#1  
Old 11-18-2016, 03:43 AM
SenorBeef SenorBeef is offline
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Planet Coaster

Planet Coaster is a spiritual successor to the Roller Coaster Tycoon games. It's made by Frontier, who also made RCT3 a very long time ago. You build and manage an amusement or theme park, from editing the terrain to creating scenery, placing rides, designing rollercoasters, managing guest needs and staff, etc.

We talked about it a bit in this thread. There are some links there to video from the earlier limited releases of the game. Here's the launch trailer.

The scenery tools are very flexible. You can use a grid or ignore one, snap things however you want or replace them completely freely, put any prop in any orientation, and other than the actual motion paths of the rides, there's no clipping between any objects, so you can stick things together however you think looks good.

The game has a fun, cartoony look with really expressive characters and animation. It's fun watching the animated park goers have fun on your rides and generally move around like real crowds would.

It's really easy to share your creations on the steam workshop. You can create blueprints out of scenery to share with others, coasters and other tracked rides, or even entire parks. If you're not that creative or don't like to do intricate scenery, you can put together really high quality stuff that other people have created into a cohesive park.

I actually haven't played enough yet to give much of an opinion - there's been an alpha for early supporters and a beta for people who preordered recently, but I decided to just wait until the finished product was released to start. But I thought I'd start the thread to get discussion going and maybe some sharing with links to the workshop.

Last edited by SenorBeef; 11-18-2016 at 03:47 AM.
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  #2  
Old 11-18-2016, 06:12 AM
Aghris Aghris is offline
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I'd be interested in this game if it has a good single player experience. I'm not that into sand box games. It's the reason I can't get into Kerbal Space Program, even though I really like the concept. Does this game have a good campaign mode, where you start with a very basic park and grow your empire by managing more complex parks each level? Or is it just one continuous mode?
  #3  
Old 11-18-2016, 12:01 PM
pieceoftheuniverse pieceoftheuniverse is offline
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There is a career mode (build up your park, accomplishing goals as you go) and a bunch of scenarios (something's wrong with this park, fix it).

The big draw, though, is designing the roller coasters yourself. The park management part of it just gives you a backdrop to work against, and is a little lacking. If you want to go up against other theme parks in a management sim, I'd have to dial the WayBack Machine for early 1990s and suggest Theme Park (which you can get on GOG).
  #4  
Old 11-23-2016, 04:50 AM
SenorBeef SenorBeef is offline
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The campaign mode is fairly straightforward - you get a half finished park with some basic objectives like build a coaster with X excitement level, get 1000 guests, get a certain park rating. It's definitely more of a sandbox creating game than a challenging scenario management game.

I started my first big project which is a pirate themed river rapids ride. I decided to have a big cave section with a pop up kraken monster but because I was told terrain features wouldn't store in a blueprint I decided to make the whole cave out of rocks. Which ended up being a way bigger undertaking than I expected. It's simple enough creating rock walls, but to create big domes requires hand-placing hundreds of rocks to get them to look decent and not just an obvious set of copied ones. I didn't have any performance issues until close to the end, where I guess having hundreds of rocks on screen at once when riding the ride started bogging it down. So after 2.5 hours of tedious hand-placement of rocks I might have to scrap the whole idea. Although it doesn't seem to sink the park - it runs reasonably fast outside/above the cave - just bogs down while you're in there.

Still, I'll finish it up and it'll probably be the first ride I share. It's a lot of work putting out a heavily scenic ride.
  #5  
Old 11-23-2016, 03:29 PM
Quimby Quimby is online now
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I didn't like designing coasters in RCT and always used the stock ones but I really enjoyed designing parks. Would I like this at all?
  #6  
Old 11-23-2016, 04:45 PM
SenorBeef SenorBeef is offline
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Yeah, the park design is way ahead of what RCT3 would offer in terms of building and scenery. The RCT3 grid system was kind of a pain in the ass and made everything look plain and boxy unless you put in a ton of work, but you can create very organic realistic looking designs in PC. Extremely flexible. Look at some of the workshop images to see the sort of stuff people are creating and sharing.

