shaping parts quite a bit and will work on the lift crest. It is indeed very heavily inspired by nemesis. I love the dense vegetation and terrain/surrounding interaction. It's always cool to be in a queue and be right next to the coaster and also makes the area feel a lot more immersive. The colour scheme accidentally ended up a little like inferno's, but it looked much better than my previous grey and black scheme.

It seems there is a station being built, it's out of supports for the moment and the path is branching out towards a new area of the park :)

screenshot-2015-03-15-15-48-42.png

screenshot-2015-03-15-15-58-16.png

screenshot-2015-03-15-15-59-30.png

Post March 17th, 2015, 5:52 am

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Post March 17th, 2015, 6:15 am
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I'm getting a Jurassic feel from this.
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Post March 17th, 2015, 10:12 am

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Post March 17th, 2015, 11:46 am

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^no I got the same feeling but with the track and stuff

Post March 18th, 2015, 12:47 am

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Tall trees (They really stick out!) are I guess, making that area look Jurassical! ;)
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Post March 18th, 2015, 1:56 am

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I think it's the various foliage for sure. Still lookin' sweet!

Post March 18th, 2015, 7:22 pm

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Bouncypip11 wrote:
Thanks for the feedback! :)

I've been re-shaping parts quite a bit and will work on the lift crest. It is indeed very heavily inspired by nemesis. I love the dense vegetation and terrain/surrounding interaction. It's always cool to be in a queue and be right next to the coaster and also makes the area feel a lot more immersive. The colour scheme accidentally ended up a little like inferno's, but it looked much better than my previous grey and black scheme.

It seems there is a station being built, it's out of supports for the moment and the path is branching out towards a new area of the park :)

screenshot-2015-03-15-15-48-42.png

screenshot-2015-03-15-15-58-16.png

screenshot-2015-03-15-15-59-30.png

Looks sick!
Image

Post May 8th, 2015, 3:48 pm

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I've been using most of what little spare time I have to work on this park and my, have I made progress since the last update.
The park is beginning to take shape now, with themes being applied to areas, and paths mostly paved.

The list of coasters has increased quite dramatically, with there being a new dive coaster (Bermuda), Mine train, Maurer spinner, Intamin Launched and of course Ferrum. There is still plenty of room for more coasters so the current line up being expanded upon is inevitable :)

You'll notice the new custom made skybox, (that is still being worked on, there are a couple of join issues)

There is unlikely to be any news for a while now as I have exams coming up, but for now, enjoy :)

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Post May 8th, 2015, 3:57 pm
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I need this.
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Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post May 9th, 2015, 6:06 am

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I savor all of these latest photos! :)
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Post May 9th, 2015, 6:18 am

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Awesome job! You really got my interest! Just one thing, how is the park running? Those fences, while excelent models, seem to have a lot of polys.

Post May 9th, 2015, 6:22 am

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This is looking absolutely fantastic!
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Post May 9th, 2015, 10:02 am

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^^ It's running surprisingly well. I've added tonnes of clipping to all the 3d's and some of the shrubs to help ease the load of the park. I'm trying to make it so that if you can't see it its not there, so a lot of the things have a fairly short clipping distance, but because at walking level you can't see too far into the distance anyway, the pop-in is mostly unnoticeable. I've tried smoothing it in sketchup but it didn't work too well (still exports with quite a few polys).

I'm constantly optimising as I go so it should run fairly well on most machines and making something this detailed run smoothly is one of the biggest challenges, but I'm trying all the optimisation tricks of the trade to get a smooth result :)

Post May 9th, 2015, 11:09 am
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Post May 9th, 2015, 1:02 pm
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Looks like an excellent park, the invert especially. I love the helix on it.
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Post May 9th, 2015, 6:15 pm

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Here's a little bonus screenshot of the waterfront next to the ''central hub'' of the park which will have an information centre, Fried Chicken restaurant (as seen in picture) and various other shops :)

Image

Post May 14th, 2015, 9:31 pm

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Post May 17th, 2015, 3:35 am
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Great stuff Bouncy - as always I think you do a really good job of tieing everything into your park!

Post May 17th, 2015, 8:00 am
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Nice rocks at the lakefront.
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