Go Karts

I have an interesting quip with go kart tracks: how can you make the things exciting? There are times I've made what looks to be a great ride, in and out of underground, pretty long, etc, but it has a less-than-one excitement rating. Other times, it doesn't look like I do anything differently (different scenario, of course), and it's a great ride! UGH!

I know that making them a race rather than a continuous circuit increases the excitement, but that's not what I'm looking for here. How about the track itself? I've had success, but I want to know how to make it consistent!

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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/index.html
I almost always get a 10 or 11 in excitement rating. The main reason for that is themeing. That is the key to excitement on a go-kart track.

I have it weave usually through 3 or 4 different themed areas such as a dinosaur/jungle theme, desert theme, space theme, and snow theme... when it weaves through all that... the excitement usually gets a 10 or so. It takes some hour or so to make it, but it's worth it. You'll get upto 120 people (or so, I don't make my queue lines TOO long) waiting to ride it (so you'll want to make it just a 1-lap race).

The track doesn't have to go up & down, just weave through the various themed objects, and occassionally through a tunnel to the next themed area (seperate each area with 2 block thick wall)
Dang, how long are the tracks when you do that? I love to take the time to theme the rides, but I want to keep them short enough to turn a nice profit, since we only get 12 cars. But thanx for the tip, I'll try it!

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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/index.html
I make one track that has 2 pieces for the station platform (enterance & exit, then make it do a U turn and go straight 2 spaces then another U back into the station. What makes the exitement high is setting the laps to 10.
I downloaded this kart track of the internet. It was the longest track I have ever seen and made this really sweet diamond type shape. The ride time was something like 15 minutes or something. While on the ride, guests would want to get off. However, the ride had an astonishing 33.8 excitement with absolutely zero themeing.
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"The end of endings is coming," PHILMORE - Our Finest Hour

Someday I'm gonna build a go-kart track that takes up the whole map...

I just want to see the results of it. And of course put it on the web.

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-Eric L.
www.theamazementpark.com
I noticed that when I create long tunnels on a go-kart track that the excitement rating plummets. Tunnels are exciting on rollercoasters but no on go-karts. Keep you tunnels short an only have a few of them and you will probably see your ratings rise.
I think the tunnels effect on go-karts is more related to making it a surprise. With a coaster, you have sharp dips and such underground, so that adds a surprise element, but go-karts don't have that so much. I've made underground go-kart tracks as a 3-lap race, and the ratings stink. Oh well.

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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/index.html
** Updated April 4, 2001 **
I almost always get high ratings on my go karts. I don't do a lot of themeing, I try to give the ride several different components. One long straight-away, usually including a downhill part to increase speed. I also include a section that turns a lot. I also try to have the queue line cross the ride a couple times. As far as tunnels, I usually just have it go underground, make a turn or two, then come back out.

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UCSigep
"Did you make a copy? Because if you made a copy, we could watch the copy."
Good idea to segment the ride like that - I'll have to try it. Thanx!

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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/index.html
** Updated April 4, 2001 **

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