You might like the coasters in PC - the design tools are much easier and more flexible than RCT type games, makes it less of a chore.
  #7  
Old 11-26-2016, 12:33 AM
GuanoLad GuanoLad is offline
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I really really want to buy this game, but I can't justify the expense of AU$60... I've been getting my fix watching some of the better designers on YouTube, and now I'm even more anxious to try it. Maybe I can call it a Christmas present...
  #8  
Old 11-27-2016, 11:43 AM
Club 33 Club 33 is offline
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After weeks of anticipation, my better half surprised me with this game for my birthday yesterday. As a long time fan of the genre, I'm pretty astounded. I hated everything about RCT3, especially the lack of an undo button, but this game addresses almost every issue with previous versions and, so far, it seems to run just fine on my laptop.

The only thing I have yet to find any information on is adding your own graphics to signs in the park. I used to love creating signs in Photoshop, then importing them into RCT3 (at least, when the feature worked), but it isn't clear yet whether that is possible with this game. I did see online that someone created an amazing replica of the Tower of Terror at Disney's California Adventure, including the sign, but I haven't a clue how they created it. I'm also curious to see if they implemented any weather into the game, particularly rain.

Anyway, overall impression: A

I think that anyone familiar (or frustrated by) earlier incarnations of this game will be very pleasantly surprised.
  #9  
Old 11-27-2016, 05:47 PM
GuanoLad GuanoLad is offline
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I think the only customising of signs you can do is add your own text. There are two collections of signs, roof signs and wall signs, and only some are minimally customisable.
  #10  
Old 11-28-2016, 03:31 PM
Club 33 Club 33 is offline
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I saw those "custom signs." They work in a pinch but they look horrific. In RCT 3, you could turn your .jpg files into signs. I miss that feature. I have seen some people create signs with custom graphics; I just can't figure out how they are doing it ... yet.

After putting in some serious hours yesterday, I'm really loving this game more and more. What I'm not loving, however, is the lack of documentation or in-game tutorials. There is a bit of a learning curve if you are used to RCT3 or earlier versions, and it would have been nice to get more than three 5-minute Youtube videos from the manufacturer.

Still, fantastic game. Perhaps the best building sim I've ever played.
  #11  
Old 11-28-2016, 05:40 PM
GuanoLad GuanoLad is offline
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I haven't even bought the game yet, I've just been watching videos of other people playing. Here are a few vids with handy tips from Geekism, and I've also enjoyed vids from BDoubleO and Flabaliki.

I'm probably going to buy the game after being paid this week. I have such plans!
  #12  
Old 11-28-2016, 09:23 PM
Club 33 Club 33 is offline
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Quote:
Originally Posted by GuanoLad View Post
I haven't even bought the game yet, I've just been watching videos of other people playing. Here are a few vids with handy tips from Geekism, and I've also enjoyed vids from BDoubleO and Flabaliki.

I'm probably going to buy the game after being paid this week. I have such plans!
Thank you! I'll check those out.
  #13  
Old 12-04-2016, 12:43 AM
SenorBeef SenorBeef is offline
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I really like the way this game handles lighting. In RCT3 the night was very dark and you basially had to create a grid of lights in order to see your park, which is realistic but ultimately boring.

But in PC, night isn't super dark - you can get by with having some areas have minimal lighting - which allows you to focus using light in ways that stands out and is aesthetically pleasing. I'd like more actual light models, but the design of the lighting system is really cool. And in case you didn't know, there are a few kinds of lights that are in the building rather than the scenery menu - I think mostly because they're meant to be hidden away rather than being scenery - but they're pretty useful, especially the area light.

I'm about 85% done with my first big project, a pirate/tropical/jungle themed river rapids. I'm pretty happy with how it's turning out, with the exception that I built a big cave area out of stones (because terrain changes won't save to blueprints) and it doesn't actually block out the sunlight - you have to go through it at night to get the effect I intended. If I had to do it over again, I'd make a cave with the terrain tool because hand placing hundreds of rocks is tedious, but I wanted to create something easily re-usable and sharable. I'll post it in a couple of days when I finish.
  #14  
Old 12-04-2016, 02:20 PM
GuanoLad GuanoLad is offline
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I've been working on an Australian Outback theme, though it's going to take a long time because I'm really struggling with the camera controls. They are not intuitive to me and I get flung around all over the place very easily and often.

