Re: CP10`s Intamin Challenge. (Voting Period)
I'm choosing to make my rankings public :
(This is the MP I wrote to CP10, layout and Realism weigh twice in my calculations)
Uncharted : Drake's Fortune (reddude333)
Layout - There's a genuine Intamin-at-their-best feel with a top-hat, airtime hills, twisty turns, an EGF turn and damn good intense helixes. Very varied, well-paced, very unique, and the dark ride section was a welcome pause between two thrilling coaster parts. 10/10
Realism - Almost perfectly smooth. Excellent work on support. The launches (and especially the second) could have been smoother, possibly using a faster chain lift. Too bad magnetic brakes and LIM/LSM haven't been used or are not visible enough. 9/10
Theming - A fantastic, immersive experience, cool use of fireworks emphasized by the music & sound effects. The jungle atmosphere is very well reproduced thanks to a smart utilization of trees, some water pools, rocks. The indoor section building was pretty well detailed. Two flaws prevent me from awarding the perfect note, though : I felt the foliage lacked some bushes at ground level, and above all... the station sucked compared to the rest of the ride, too basic, and lacking some CS like a station cover. 9/10
Surrounding Area - Some pretty good ideas such as the restaurant. The slide and the river raft match the jungle surroundings. The queues lines were too 'in-game' to my taste - a shame since path extensions were obviously utilized otherwise - and the river raft wasn't entrenched into the ground. I also downgraded this mark in comparison with scw55's effort. 8/10
Average : 9,17/10
______________
Winter's Palace (scw55)
Layout - I liked the downwards launch. There's good airtime and forceful G+ as well, vertical drops and climbs are awesome. Very unpredictable despite its square shape, it makes almost the maximum potential of this in-game coaster. Only (big) shortcoming is the slow section at around 0:18. 8.5/10
Realism - The vertical turns were damn smooth actually ! Noticeable bumps on some hills, and more importantly, lack of a sufficiently brake section before the station are the flaws to correct I've detected. 8/10
Theming - It's rather good looking, not eye-blowing BUT it interacts wonderfully with the ride. Exiting a tunnel or a building with great speed upwards is very enjoyable. 8.5/10
Surrounding Area - It's actually an entire park, hourra ! The lake/sea/ocean surrounding is a brilliant idea. The park is full of rides but doesn't look overpopulated. The Arabian scenery in snow was truly cool and arguably quite pretty for a non-CS effort. Only thing I significantly disliked was the bobsleigh's layout for the section over the water. 9/10
Average : 8.42/10
______________
Sandy Bay's Scorching Thrill (Jammyband)
Layout - Well-paced and pretty varied : airtimes, helixes, twists. Like CoasterCrazy, it makes me think of Desperado and that's a good point ! The station flyby at 1:28 was cool and really impressed me the first time. 8.5/10
Realism Smooth ride overall except for the turn at 1:10 which was too violent to my mind, maybe some camelbacks were too extreme as well. The turn at 0:40, albeit very smooth, is likely to deliver excessive lateral G forces, it is really un-realistic in any event. The supports and catwalks are bizarre : you should use SteelJungle v2 only for the higher parts of your ride and go for v1 otherwise. The end, brakes and then chain lift also puzzled me. Tree collision at 1:20, too. 6/10
Theming - The hills 'spikes' were unrealistic. Orange trees were a weird choice but the vegetation was decent in general. The station is a bit too simple. There are fences for the park limits that should be removed. 6.5
Surrounding Area - The architecture highlights the limitations of in-game scenery. This area lacked one or more landmark rides. 6.5
Average : 7.17/10
______________
Main Test (addy2503)
Layout - Insufficient pace. I found it dull and rushed. Some good ideas (re-launch) 3/10
Realism - Oddly, the launch was more realistic than Uncharted's. Some turns were really violent. The end was... too much brakes. 5/10
Theming - Inexistant. The few buildings were too blocky and simple. The terrain texture was a good start and that's the only element I liked. 1/10
Surrounding Area The other rides could have made a great section of a park, if it had been way more themed. 2/10
Average : 3.17/10
______________
Eridan (portemine)
Layout - It has great pace, is full of airtime and contains two turnarounds full of G+. I love how it alternates between hills and turns. Probably it doesn't goes off the beaten track a lot (except for the Phantom's Revenge-inspired debut) though.
ug8/10
Realism - The ride is almost perfectly smooth with maybe some slightly bumpy camelbacks after the second overbanked. There are significant diagonal sections. G forces are realistic, supports as well. I even added magnetic trim brakes. The station was, I think, the most realistic of the 5, with its gate and platform. I forgot about some details like wheels lift after the end brakes but except for that, I felt I really made the coaster credible. 9.5/10
Theming - Although it was a bit rushed, the vegetation make this coaster quite immersive. The coaster plays subtily 8/10
Surrounding Area The zone may not be full of rides, but the twister and the shop are well integrated. The queue line offers a nice preview of the coaster without revealing too much. The paths use varied shapes (diagonals, curves). 8/10
Average : 8.5/10
Took me about an hour to write this (even though I rushed a bit because I'm pretty late), pffiu again.