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View Full Version : Freddy vs Jason (Updated 1-19-05)


irondraggon
11-15-2004, 04:30 AM
Construction & testing of this colossal racing/dueling LIM shuttle coaster has finally been completed, and Iron Draggon Enterprises is currently in the process of theming the ride for your enjoyment!

This massive new high intensity attraction features a total of 20 inversions, 10 inversions per side, 5 forwards and 5 backwards.

Freddy features a sea serpent, a tophat, and a cobra roll.

Jason features a cobra roll, a tophat, and a sea serpent.

The two trains will duel each other through the first and last elements, and race each other through the middle elements.

Both sides also feature a vertical drop tower over 200FT tall that will reverse the trains to send them back through the course and into the stations. The initial launch speed of each side is 85MPH!

http://www.gayrollerride.com/images/FreddyVSJason6.jpg

As you can see, both sides of the ride have now been painted, and the whole area needs to be themed with the appropriate entrance and exit queues added. So there's still alot of work to be done, but we couldn't wait to show you how it's coming along!

Unfortunately, due to current technical limitations of the design program, the two stations cannot be synchronized since they aren't adjacent. We hope that this issue will be addressed in a future patch or upgrade. We apologize for the inconvenience.

It is still possible to synchronize both sides of the ride fairly easily if you time it just right, but eventually the two sides will fall back out of synchronization with each other though, at which time the operator will have to decide if a temporary closure is necessary for realignment. However, we believe that you may find it more exciting for your guests to allow each side to continue to run through their courses after synchronization is lost, as they will eventually realign themselves. This adds alot of mystery to the ride, as your guests won't know if they will experience a race until their ride is already in progress. This method may be more preferable, and perhaps more profitable, as guests who weren't fortunate enough to experience a race may re-ride in the hope of one. And as an added bonus feature, the trains are also capable of dueling each other in the racing elements, due to the design of the layout and the reversing function of the vertical drop towers. So no matter how you run it, your guests are sure to be thrilled.

We believe that this ride will fully satisfy even the most finicky of thrill seekers in search of the ultimate extreme adrenaline rush. Both sides have an excitement rating over 7, an intensity rating over 9, and a nausea rating over 5, so it is not for the timid rider.

No release date has been set for the design or for the prototype showcase ride, but we are currently accepting preorders for both. You may place your orders or simply leave your feedback for the designer here. Look for his new promotional avatar in the forums!

rct_ian
11-15-2004, 12:29 PM
nice, looks like alot of time went into getting them right.

good work:up:

irondraggon
11-15-2004, 12:48 PM
Thanks. Actually it wasn't too hard getting these to work the way I wanted them to, but I did have to revise the layout a little from my original idea. The tophats were gonna be zero G rolls, but the editor wouldn't let me install those on this type of coaster. So it ended up being alot more extreme than I intended, but I think it turned out even better because of that, so I like the improvement.

I may do some variations of these using other coaster types too, but for now I'm just gonna concentrate on these and see what I can do about theming them. I still wish that I could synchronize the stations though, it really makes me mad that they have to be adjacent for that, but oh well. At least they can be synched in the testing mode, which is really alot better for riding them anyhow.

irondraggon
11-17-2004, 08:45 AM
The entrances, exits, a few paths, and a couple of flat rides have now been added, as shown in the pic. I'm not sure what else I'm gonna add to it yet, but obviously it still has a long way to go. It needs benches, trash cans, lights, and all that good stuff, not to mention vendors and bathrooms and all the necessary facilities. But at least I have a start on all the fences and some customizing done now. The real fun will be adding all the rest of the theming. I've never themed anything in an RCT game before, and I'm just blown away by how much more stuff there is to use for theming than there is in the Ultimate Ride series that I've been playing.