Yesterday I spent a long time trying to recreate a real-life building, but as the available objects are limited and scattered through the interface, it's not easy.

Still having fun, though.
  #15  
Old 12-04-2016, 02:21 PM
SenorBeef SenorBeef is offline
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You can re-bind the camera controls or use different methods. If you want a first person style flying camera, hit T.
  #16  
Old 12-04-2016, 05:38 PM
GuanoLad GuanoLad is offline
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The first person camera is really slow so I've avoided it. Maybe I should speed it up a bit in the settings.
  #17  
Old 12-08-2016, 12:01 AM
SenorBeef SenorBeef is offline
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You can use shift to speed up in the first person camera.

I've released my first piece of scenery, a waterfall cascade. You have to sink it a bit when you place it (the acacia trunks should be hidden, but if you want the pools lower to the ground lower it as much as you want). It's part of my river rapids project that I decided was cool enough to release separately.

I tried to make the water effects between pool varied - from a big waterfall down to a tiny stream squirting out of some of the rocks. I like what I did for the lighting, but if you want to change the colors just lower the pools, find the area light emitter, change the color, then raise the pools again. The skull at the top can be removed if it doesn't fit your theme.

If you happen to like it, please thumbs up/favorite it. It'd be cool to see other people using my creations. If you use it in one of your parks post a screenshot. More to come soon.

Last edited by SenorBeef; 12-08-2016 at 12:01 AM.
  #18  
Old 12-08-2016, 06:35 AM
GuanoLad GuanoLad is offline
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I've started to figure out the controls a bit better. I needed to try every setting before I found the sweet spot.

That scenery looks really nice. Has a Secret of Monkey Island feel to it. Most of what I'm making is a bit lame right now, as I figure out the mechanics of it all, but I hope I can make something worthy of uploading soon.
  #19  
Old 12-15-2016, 08:34 AM
SenorBeef SenorBeef is offline
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After a surprisingly large amount of work, my river rapids project is just about done and I'm pretty happy with it. I just need to do some final finishing touches and make a youtube video for it and it's ready to go. I might release it tomorrow although I may wait until the weekend since the winter update will be coming out today and may dominate the attention today.
  #20  
Old 12-15-2016, 04:55 PM
SenorBeef SenorBeef is offline
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Winter update

Snow biome and Christmas themed stuff. Some UI management improvements. Two new (non-Christmas) flat rides, a Christmas sleigh type track ride, and a ski-lift transport ride. Recently used tab in the browser which is nice. 7 new shops. A prestige system where rides are popular at first, then the excitement dies down, and then after a really long time become more popular again as they become classics.

Steam announcement with more detailed patch notes.

Last edited by SenorBeef; 12-15-2016 at 04:59 PM.
  #21  
Old 12-17-2016, 09:23 AM
SenorBeef SenorBeef is offline
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So I finally completed my river rapids project. Shipwreck Falls

Video

Feedback welcome. If you happen to like it, please rate it up and/or favorite it, I'd like to increase its visibility if possible. If you end up using it in a park, post a screenshot - it'd be cool to know it's going to good use.
  #22  
Old 12-17-2016, 12:07 PM
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The winter update was an unexpected surprise. Some nice gameplay fixes, especially in regard to management of shops and path building, and cool theme options ( I particularly like the falling snow special effect and the carolers animatronics).

My only disappointment was that they didn't include the snow terrain in all of the biomes. Sure, snow might not be logical for a tropical island, but it would be cool to be able to build a snowy ride there, nonetheless.
  #23  
Old 12-17-2016, 04:43 PM
GuanoLad GuanoLad is offline
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Something went wackadoo with the Winter update, they adjusted the algorithm for selling gifts and now there are long queues outside every Loony Blooons store.

