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Bloodwood Lake Park[Update 5/16]

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 February 3rd, 2015, 12:03 pm
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So I found this the other day and imported it into NL2

what im keeping:
trackwork
factory .3ds

everything else is set to be redone and improved upon

ill post some pics when i get home tonight
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Alright, so here are the pics i promised, keep in mind there's still LOADS of work to do

screenshot-2015-02-03-17-49-09.png


screenshot-2015-02-03-17-49-24.png


screenshot-2015-02-03-17-49-49.png


screenshot-2015-02-03-17-50-39.png


screenshot-2015-02-03-17-50-50.png

Also i figured out how to get transfer tracks on imported NL coasters, it was so stupidly simple i basically kicked myself
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Post February 3rd, 2015, 8:22 pm

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Post February 3rd, 2015, 9:24 pm

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Metazoanhaddock wrote:
Alright, so here are the pics i promised, keep in mind there's still LOADS of work to do

screenshot-2015-02-03-17-49-09.png


screenshot-2015-02-03-17-49-24.png


screenshot-2015-02-03-17-49-49.png


screenshot-2015-02-03-17-50-39.png


screenshot-2015-02-03-17-50-50.png

Also i figured out how to get transfer tracks on imported NL coasters, it was so stupidly simple i basically kicked myself

Pics look great and how do you put the transfer on?

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TTD03 wrote:
Metazoanhaddock wrote:
Alright, so here are the pics i promised, keep in mind there's still LOADS of work to do

screenshot-2015-02-03-17-49-09.png


screenshot-2015-02-03-17-49-24.png


screenshot-2015-02-03-17-49-49.png


screenshot-2015-02-03-17-50-39.png


screenshot-2015-02-03-17-50-50.png

Also i figured out how to get transfer tracks on imported NL coasters, it was so stupidly simple i basically kicked myself

Pics look great and how do you put the transfer on?


literally the simplest thing ever:
start in NL, and simply disconnect the track so its not a complete circuit
save it
import it into NL2
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Post February 4th, 2015, 9:11 am

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Wow that LIM Layout looks twisty! Hope some day I understand how it works sketchup and all these things. How about the G's?

Post February 4th, 2015, 2:20 pm
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Award for most complex transfer track on a ride with only 3 trains goes to you!
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Metazoanhaddock wrote:
TTD03 wrote:
Metazoanhaddock wrote:
Alright, so here are the pics i promised, keep in mind there's still LOADS of work to do

screenshot-2015-02-03-17-49-09.png


screenshot-2015-02-03-17-49-24.png


screenshot-2015-02-03-17-49-49.png


screenshot-2015-02-03-17-50-39.png


screenshot-2015-02-03-17-50-50.png

Also i figured out how to get transfer tracks on imported NL coasters, it was so stupidly simple i basically kicked myself

Pics look great and how do you put the transfer on?


literally the simplest thing ever:
start in NL, and simply disconnect the track so its not a complete circuit
save it
import it into NL2

Welp :P

Post February 24th, 2015, 12:30 pm
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UPDATE TIME!!!

supporting has started, but is moving rather slowly due to school.

but here are some pics in the mean time:
screenshot-2015-02-24-11-21-08.png


screenshot-2015-02-24-11-22-38.png


screenshot-2015-02-24-11-23-41.png


any comments are welcome as always

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Post February 24th, 2015, 1:21 pm

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That custom supports looks so cool.
A tip for the screenshots try to take a picture with with all settings to the max, doesn't matter if your pc goes to 5fps it will enhance the picture a lot!

Post February 25th, 2015, 8:35 am

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Post February 25th, 2015, 11:05 am
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Have you ever seen a launched premier?
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Post February 25th, 2015, 11:33 am

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Metazoanhaddock wrote:
Have you ever seen a launched premier?

no don't pay attection to the supports there

Post February 26th, 2015, 3:04 am
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Probably should do some research before telling him the supports are over the top...?

