
Since I was mindless on where to go on Feral Monumental (and I need to actually learn 3Ds before I start on a 3D heavy ride), I started looking for other rides I could try out that would incorporate simple 3Ds, such as tunnels and trenches. Soon enough, I was found looking at un-ltdcoaster's Enemy topic. I always had thought of creating terrain inverted coasters that were like Nemesis, but never had. I felt that now was the time.

Next thing you know, I'm starting up on an intense ride. After looking (and watching) MANY Batman inverted coaster drops, I replicated a complex multi-zone first drop that is pretty accurate to the drops in real-life. The loop following is wildly tight as well, pulling in excess of 5G's in the front car for a split second. This is normal though for such a small inversion. And I liked that I was pushing the limits...

Later, I started getting more daring with the design. While 5G's aren't on every part of the ride, much less intentional, they happen. And I don't care. The trackwork is great, and with crushing positive G's, this ride will be truly terrifying. The tunnel testings are VERY close. The wing-over you see hopping over the lift in the above image took 3 hours to position correctly. With so much speed from the cobra-roll and such little width of space to work with, the banking going into that wing-over is one of the most extreme parts of the ride. Just the way I like it.

After finishing the mad trackwork (and riding it for pure enjoyment), I hopped into the Construction Kit and exported the track for 3D modeling. I was in dread of beginning this stage, but since the coaster's layout was so fun to ride I felt like I was obligated to complete the project. And without trenches, the ride just isn't natural.

After spending 3 days trying over and over to work out the beginning trench (probably the worst trench there will be in terms of difficulty), my SketchUp skills went from bar-none to at least horribly mediocre. Nonetheless, structures are up, and the ride is taking shape.

One thing about this ride are the close clearances. So close that there is no space for the dive to be covered from the pre-dip. Rather, the zero-G roll is rushing to get in the hole, and the pre-dip is allowing just enough room. This is where the ride picks up, and, in the tunnels, gets the name.

The tunnels, well, they'll be more mysterious, probably even secret until video release. The coaster may not even be uploaded to an exchange because I want the audio, video effects, and overall atmosphere to be present when the ride is experienced. Not just some NoLimits wind effects.

really am excited about this project. I look forward to working on it each day, even when it takes the SketchUp file ONE HOUR to load (it really does) so I can work on it. I haven't had this feeling in ages.
Posted below is a newer quoted update. Sorry for double-posting, but I think it will add clarity.