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zaakknight

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  1. This scenario is one of my favorites in the game because I love the medieval theme. Beautiful to work around and blends splendid with the entrance type of the game. For those unfamiliar with my run, I've commited to the following rules: - No exploits in game mechanics; - No duplicates of rides as it is not realistic (only stalls are allowed); - Priority number one of the park is being visually pleasing; - Maintain the original landscape and scenery (only small changes are allowed); - Size and theme of the park will be determined by the description of the scenario. I applied the rules to Crazy Castles by committing to the medieval theme and preserving all the castle borders and mountain terrain. Right before the castle entrance guests are welcomed by a 2-3 minute ride around the whole map which you can see all the castle walls and its surroundings. All the other rides are inside the castle walls with only one other exception: the hauted house (which I felt the need to be in the outskirts to create a darker ambience). There is also a launch freefall close to one of the edges, I built there due to the elevated terrain and it felt most suitable for a tower ride. Additionally I added a lake to the scenario because I just love the look of boat hires. I took advantage of the new lake and built a pirate ship and spiral slide on the shores alongside a charmous small wooden pier. In my opinion, this scenario didn't need a big coaster so I've just built a little junior coaster called The Royal Gardens (as it is the ladybug train type) and a wooden steel mice. *I share because I want to get better at building visually appealing parks and inspire others. Criticism, reviews and ratings are welcome. Crazy Castle.park
  2. It's time to show you my second run on my current journey on the RCT2 scenarios. After a big weekend off I have beaten Factory Capers and for those unfamiliar with the previous post, I've commited to the following rules: - No exploits in game mechanics; - No duplicates of rides as it is not realistic (only stalls are allowed); - Priority number one of the park is being visually pleasing; - Maintain the original landscape and scenery (only small changes are allowed); - Size and theme of the park will be determined by the description of the scenario. I applied the rules at Factory Capers by building around the existent industrial-type buildings and adding some of my own, of course I decorated with some flowers here and there to still give the energy of a real theme park. At the entrance I decided to go with a more traditional carnival style with the ever iconic combo of circus/merry-go-round surrounded by flower beds but also a giant rocket right in the entrance for space theme purposes. Throughout the park I varied between space and industrial style most of the time. I felt that this scenario doesn't ask for a big coaster design, so I've built 3 small-to-medium sized coaster. Starting on the left of the park we come across a small alienish-colored steel mice followed by the big succesful The Launch (Spiral Coaster) climbing around the already-built silo. If you start your journey on the left, however, you'll face the radical Compacter (Inverted Coaster) that includes a loop, an inward twist and a corkscrew. In between the two right and left paths I added extra pieces to the white block building and created a room for a crooked house and a little hall for the entrance of the monster truck ride. Additionally, I've designed a go-karts track to go around the set of "furnaces" right in the middle of the park. On the back half of the park I took the starting one-story facility and transformed into a food court with a ferris wheel on top which in my opinion is the pinnacle of the whole area. Further more I've built a rocky elevated area for rapid boats, an artificial lake for a boat hire, a launched freefall inside the tower and an extension to the tower to fit a tunnel of horror. *I share because I want to get better at building visually appealing parks and inspire others. Criticism, reviews and ratings are welcome. Factory Capers.park
  3. Of course 🥰 Electric Fields.park
  4. After so many years playing sandbox scenarios with giant flat parks I have decided to take the challenge of beaten the original RCT2 scenarios, however I've commited to the following rules: - No exploits in game mechanics; - No duplicates of rides as it is not realistic (only stalls are allowed); - Priority number one of the park is being visually pleasing; - Maintain the original landscape and scenery (only small changes are allowed); - Size and theme of the park will be determined by the description of the scenario. I applied the rules at Electric Fields by not using all the land of the park available the Park handles aprox. 1000 guests. I turned the "hangar/barn thing" into a food court, I changed the roof of the smaller brick building and made a gateway to the Villa Romana (Car Ride) and the big brick house I've also turned into a gateway to the Amish Affliction (Wooden coaster) and I extended the house a bit to put a launched freefall coming out of the house for extra drama. And most important left all crops field intact as it is the core of the theme for the scenario. Beyond the mentioned above car ride and wooden coaster I only custom-named the spiral slide into The Lighthouse. Other rides kept their original names with the exclusion of "1". *I share because I want to get better at building visually appealing parks and inspire others. Criticism, reviews and ratings are welcome.
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