RollerCoaster Tycoon World Discussion Thread
#81
Posted 29 September 2015 - 12:26 PM
#82
Posted 29 September 2015 - 05:19 PM
Silverstar Nemesis Poseidon Air Saw The Swarm Nemesis Inferno Colossus RageThe Smiler Oblivion Shockwave GeForce Apocalypse Detonator Kumali Mumbo Jumbo Atlantica Supersplash Velocity Blue Fire Megacoaster Pepsi Max Big One Wodan
If only I had more space/pieces. Delete as appropriate
#83
Posted 30 September 2015 - 06:17 AM
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#84
Posted 30 September 2015 - 01:07 PM
#85
Posted 31 October 2015 - 03:00 PM
Day 2 of Beta.
I can't get my GeForce Shadowplay to work, so I can't take video.
So instead, I went and found a really nice video from someone else.
#86
Posted 31 October 2015 - 05:55 PM
Edited by CW5X, 31 October 2015 - 05:56 PM.
Silverstar Nemesis Poseidon Air Saw The Swarm Nemesis Inferno Colossus RageThe Smiler Oblivion Shockwave GeForce Apocalypse Detonator Kumali Mumbo Jumbo Atlantica Supersplash Velocity Blue Fire Megacoaster Pepsi Max Big One Wodan
If only I had more space/pieces. Delete as appropriate
#87
Posted 31 October 2015 - 11:27 PM
You know what it's like? Back in the day, when No Limits 1 came out, there was this other coaster game that came out around that time called Scream Machines. The RCTW coaster editor is almost exactly the same as that.
#88
Posted 31 October 2015 - 11:32 PM
I have my doubts and worries. On one hand, I think the node system over the set pre-designed piece system will allow the coaster enthused market to have more realism and freedom in the RCT game. However, I fear that general public will struggle with the node system, as there could be too much freedom and complication. And then flip side, RCTWorld is definitely no substitute to NoLimits in terms of coaster building sims. RCT has always found a market for being a simple, easy to work game, but I fear that they are losing that here. If we look back to the late 90s and early 00s, RCT was thriving on simplicity and NoLimits was thriving on realism. What game was failing in the middle with a node system? SIM Theme Park. Now there were certainly other things wrong with SIMTP, but building a coaster was challenging and frustrating. I'm hoping I'm wrong, but I think the general public could easily get frustrated with this much the same way.
EDIT: ^ I've never had experience with Scream Machines. How would you say it fell in my example?
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#89
Posted 01 November 2015 - 02:20 PM
EDIT: ^ I've never had experience with Scream Machines. How would you say it fell in my example?
It was like "Diet No Limits". It was somewhere between SIMTP & NL1.
But yes, you make very good points. I'm hoping that the addition of a straight line tool, and a constant radius curve tool will bridge that gap between advanced and simple.
#90
Posted 01 November 2015 - 08:06 PM
Do you think this game is worth getting? I have a MAC so I can't play the Beta.
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#91
Posted 02 November 2015 - 12:56 PM
Do you think this game is worth getting? I have a MAC so I can't play the Beta.
I almost hated it at first. But by the end, I loved it.
A lot is different. A train will crash and derail if it hits a support. Supports are placed automatically and don't move when you build under them. So on one hand, you no longer get large sections of track floating in mid-air. On the other hand, you have to have to be aware of what all your supports are doing at all times. That alone adds a challenge when making a coaster.
The spline-node system takes some getting used to, but it's a very powerful feature.
From what I've seen in the beta so far, yes, I would say it's worth buying.
#92
Posted 03 November 2015 - 07:14 AM
Supports are placed automatically and don't move when you build under them. So on one hand, you no longer get large sections of track floating in mid-air. On the other hand, you have to have to be aware of what all your supports are doing at all times.
Can they be moved manually, though?
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#93
Posted 04 November 2015 - 07:54 AM
Can they be moved manually, though?
No. But I suggested that they could be.
#94
Posted 04 November 2015 - 09:04 AM
Because otherwise that would be a limitation in layout choice.
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#95
Posted 04 November 2015 - 10:34 PM
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#96
Posted 12 November 2015 - 09:09 PM
https://forum.roller...ull=1#post50745
Looks like that release date is being pushed back again.
I'm somewhere between relieved and annoyed.
#97
Posted 13 November 2015 - 04:43 AM
Glancing over that 'press release', I'm glad they'll be working on some pre-built parts. I encountered one of my pet peeves all the time: non-straight lift hills.
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#98
Posted 13 November 2015 - 02:37 PM
#99
Posted 16 November 2015 - 05:41 AM
The gameplay video looks awesome!
Now let's hope they can fix/improve everything as they said
For that I don't mind the delay.
I am wondering why one would buy the deluxe edition though.
As I see it, it contains just a mascot, an entrance, 2 more maps and some extra terrain options.
Is that worth €10 more? I don't know.
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#100
Posted 16 November 2015 - 07:44 PM
Because it says it is Deluxe!
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