Surprise surprise, this project is indefinitely delayed. I wouldn't say cancelled though.
In the coming days I'll put this project up for download on the Steam Workshop, but for now I'll showcase how far I got before stopping.
Sky Tower is a viewing tower with an elevator in the middle of it and an art piece to the left of it, built after I visited the ArcelorMittal Orbit Slide in London.
Blitz Rockets is a Schwarzkopf Jet Star-style coaster inspired by Cannonball Express at Pleasurewood Hills.
Grandson Express is an RCCA wooden coaster purposefully designed to have zero airtime. The orange lake is the Tea Lake, complete with limescale hidden inside it.
Unnamed Go-Karts replaces the basic U-shaped karts. It has an incredibly suggestive shape in it. This new remake of the old karts was designed to be indoors, mainly in hopes of increasing its excitement rating.
Anchor Drop and
Aqua Factor are a drop tower and a log flume. At least one of you will recognise the tap from
watr, one of my previous builds in this game which I documented in a discord server. The main inspiration for both rides were Jolly Roger and Water Fun Factory at Pleasurewood Hills, although they don't exactly share many similarities with each other apart from maybe their locations.
The Square (left) and
Restricted Aerozone (right). The Square is the last of the Pleasurewood Hills-inspired rides sadly. My disliking of Marble Madness translates into this ride where I purposefully made the ride bad including trims and questionable building structure choices (totally not parallel to be not being arsed enough to make this ride look good). Restricted Aerozone has no real inspiration, just modelled to represent a military base you're not supposed to be in.
Grasshopper is a remake of a Zierer Tivoli Medium.
Ninja is a two-lift Arrow megalooper designed entirely around the two corkscrews that go in opposite directions, located near the batwing.
Shinobi Tactics is the S&S launch tower inspired by the Bloons TD 6 upgrade for the Ninja Monkey that buffs Ninja Monkeys around him. This translates pretty well into the tower buffing the ratings of the roller coaster due to ride interactions. Keen eyes can spot strange silver track scattered across the area. These are "Icon Shrines" as this park is in a universe where Icon was scrapped, but lives on here, kind of fittingly in a Japanese themed area. You can spot Icon's immelmann, the hill after the first launch, the heartline roll, and a transfer track that's acting like it belongs.
To the right you can see the Zen Garden which is an area designed for chilling out.
Fans of
@Nicky Borrill 's Speedbuild Competition will recognise this layout. This was an entry to the Multi Launch contest where it was then called 'Scarlet Surge'. It lives on here as
Constructor's Carnage themed to a construction site.
Now we get onto the story-based area of the park.
This next area is based around an era where humanity "went too far" with technology and caused the apocalypse, wiping out the majority of humans. The few survivors were stuck in remote areas of the world that weren't affected, and they were sent back to essentially prehistoric methods of hunting and gathering. They knew what "phones" and "roller coasters" were but weren't smart enough to know how to build them.
Primal: The Pre-Miracle Age is a tour through what these times were like. Trust me - there's a ride under these trees.
This went on for a couple thousand more years. Eventually, a celestial being saw how humanity had actually respected nature enough in their new way of living, something they didn't do in the past which caused the apocalypse. The celestial being gave their hand to the humans and restored the apocalypse-ridden parts of the world to beautiful natural areas, rich with trees and animals. The celestial being's way of thinking was "you can do so much better, you have clearly learned from your mistakes, I will give you one more chance".
This was known as the
Miracle.
And so the world was restored and the celestial being left instantly after. The humans were impressed by the being's actions, and wanted to find a way to thank it or send a message in return. They quickly got a hold of how things were made and built using cave drawings and so, bad old habits immediately returned.
This is the device that the humans built in order to contact the being to thank it for its actions. They also built the
Miracle Radio Tower and
Ocular Miracle in order to support with sending radiowaves into the distant worlds and contact it. The building of these systems was against EVERYONE'S wishes but the humans are ruled by tyrants who have never been told 'no' in their lives. People actually seemed to prefer the primal way of life as they understood the consequences of centering an entire world around one species (something that cities and towns did). But no one of power listened to them. The Miracle Systems were turned on, and they succeeded in contacting the celestial being.
Predictably the being was incredibly upset with what the humans had done. They repeated old habits and were absolutely bound to restart the apocalypse. As punishment, the celestial being straight-up made humans extinct and allowed the world to progress without them.
I never got to the stage where the being destroys the Miracle Systems and humanity, but it would've been called something along the lines of "D.O.O.M" (Destruction Of Ocular Miracles) and would've been in a section of the park which would be a parallel universe where existing rides had minor differences (for example, Constructor's Carnage as an RMC with inversions and outerbanks).
Funk God is an Intamin hydraulic launch coaster with an indoor section filled to the brim with pretty aggressive strobes. You may notice the fake track which is used to disorientate riders even further. The actual coaster itself is extremely short, with the indoor section lasting just 20 seconds as it was originally intended to sync with the main drop of
Jägermeister by Da Tweekaz. If you download the park you can see that the holes in the walls that lead to the indoor section don't line up with the track. That's because this coaster has gone through several layout changes.
The exterior of Funk God was eventually going to be a facade of flats and apartments with loads of windows. These windows would be designed in a way where you can see lights flash out of them when a train sped into the indoor section where the strobes turned on. That never came to be because I stopped work on this project before that ever happened. Assigning all of the strobes was nightmarish enough!
The final coaster I started work on before I stopped this park was
The Dreamer's Hotel, named after the song by Enter Shikari. The ride area was going to be filled with optical illusions and rainbows and static and strobes and all that, with the entire exterior being that hotel window pattern you're seeing.
Here is the download link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810850653