I never did get really into theming all my rides in that game the way that some people did either. At first I did, and people said that I was overdoing it, but then everybody else started going nuts on theming and made what I used to do look like nothing, so I just stuck with minimal theming for my rides and let my track be most of my theming. But obviously that doesn't work very well in RCT, so I'm gonna have to put alot more work into it and learn how to make all the theming for my rides look as impressive as what everyone else is doing with their rides. Which means this ride is probably gonna take me a long time to get it finished up!

irondraggon
11-20-2004, 08:14 PM
The ride's benches, trash bins, and lights have now been added, and all the lighting was checked to make sure that it's sufficient. I could really use some feedback on how many benches and trash bins are necessary, because I think I may have gone overboard on the benches, and I'm pretty sure that I went overboard on the trash bins. I'm very pleased with the way the lighting turned out though, so that won't be changing, but some of the benches and trash bins are gonna have to be removed to make room for all the vendors and facilities. I could use some advice on how much of each of those things should be in the area too, because I've never made any rides of my own for an RCT game before, so I don't really know how much of anything should be in the area.

Pug628
11-20-2004, 08:45 PM
Light bin bench bench bench bin light.
take out the first and third benches on each of them, then on every even light, take the trash bin off of it. Kinda hard to explain, but I've learned that you should spread them out, because if they all break down............

irondraggon
11-20-2004, 11:43 PM
Hey, thanks for the advice! I didn't do it exactly like you said, but here's how I did it. I took out a ton benches and trash bins, so it looks alot better and leaves me with alot more room for vendors and facilities. I changed it so there's only benches on one side of most paths, and spaced them all out like you said, but I still left a few more trash bins than I probably really need, although there doesn't seem to be a major excess of them now. I'd like my parks to be as tidy as possible without the janitors having to do their jobs very much, so if I ever need to cut back on staff for a while for some reason, I can cut back on the janitors and not have to sacrifice any mechanics. I've noticed that the birds will act as free janitors for you in this game anyhow. I've actually watched them clean up puke! It takes them alot longer than it takes the janitors to do it, but it's very cool that you can cut back on your janitors if you need to and rely on the birds to help clean things up if your reduced staff of janitors can't get to it. So everything works out.

I usually cut back on secrurity guards also, if I need to, but now that stuff just breaks spontaneously without any way to catch the vandals in the act, I'm wondering what you really need the security guards for. I read that post here about a couple of the security guards apparently being responsible for some vandalism themselves, so really, what's the point of even employing them? If that was a bug, I sure hope they fixed it or get it fixed soon, because I don't see why I even need any security guards if that's the way that things are gonna be now. Why pay people to break stuff? If things are just gonna break on their own, even with a security guard standing right next to it, then who needs guards?

Anyhow, I'm gonna start adding restrooms and information kiosks and vendors and all that good stuff now, so if anyone has any advice on how many of each of those things I should have in the area, then please feel free to offer your suggestions for me here. As you can see, I still have a ton of space left to fill up with stuff, and this ride could very well end up being the beginning of my very first RCT3 park, so I'm open to any ideas for how to make it better. This is just my first ride, so I may build the rest of them in the same park and just fill in the whole landscape as I go. I'm still not sure what all I'm gonna do with it yet, but I have some pretty neat ideas in mind that I'd like to try out with it, so this ride may not be opened until the park is finished. I don't wanna spend too much time on it, but I don't wanna rush the grand opening either.

irondraggon
12-19-2004, 10:08 PM
Well it's been a long time since I've posted any updates here, and I haven't made alot of progress on it since the last update, but here's the ride as it looks right now with shops & stalls and a large animatronic added. I'm nowhere near finished with it yet, and progress has been very slow due to the madness of the holidays and real life stuff getting in the way, but hopefully I'll be able to complete this project sometime shortly after the new year, if not before then. I'm not making any promises though, because I'm finding it very hard to choose just the right theming and surroundings for it, and I keep changing my mind! So it may look very different the next time you see it, but hopefully I'll just be adding more to it instead of taking more away from it. Theming rides in RCT3 is definitely alot different than theming rides in the UR series, and there's alot more important choices to be made! I know that everyone is sick of rides and parks that stay under construction forever, and this one is no exception, but for those who are still interested in it, here it is as it is right now.

Oh yeah! I almost forgot to mention the new aircraft warning beacons that I added to the tops of the vertical drop towers! These are the closest that I could get to what I really wanted to use for them, but until we get some real aircraft warning beacons, preferably flashing ones, these will have to do!

irondraggon
01-19-2005, 11:46 PM
I'm very sorry to report that I still have nothing new to report! But I will have a new screenshot or two posted here very soon!