Supports look good though. Bar the floating one you clearly haven't finished ;D
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Post February 26th, 2015, 5:05 am

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I remember my Sausage Launcher project, it was a Launched Premier Ride too. Like 90% of the total time spent on the project was on the custom support to give the coaster a more realistic look so I should congratulate you for the effort you are putting on the custom supports, yours are very Premier like!

If I may give you a personal tip, try to play with the color palette in order to find an even more realistic brown/orange tone for the spine color.

I don't know how to explain but in NL it seems it fit better muted colors instead of bright ones.

Good job! Regards

Post February 26th, 2015, 10:32 am
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So I worked on this pretty heavily last night and made quite a bit of progress. I'll be uploading more pictures tonight. thanks for the feedback so far, it's really appreciated. also, i may mess with the spine color a bit.
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Post February 28th, 2015, 1:02 pm
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Alright, so sorry about posting the update late, but i ended up getting smashed and passing out (my bad). but heres some updates on the supports, hope you guys enjoy.

screenshot-2015-02-28-11-48-49.png


screenshot-2015-02-28-11-49-29.png


screenshot-2015-02-28-11-50-05.png


screenshot-2015-02-28-11-50-25.png


screenshot-2015-02-28-11-51-01.png


screenshot-2015-02-28-11-52-48.png


as always, comments and feedback are tremendously appreciated.

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Post February 28th, 2015, 1:06 pm

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Drunk a little too much Listerine and you passed out?

Post February 28th, 2015, 1:39 pm
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^ Only you cool5.
Real men drink Capri-Sun.

Looking good and solid Meta!

And WHAT, you are going to school!
What is this craziness :P

Post March 1st, 2015, 10:54 pm
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The little cantilever support on the MCBR is cute haha. These indoor warehouse sections look good though - lots of headchoppers!
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Post April 12th, 2015, 3:56 pm
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started work on a 4D, I'd like to hear people's thoughts

screenshot-2015-04-12-15-47-55.png


screenshot-2015-04-12-15-48-28.png


screenshot-2015-04-12-15-49-17.png


screenshot-2015-04-12-15-50-11.png
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Post April 12th, 2015, 4:13 pm
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Woah, this looks great. Love the look of the neon green rail against the grey, really sets it off. With regards to the layout, it definitely looks unique, it's hard to really judge as there haven't been any real world attempts at new, non-arrow style shapings for the 4D coasters, but what's there looks good and seems like it will make use of the 4D functionality quite well. :-) That fly-to-lie style curve looks weird to say the least... but that's a good weird. :P
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Post April 13th, 2015, 11:10 am
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Thanks, it's honestly quite fun to ride.

In other news, I believe I've come up with a general theme for the park as well as a few ride names and themes to work towards. Additionally, I've come up with a list of other coaster to go into the park (excluding flatrides).

So, without any further delay, I present Bloodwood Lake Park; a horror themed park where everyday is Haloween! Centered around a small lake, this park will be divided into four themed sections:
The Industrial Quarter
The Old Mill (and surrounding town)
Crimson Mountain
The Backwoods

Coasters include:
The Slaughterhouse-Custom Premier LIM Launched Coaster-Located in The Industrial Quarter-Metazoanhaddock
Invasion(name subject to change)-Custom Arrow(S&S?) 4D Coaster-Located in The Industrial Quarter-Metazoanhaddock
Unnamed RMC-Located in Crimson Mountain-untaken
Unnamed Intamin Accelerator-Located in The Backwoods-RTC3rox

Unnamed B&M Flyer-Located in The Backwoods-Blase Rhine
Unnamed Vekoma Minetrain Coaster-Located in Crimson Mountain-MrCrolly
Unnamed Gerstlauer Eurofighter-Located in The Old Mill-Blase Rhine
LuckyK-unique MS spinner-located in The Old Mill

For anyone who's interested, I gladly and openly welcome help and I'm definitely open to collaborations.

There's still loads to be done including but not limited to:
Coaster building
Supporting
3D modeling and texturing
Cartextures
environment
flatrides
Park layout including parking and entrance
terraforming
etc.

Red means unstarted
Orange means in the middle of trackwork
Yellow means trackwork done
Green means supporting done
Blue means theming completed (if applicapble)
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