Anyways, I've been learning a lot as I go, I think my third park will be more creative and logically laid out.

Nice job SenorBeef. Or should I say, Chief Beef?
  #24  
Old 12-17-2016, 05:40 PM
Club 33 Club 33 is offline
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Fantastic job, SenorBeef! Really creative use of the available items. After hearing about the massive rock cave, it was nice to see it. Also love how the spectators get "soaked" by the splashdown. I also really liked the archway that the ride passes through.

How long did it take you?
  #25  
Old 12-18-2016, 09:14 AM
SenorBeef SenorBeef is offline
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Thank you. Yeah, I wanted to set it up so that guests would be splashed on the queue for the ride from the beginning since that's a fun concept to me. The splash the river raft drops creates weren't big enough for my liking so I set up some triggers to some hidden splash emitters under the ride. Guests do actually react to getting splashed, but the area of effect on that is pretty small, so you don't get the whole crowd reacting, but just a few people along the edge of the path which is too bad.

Which arch do you mean? The one around the entrance sign? That's actually a stock scenery piece.

It took me somewhere around 25-30 hours. I was learning along the way. I could've made it faster but I took a lot of care to do things like hand-place every rock and rotate them in all sorts of ways as to avoid creating repetitive patterns, lots of tweaks to vegetation placement, etc.

Last edited by SenorBeef; 12-18-2016 at 09:14 AM.
  #26  
Old 12-18-2016, 10:46 AM
RandMcnally RandMcnally is offline
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What's your next project?
  #27  
Old 12-18-2016, 11:25 AM
SenorBeef SenorBeef is offline
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Not sure yet, probably not another big project right away. I might do some scenarios, focus on building some parks with some nice rides and scenery I pick up from the workshop, probably work on some smaller projects like little shops or decorative buildings.
  #28  
Old 12-24-2016, 01:02 PM
SenorBeef SenorBeef is offline
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I made a food court out of an overturned shipwreck. I looked around on the workshop and no one else seemed to have this idea. I like it.
  #29  
Old 12-31-2016, 10:14 AM
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Your food court is really good, SenorBeef!
  #30  
Old 01-10-2017, 03:01 AM
GuanoLad GuanoLad is offline
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I've started a Medieval themed park, and have been adding all the buildings I've made into my Workshop each time, in case you want to have a looksee. My inspiration has been some of the cool miniatures they make for tabletop gaming like Warhammer.
  #31  
Old 01-10-2017, 07:16 AM
SenorBeef SenorBeef is offline
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I like your stuff, in particular your blacksmith is unique looking. One thing I'd suggest is adding extra screenshots to your workshop item to show different angles. You can do day/night pics, multiple external angles, close-ups on any intricate parts. You can hit right control-right shift-g to turn off the interface, take some screenshots through steam (f12 by default) and then after the workshop is uploaded, go to the workshop item page and add the screenshots.
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Old 01-10-2017, 07:56 AM
GuanoLad GuanoLad is offline
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When I added extra pics yesterday, for some reason my buildings disappeared from the Workshop gallery. It was weird. I will try that again in a day or so in case it was a temporary bug.
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Old 01-11-2017, 03:13 AM
GuanoLad GuanoLad is offline
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It was a temporary bug. I've successfully added some more images to most of them.
  #34  
Old 02-04-2017, 12:21 PM
Apocalypso Apocalypso is offline
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Ok, I just kind of dabbled in this so far since I have so many Steam games on my list.

Maybe I'm missing something here... Where can I find the basic instructions and controls for this game? I tried the game menu and it just gave some basic camera controls. I'm wandering around on their forums trying to find what I need to know. Which is, how the hell do I rotate shops and scenery? I got the controls to rotate and move the camera, but I'd like to put that shop so it's entrance faces the main path.
  #35  
Old 02-04-2017, 04:47 PM
GuanoLad GuanoLad is offline
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If you hit X it will give you a way to move the object. Hit X a second time will give you rotation controls. Also there is Z which will rotate it 90 on the ground axis.

