I figure it may be time to start a new forum for Planet Coaster, so why not start with posting your profile links so we can see your uploads?
Here are mine. The first one I did was RalVaven. You can probably guess what inspired it. :)
http://steamcommunity.com/id/jeffputz/myworkshopfiles/?appid=493340
Jeff - Editor - CoasterBuzz.com - My Blog
Even at $38, I can't make myself pull the trigger. I don't know what it is about this game that just doesn't grab me.
Same here. The thing about Steam is games go on sale alot. You may be able to get it cheaper in the spring. I feel like I'm more likely to buy Parkitect even though it's not discounted.
Brian
It's fantastic. The level of detail is pretty great, and I'm pretty surprised at how much I like it. They really nailed the controls around coaster building, and the POV feels pretty real. The tweaks to the management aspects they made in the last update greatly reduced the clicking round, too.
And you can build backward from the station. :)
Jeff - Editor - CoasterBuzz.com - My Blog
Awesome. Glad to see a separate forum set up for this game. I have been really impressed so far.
I just uploaded my first park. What originally started out as a tutorial to learn how to create custom buildings in Sandbox mode slowly morphed into something larger. A little over 34 in-game years later, this 3-coaster park is the result. There are definitely some frustrations I faced when learning the tools that I hope to iron out next time I start from scratch, but taking the time to work on each aspect of the game without the pressures of accomplishing tasks in the scenario modes benefitted me greatly.
Please check it out here: http://steamcommunity.com/sharedfiles/filedetails/?id=826549682
Wow, that's awesome. That's what I'm talking about, the detail is extraordinary if you want it to be.
I enjoy the scenarios, so I'm working through those now. Trying to get a coaster of mine just up to an excitement of 7, a few points away, so close! I'm still getting a feel for the physics for certain coasters, which do appear to translate well to their real-life counterparts. I'm also pretty relentless about getting the maximum efficiency out of a ride, and the one annoying thing is the way guests exit a ride... the next group isn't allowed to board until they've cleared the platform.
Jeff - Editor - CoasterBuzz.com - My Blog
That's definitely been a challenge. I have 2 rides that can run 3 trains with minimal stacking, but the exiting process is always what delays things. It's something I'll need to continue tinkering with until achieving the optimal results.
For those of you who are still on the fence about the game, I posted 2 albums showing my work in progress park as I went through the process of creating things and I think it's beneficial to see just how many elements there are to this game from a pure creation standpoint. You can see both of albums here:
Part 1 - The Evolution of Learning to Play Planet Coaster: https://imgur.com/gallery/1ihDw
Part 2 - Putting the Finishing Touches on My First Park: https://imgur.com/gallery/5e2GA
Jeff said:
and the one annoying thing is the way guests exit a ride... the next group isn't allowed to board until they've cleared the platform.
I was wondering if anyone else had figured out how to prevent this. My car & track rides are getting under a 100 passengers a month. It's a frustration for sure to build this elaborate ride and not be able to do anything about the 3 hour line.
I've also noticed the execution of the "minimum wait times" varies by ride to ride. For example, the minimum waiting time on the hub-less Ferris wheel ride has to be 230 seconds, because that's how long it takes for all the passengers to get in all the cabins on the ride, even the ones not in the loading area. If you don't set it that high, the ride will start with empty cabins.
Part of the trick is where you put the entrance and exit. The minimum is tied to the minimum load (see mouse-over tip). It's different from the dispatch time at the bottom of the window, which is what you use to space for interval on coasters.
Jeff - Editor - CoasterBuzz.com - My Blog
My priority is to put the exit immediately adjacent to where they unload, and the entrance is a secondary thought. My observation is the peeps run when loading, but slowly walk away when exiting the car.
I have not purchased a new game in a long, long time.
That said, I'm close to pulling the trigger here. I have a sabbatical coming up in 11 months. Ha.
Seriously, though, this game looks incredible, and seems user-friendly from how you are all describing it.
@OhioStater That makes 2 of us. This was the first game I had purchased in nearly 10 years and I'm so glad I did it. I highly recommend it. If anything, you'll just be blown away by how far these simulations have progressed since we last played them haha.
Go Bucks!
Nitro, just checked out your park, it's amazing! You have a great talent for terraforming and landscaping, as well as realistic coaster design. I saw a little bit of Full Throttle in your "Carbon" design (those tunnels are frickin awesome), and "Renegade" appeared to be a mix of the best parts of Millennium Force and Superman at SFNE. I'm looking forward to the first full-size park of yours!
As for myself, the controls are tricky for me and the seemingly infinite customizations of every little detail are a bit overwhelming. I'm working on my own sandbox park right now to get to know the controls....but work is slow and tedious to get things to look how I want them. Is it just me, or are others overwhelmed too?
"The term is 'amusement park.' An old Earth name for a place where people could go to see and do all sorts of fascinating things." -Spock, Stardate 3025
I think I was at first, but it came pretty quickly. I lost like a week of positioning the camera in difficult ways because I missed the line in the help where pushing the middle button (the wheel) on the mouse set the look angle of the camera. Duh. But now, I can start a new scenario and bang out a bunch of the basics pretty quickly.
Also: It's nice to build a few compact variations of some cheaper coasters and save them in your blueprints, so you can plop them down in scenarios. This ride has been great for that, because I can build it instantly and it generates a lot of cash quickly.
Jeff - Editor - CoasterBuzz.com - My Blog
bjames said:
Nitro, just checked out your park, it's amazing! You have a great talent for terraforming and landscaping, as well as realistic coaster design. I saw a little bit of Full Throttle in your "Carbon" design (those tunnels are frickin awesome), and "Renegade" appeared to be a mix of the best parts of Millennium Force and Superman at SFNE. I'm looking forward to the first full-size park of yours!As for myself, the controls are tricky for me and the seemingly infinite customizations of every little detail are a bit overwhelming. I'm working on my own sandbox park right now to get to know the controls....but work is slow and tedious to get things to look how I want them. Is it just me, or are others overwhelmed too?
Thanks for the kind words. Admittedly,
I had kind of fallen off with keeping up with news within the industry the last 5-7 years until someone tipped me off about this game and it has reignited my passion. I just looked up Full Throttle on YouTube and that looks like an absolutely wicked ride. I didn't realize that they also had the same functionality for the reverse/forward launch within the game. That's something to keep in mind moving forward for sure.
And yes, things were definitely slow and tedious for me at first but things slowly started clicking. The infinite customization is a blessing now that I'm comfortable with all of the tools because I feel like I can create alsmot anything I want, but it's easy to have choice paralysis when you're first getting started.
Is it possible to build a Vekoma-style boomerang in the game? You know, reverse inclined lift and all?
Jeff - Editor - CoasterBuzz.com - My Blog
I did. I have enough room for a little partition to play on. As it turns out, the 3D hardware is no slouch, even after a year of being out (27" 5K iMac, second-to-highest available 3D hardware). The detail is just stunning.
Jeff - Editor - CoasterBuzz.com - My Blog
I'm all about building stuff into a small space. I really like the flexibility of the launched Premier-style coaster. You can do a lot of fun things with it!
http://steamcommunity.com/sharedfiles/filedetails/?id=837016430
Jeff - Editor - CoasterBuzz.com - My Blog
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