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Everything posted by LordMarcel96

  1. I set the number of laps to 20 to see how high the nausea rating would get. When the test results got back I was completely shocked, my coaster had gotten an excitement rating of over 75! It also had an intensity rating of over 11, but not nearly as high as I expected it to be. This is because the game stops counting drops after 63. This was also when I discovered that the air-time bonus is applied after the penalties for excess intensity. I modified the coaster a bit to get the intensity under 10 and the result was a coaster with 92.07 excitement.
  2. After this, my record skyrocketed very quickly. I discovered a way to get a lot of air-time per drop, which you can see very well in the zoomed in screenshot below. A day after the previous coaster, on September 6th, I built a coaster with 18.96 excitement.
  3. When I was trying to build a dinghy slide with over 10 excitement, I learned the power of air-time. I applied that to a giga coaster by having a bend in every drop to get more air-time. With this, I was finally able to break the barrier of 15 excitement on September 5th. This coaster has 15.18 excitement.
  4. On August 8th, I finally broke my record, but only with 0.12 points. When building another coaster I learned that water directly below the track and water 1 unit below the track both gave a seperate bonus, so I simply applied that to the previous coaster, raising the excitement a little bit.
  5. It took me a long time before I was able to beat my old record with the new boosters. I failed a bunch of times before I finally succeeded. On June 11th I created this coaster with 14.53 excitement. Because of the faster boosters, this coaster has a much higher average speed than the previous coasters, which partly led to the increase in excitement. I also kept the number of drops at 9 for the first time. This was when I really started a learn a lot about how stats work. This record would also stand for a long time before it was broken.
  6. On April 6th, I finally broke the 14 excitement with 14.21. Around this time I started to expand my knowledge about stats and use that knowledge. This was the first coaster where I kept the lateral G's around 1.5, as that's the highest value that you still get excitement for. This was also the first time I noticed the air-time bonus, although I didn't realize it. I remember that adding extra drops gave more excitement, even though I was already over 9 drops (the maximum value that you get excitement for). Now I know this was because of the extra air-time, but back then I didn't know that yet.
  7. On the same day, I built another coaster, as I was desperate to break the barrier of 14 excitement. This one only had 0.05 more excitement, but it was still an improvement. I also built another one three days later, but that only got to 13.77 excitement.
  8. Only a week later, on April 1st, I built this coaster with 13.83 excitement. This was the first time I used boosters for the majority of the ride to keep the ride up to speed while getting more length. I also used boosters in the previous ride, but not nearly as much. I think in this entry mainly the path bonuses are better, although I still was just doing random things and hoping for an increase in excitement.
  9. The next one is 13.42, which was built on March 23, 2017. This one is longer and has better interactions with decorations, leading to a higher excitement rating.
  10. In this thread, I'm posting all the screenshots of my excitement record that I can still find. It could be interesting to see the progression as I was getting better at it. This is the oldest one I can find, which was last saved on the third of February 2017. I already knew that the Giga coaster was the best coaster and knew some basic things about decorations, like that scenery and nearby coasters increase the excitement. My stats aren't very good yet, as I haven't maxed out the length bonus and am way over the maximum value for lateral G's and number of drops that you get excitement for
  11. Heartline is an obvious answer, but very cliche, so I won't choose that. Honestly, I don't like the multidimensional coaster. I have no idea how to build an at least somewhat realistic multidimensional coaster. The thing that bugs me the most about it is that it cannot do sloped turns, not even unbanked ones. Add to that that it has a stupidly high nausea rating, and you have a bad coaster type on your hands.
  12. Looks very interesting, with all the wooden coaster tracks as supports.
  13. I built a coaster with 6.66 in all stats, appropriately named the devil's coaster.
  14. The reason I used an elevated barrel roll instead of a corkscrew is that the inversion on the real Lost Gravity goes straight ahead, whereas corkscrews in rct2 always go left or right, so I thought it was more appropriate and it allowed me to build the overbanked 270-degree turn after that more accurately. Speaking about that turn, it was the part that took me the longest to design, as it's impossible to make overbanked turns in the game. I probably build and deleted that turn about 10 times before I was happy with it.
  15. I also made a recreation of Lost Gravity a while ago, it's interesting how they're different in a lot of places.
  16. This is an amazing park, great work!
  17. I'm looking forward to it, I always love your stuff
  18. I'm quite proud of this coaster because it's the highest intensity rating I have ever gotten on a coaster. I did obviously use cheats, but I didn't alter the stats with console commands.
  19. I saw it mentioned a bunch of times on /r/rct and after a while I decided to install it to see what it exactly was.
  20. I usually build within the boundaries of what would be possible without cheats, but sometimes I like to experiment with cheats. Here are a coaster that spans the entire park with the highest excitement rating I've ever gotten, a 6x6 coaster with over 10 excitement, and a coaster with over 80 in every stat, which did use cheats.
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