Your first impression of No Limits?

What was your first impression of No Limits the very first time(s) you tried it? Then, as now, I considered it the ultimate coaster sim (and I've had NL for almost two years).

I was asked to describe Deja Vu in one word. The word? AAAAAAAAAAHHHH!!!
DawgByte II's avatar
I was thinking "WTF?! This thing isn't easy"

Proved even harder when it came to supports. At first I was just building simple simple supports.

Now that I've worked with it for the 2 & a half yrs its been out, I've mastered a lot more, but still provides a challenge to iron out kinks on what looks like "my best coaster yet".

I still don't get most of it. Of course, I'm the guy that still designs coasters on RCT with a rating of 14+ and just can not figure out for the life of me why people won't ride them ;)

This ain't no book you can close, when the big light hits your eyes. Cropduster-Riot Act-Pearl Jam
I have to say that I was really impressed with the realism of the game. I remember when I first played the demo and I rode Kumba, I just couldn't believe how realistic and awesome it was. It almost felt like I was ON Kumba.

The only thing that really irritated me was when I got around to trying to design roller coasters. I just, for the life of me, could not make a good roller coaster. I mean, granted it was my first try and everything, but I just couldn't even understand the directions on how to design a roller coaster all that well either. I was just so used to the ease of building roller coasters in RCT that I didn't have the patience to learn how to build a roller coaster in No Limits.


Scream Machine said:
I have to say that I was really impressed with the realism of the game. I remember when I first played the demo and I rode Kumba, I just couldn't believe how realistic and awesome it was. It almost felt like I was ON Kumba.

The only thing that really irritated me was when I got around to trying to design roller coasters. I just, for the life of me, could not make a good roller coaster. I mean, granted it was my first try and everything, but I just couldn't even understand the directions on how to design a roller coaster all that well either. I was just so used to the ease of building roller coasters in RCT that I didn't have the patience to learn how to build a roller coaster in No Limits.


I think you beat me to the latter part of your post - it was one thing to ride coasters in the demo, and entirely another to create your own. The issues my first coasters had were numerous: loops that pulled over 6 Gs, sections of track that were underbanked and had excess lateral Gs, hills that produced "beyond ejector" airtime, you name it - even lift hills that weren't straight (my first ever coaster had one).

You also hit the nail on the head on building RCT coasters. I was also hooked on RCT for three years and never really got that much into building coasters with No Limits until my second or third month with it.


I was asked to describe Deja Vu in one word. The word? AAAAAAAAAAHHHH!!!
When I first saw the demo, I was blown away. Finally, my dream had come true. I could build my own coasters in a virtual yet very realistic environment and ride them. Wow!

When I first launched the editor, I was intimidated, but as soon as I completed the tutorial, I felt comfortable with it. Having lots of experience with AutoCAD, the editor was very familiar to me and I can make a great coaster in half the time it took me when I first started, which was the day the Mac OS X release finally arrived (after months and months of waiting). About the only facet of the program that I have trouble with now is the rolling settings in terms of relative and continuous when combined with inversions. The results seem to vary alot with no rhyme or reason, so I just play with it until I get it the way I want it. Making a heartline-spin for my Batman - The Ride recreation was a real chore. Being able to recreate and ride my favorite coasters on my computer is a dream come true. It's the greatest thing since the Timber Wolf and discovering ACE back in 1989.

-Matt in Iowa (rocking out to the new Van Halen single!)

As everyone said, the demo was incredible. I bought the full version five minutes after trying the demo. The graphics and realism blew me away.

As for my first project I tried something out of my league, but I got the hang of things after a while. The designing wasn't that hard to me, but more time consuming than I had anticipated. All in all it was exactly what I wanted, being able to build a dream coaster with absolutely no limits to it, and then ride it with an incredible realistic view.

Lord Gonchar's avatar

The designing wasn't that hard to me, but more time consuming than I had anticipated.

That's exactly what lost me. Great concept. Excellent sim. Unfortunately it also qualifies as "part time job".

That much control is nice, but I'd like a way (don't ask me how) to make the whole process a little more "automatic" - That way you can have as much input and control over your designs as you choose.

Want a snap together ride to blow some time? Sure!

Want to spend the next three months of your life working on a totally custom, one of a kind, blow your socks off masterpiece? Sure!

Sadly, the game plays like the latter. I just don't have the time to invest. RCT is a timekiller for me, a diversion. I don't want a game that take so much commitment.

Other than that, it's great :)



Rich_Johnson said:


All in all it was exactly what I wanted, being able to build a dream coaster with absolutely no limits to it, and then ride it with an incredible realistic view.


Not to mention the ability to also walk around and view it in action - almost as if you were on the midway at your favorite theme park! :)


I was asked to describe Deja Vu in one word. The word? AAAAAAAAAAHHHH!!!

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