I too love the predrop element! This coaster has a great color scheme! Although it could have used dark greens and and blues with grey for the theme you were going for, running through the shade of the trees, but that could make it blend in too much with the surrounding scenery. This track feels more like a Stand-up with the size and space with the transitions from one element to the next. That is not a bad thing, I enjoy the layout as it is! I just mention this because usually everything but the standups are tight and fast paced, where as this is very drawn out and smooth with its transitions. It is very B&M-esque so you hit the nail on the head with that, even if they dropped the pre-drop, it looks great! The only question i have is what was up with the long trim brake at the exit of the cobra roll? just curious, not bashing you!
@bylateral9546 жыл бұрын
Thank you so much for the feedback! I wanted the colors to be dark, but still standout from the scenery. I will admit you would probably never ever see this color scheme on a real B&M, they're definitely more obscure colors meant for kiddie coasters, but I did the best I could. I prefer the old mid-2000s style of B&Ms, I always saw pre-drops as iconic to their designs, and the company never tried anything too ridiculous. In all honesty, keeping the coaster small scale and not trying anything crazy is probably the reason why the layout turned out so well. To answer your question, the trims in Planet Coaster are really annoying. You can only place trims on very gentle sections of track, and at that particular part of the ride at the bottom of an element I use larger track pieces for smoothness purposes, and so the trims had to cover that whole track piece. It cut down the speed exactly how I wanted to, or else the airtime hill would've been too small for all that speed, but preferably I wanted to put the trims at the steepest part of the airtime hill going up, like you see on Hyper coasters. But in my opinion trims in this game are a little too weak and very limited in placement (they practically follow the same rules as regular breaks).
@greysongladney44036 жыл бұрын
@@bylateral954 ah, sounds like you had to do a work-around within the game. I blew my money on no limits 2, but I've been itching to try planet coaster for quite some time now that I've almost fully walked away from rct3. No limits is a bit much for me at times, almost like checkers to chess, but how is planet coaster in regards to the rct3 and nl2? I am a huge b&m fan and by far the best element is their pre drops. It's like the calm before the storm, the 3-2-1 countdown (especially for those who ride in the last row) to the best next seconds of your life!
@bylateral9546 жыл бұрын
@@greysongladney4403 Planet Coaster is definitely more extensive than RCT3, everything is more in depth and the decrease in simplicity is probably the reason the game hasn't caught on as much. Building actual coaster layouts isn't too difficult because you can use angle snapping. Buildings are a lot more difficult, you can create a temporary grid when making a building, but the 3-dimensional controls can be overwhelming sometimes. Planet Coaster is a pretty PC demanding game too, but it has the most beautiful visuals I have ever seen in a sandbox game. Since you've dabbled with No Limits, and you've played RCT3 in the past, you'll probably be fine. Also, don't burn your money on any DLCs unless you really want a moto-coaster, the Theme Maker's ToolKit (basically custom scenery) is about to be released.