You can find all controls if you have the hints turned on, they will come up at appropriate times, but the settings has five tabs, one of which shows the controls.

I found watching videos helped me figure things out faster. Try Jonti Sparrow's tutorials here.
  #36  
Old 02-06-2017, 11:48 PM
Apocalypso Apocalypso is offline
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Quote:
Originally Posted by GuanoLad View Post
If you hit X it will give you a way to move the object. Hit X a second time will give you rotation controls. Also there is Z which will rotate it 90 on the ground axis.

You can find all controls if you have the hints turned on, they will come up at appropriate times, but the settings has five tabs, one of which shows the controls.

I found watching videos helped me figure things out faster. Try Jonti Sparrow's tutorials here.
Thanks for the help! I'm doing the Christmas parks now and have a pretty good park going. The one thing is unless I'm missing something, you sure have to put up a ton of decorations to get the park decoration up to 50 and then 100 for the first 2 objectives. I put up a crapload of scenery tab decorations, including lining every food stall path with colored lights and every ride path completely lined with random decorations. Still only up to 70 in park decoration stat. I am really starting to appreciate how detailed you can get just with the flexibility of the decorations though.
  #37  
Old 02-07-2017, 05:44 AM
GuanoLad GuanoLad is offline
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That part of the game is deliberately designed to be challenging to make you think about your design strategically. I personally have only ever played in the sandbox mode, to make buildings, where the management is considerably easier.
  #38  
Old 02-09-2017, 12:01 AM
Apocalypso Apocalypso is offline
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Originally Posted by GuanoLad View Post
That part of the game is deliberately designed to be challenging to make you think about your design strategically. I personally have only ever played in the sandbox mode, to make buildings, where the management is considerably easier.
I made sure I had tons of benches, garbage cans, and lights. Then I put decorations around every ride entrance/exit path (usually a bunch of one type, like presents or tree ornaments), then tons of other decorations along all the paths.

I played it for probably 4-5 hours past getting all the medals, and wound up with 2600 guests and a 150 park scenery rating. A lot of the decos were awkwardly place and didn't perfectly conform to where they were, but I'll get better.

The one cool thing I built was on the entrance queue to one of the thrill rides I built a bunch of open mouthed snowmen all along the one side. They faced the other side of the queue, where there was a huge 2 headed and 4 armed snowman! That was pretty cool, a little nod to Calvin and Hobbes
  #39  
Old 02-19-2017, 09:57 PM
Apocalypso Apocalypso is offline
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Ok, I was on the Planet Coaster Forums and there's a ton of posts, but I can't find a subforum decorated to beginners and I need some more help. So I hope its ok if I ask some questions here and try to figure out how to get past some scenarios.

I am on the 3rd part of Captain Lockjaw's Buried Treasures, the Pirate Cove level. I got past the first couple without too much trouble, and I got past the first couple Christmas levels.
But I'm having a hard time figuring out how to get started. There's a ton of pathways and decorations. At first I tried to build some rides in the grassy area, then I started taking out those paths and building everything down on the water. It seems to start off well, but once I get a few rides up and spent the starting money, my funds just kept draining no matter what I did.
* My ride lines were all long, I'd built bigger queue paths, then some guests started bitching that they spent too much time in line. So I guess I should go for shorter queue paths then? Maybe long enough to get enough guests for one ride?
* There is an existing station for a coaster and no track, but I don't want to build that in the beginning of the stage because it'd be the only thing I have enough money build.
* Some workers in the existing burger places quit on me and the place closed. What should I do about this? What's the general rule about what to pay employees?
* I haven't adjusted the park entry fee (free) or whatever default prices are on rides and shops, should I try jacking up prices, especially since lines are so long?
* I usually go with a mix to start, some milder rides and a few extreme rides. Is it better to mix them up or have seperate tamer and thrill areas?
* There is a hell of a lot of pre-built scenery in this area, including a ton of pathways. Would it be beneficial to just tear most of it down and try to condense the park to a smaller area (the bit on the water)? I know the stuff I delete will give me some money, but will tearing a bunch of stuff down affect my guest happiness?

