My thoughts and some screens.

Added 4 new shots to my album. Link is in the second message in this thread.

Anyone interested i have 80+ pictures uploaded to webshots.com of all angles, coaster shots, puke, people's expressions, fireworks, ect, and more to come! here is the link http://community.webshots.com/user/dc2beltz3

All photos are courtesy of kingberlin, my dear friend! :)

Here are a few screens that I took from playing the demo.

http://community.webshots.com/album/197066401hIDDBs


In the first few look pictures of the first bug I saw while playing. I'm assuming that other people have seen it too since it's from the same file everyone is using.

After that I took some pics of two coaster I had previously saved and loaded onto the games section of this site. I really like how the advanced camera can capture pretty much any angle you would want to get. It's a very twisted coaster, and look forward to having the masses ride it once the actual games is released.


It's still me, here from the beginning back in 1999. Add 1500+ posts to the number I have in the info section if you care about such things.
Lord Gonchar's avatar
Some rustic woodie shots:

Overview
Side View
Tight Aerial View
3/4 View
Finale

Done in one 45 minute session :)

*** Edited 10/7/2004 5:37:03 PM UTC by Lord Gonchar***


Kick The Sky's avatar
Holy crap, Gonch! And you're complaining about not being able to theme but then you pull this off in about 45 minutes? All I have to say is wow!

Certain victory.

Lord Gonchar's avatar
Heh, yeah. I'm getting the hang of the new scenery placement.

And I'm getting back up to speed :)

The only problem I still see is the coaster ratings. Intensity seemed to have jumped a bit from RCT2 and excitement seems to have dropped a hair. Nausea looks to be about the same.

The stats on that coasters were:

E: 7.85
I: 9.87
N: 5.68

Nice looking and all, but I'm not happy with those stats one bit.


Kick The Sky's avatar
Maybe you just suck at RCT3 coaster design? ;) Nah!

Certain victory.

Well I have always been a fan of Gonchar and Kick the Sky's work and just looking at those screenshots from L-G makes my all warm inside. To think of what all you guys are going to do (and hopefully me too) when the game comes out is freaking awesome.
Now I do admit I love Gonch's work and Kick the Sky, I've downloaded alot of their work, now me I don't build great wooden coasters but I love corkscrew coasters!:) Good work guys! It will be awesome to see your works when the full version is out!;) *** Edited 10/10/2004 9:38:58 PM UTC by DC2Beltz3***
i love this pic : http://www.campusfish.com/albumphotos/1193.jpg

uber! lol

^^ aint working, so u have to click on the link of funny pics and bugs above *** Edited 10/10/2004 11:12:26 PM UTC by UK NeMeSiS***


Colossus [1] Nemesis: Inferno [6]
i'v just made a really good improvized version of the rocket coaster... it's 4meg big so if some1 could host it that would be great...

managed to get 68.23 on the intensity rating, and 32.45 on the nausea

excitement was 0.27


Colossus [1] Nemesis: Inferno [6]
Jeff's avatar
Try the URL of the containing page here.

Jeff - Editor - CoasterBuzz.com - My Blog

Woah! I had no idea it would go that high! *** Edited 10/17/2004 10:01:08 PM UTC by shockwave2005***
I just made a wooden terrain coaster that I thought looked nice. http://members.cox.net/jason_rct3/rctwoodenterraincoaster.wmv

Peeps really liked it. The trains would rarely stack and it was getting capacity of over 1000 PPH. The invert on the other hand... running one train getting about 1/2 that capacity. Hopefully rides will be even popular in the final version of the games. I want to see rides with huge lines moving very fast and efficiently.

Good video, what were the statistics on the invert?
I don't exactly remember but I think it was something like excitement ~7, intensity ~9, and ~6. The wooden coaster actually had very similar statistics. I think it may have been the placing of the ride that had to do with its popularity. The wooden coaster had an entrance that was at the end of the main midway whereas the invert had a path that branched from the main midway. Hopefully park maps and better AI in the final version of the game will help pathfinding and ride popularity.

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