Any answers to my questions would be greatly appreciated, as well as any advice on getting past this stage or beginner tactics for the game in general.

Last edited by Apocalypso; 02-19-2017 at 09:59 PM.
  #40  
Old 04-11-2017, 12:05 PM
SenorBeef SenorBeef is offline
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I haven't worked on anything big in a while, but they detailed the spring update and I think I may work on a nice go-kart track.

Not sure I care about the new security stuff - never liked that in RCT3 - but the rebranding management stuff might be good. New rides are always good.
  #41  
Old 04-15-2017, 02:55 PM
SenorBeef SenorBeef is offline
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Planet Coaster is on sale on steam this weekend for $33.

There's a Go-kart design competition ending the 21st. I'm working on something for it.

I like the go karts. Each of the racers has a different personality so they don't just robotically follow the same line - it actually looks like individual people racing around your track which makes it more unique from run to run compared to something like a coaster.
  #42  
Old 04-17-2017, 08:29 PM
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So glad to see them release two robust (and free) updates, rather than putting out an expansion pack every month like The Sims. Perhaps its because they knew the game was a bit lacking upon release, but either way, I'm really enjoying the new content. Hope there is more to come!

Oh, and thanks for the update to this thread! I hadn't played for a while and didn't realize they had released it already.
  #43  
Old 05-07-2017, 06:29 AM
SenorBeef SenorBeef is offline
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So I did 97% of a go kart track in time for the contest, didn't win, and promptly got lazy and let it sit for 3 weeks instead of finishing it, which I should've done.

Anyway, here it is.

Video.

It has a similar theme to my river rapids and I re-used some scenery like the skull waterfall and the town square area, but most of it is new and refined. I really like working with the go karts because with the racing AI it ends up looking unique every run. I think I may design more of them.

Instructions on creating the pathing and water are in the workshop description, unfortunately those won't copy as part of blueprints. It's pretty simple.

Rate/favorite it if you like it if you don't mind. If you happen to use it in one of your parks, post a screenshot I'd love to see my work being used. My river rapids got up to 1200 subscribers, but hardly any feedback other than a dozen or so upratings. I think the feedback makes it place more prominently in the workshop, leading to more people seeing it.
  #44  
Old 05-07-2017, 05:14 PM
SenorBeef SenorBeef is offline
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I think I may have erred by launching it at a weird time. It only got 20 views all day, and will probably be buried at the bottom of the workshop never to be seen again. So I took it down for now, and I'm going to make some refinements and re-launch it sometime later in the week. The video is still up, but I'll post another workshop link later with the tweaked version.

I could use naming suggestions. I didn't want it to be too generic like "pirate [something] karts" but I couldn't come up with a good one. I wanted the name to reflect that the race goes through the middle of the battle, or that it's on a pirate island under siege, or something like that, but I'm bad with names.

Last edited by SenorBeef; 05-07-2017 at 05:16 PM.
  #45  
Old 05-19-2017, 02:30 PM
SenorBeef SenorBeef is offline
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Procrastinated again. Made some minor refinements and posted my pirate kart track again here.
  #46  
Old 05-20-2017, 12:43 PM
Teuton Teuton is offline
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I subscribed, I've been playing a bit more recently, although I'm only using the basic included rides so far - building my own stuff seems more trouble than it's worth.
  #47  
Old 09-27-2017, 10:40 PM
Club 33 Club 33 is offline
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Join Date: Feb 2004
Location: Southern California
Posts: 664
Planet Coaster just released a pretty big expansion pack yesterday. Spooky Pack is their first paid expansion for the series after two freebies (Christmas and Summer). It is priced at a reasonable $11.99 US, which is a heck of a lot cheaper than those Sims expansion packs. For the money, you get two new dark rides, a coaster, and a boatload of spooky objects (over 200). Like their other expansions, the quality is top notch.

With all of the expansion packs, they seemed to have plugged all of the glaring holes of the original game. Sure, they could still use more rides, but the have succeeded in creating a true amazing theme park simulator.
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