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StickyGum32

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  1. Thank you! I really wanted a woodie that felt a bit wild, but not aggressive. I think it strikes a nice balance. Speaking of the woodie, this area has not only gotten a massive upgrade in scenery (read: trees), but it also now has a new neighbor. That's right, the wing coaster from the top of this thread finally has a proper home in the park. It's new landscaping has really changed the feel of the coaster, so I've also included an updated POV below. I've also added this cute little food stall place overlooking the rapids big drop. Just a place to grab a quick bite to eat before running off to the rest of the park. That's it on this one! Not quite sure what's coming up next, but I'm sure it'll be fun. Stay tuned! - StickyGum32
  2. StickyGum32 replied to shyguy's topic in Projects
    Man, seeing all these spaces come to life in the vibrancy of PC2 is such a joy. I remember how stunning they looked in RCT3, and now PC2 is just crushing it. Remarkable work, as always. Absolutely cannot wait until we get to the bigger attractions beyond the Expo area! - StickyGum32
  3. I can tell it's much more malleable than what we got in PC1, but I've spent so much time with the PC1 tools now that moving away from them feels like a lot. I'm sure it'll get better the more I use it, but for now I'll take up the role of "old man yelling at the sky" 😂 Thanks! I love them too, one of my favorite kinds of coaster. You'll probably get at least one more of them in this park. While details and theming start coming together for the rapids and mine train, i also started working on what lives around these two rides. I had a good idea for a bridge coming off of the main path that I've added around the front of the rapids drop, and it turned into a cool wooden bridge. This bridge now also serves as a feature set piece for a wooden coaster, which passes underneath it three separate times, racing underneath the very path which leads you to its station. There's likely going to be a flat ride over here as well, but nothing determined quite yet. More to come! Likely going to be getting a flat in this space next, and beginning to fill the space between the rapids/mine train and this new woodie. We'll see what comes up next! - StickyGum32
  4. Thank you kindly! I'm definitely beginning to develop that relationship for very specific functions. Absolutely in LOVE with the way the coaster's smooth out, but I'm really kinda hating the new pathing system? Maybe I just got so used to the PC1 version and I know enough of how to manipulate it that now I feel completely lost, but damn it really aggravates me sometimes. Especially missing that "select grid" function, I used that everywhere. Thanks! I really tapped into GateKeeper for some inspo, and the third inversion (the outward turn thing) is one that I made up. Not sure if it exists in the world, but I'm really happy with how it turned out! Thank you! Admittedly, those are the default colors, so it was pure luck. Sometimes, luck is all you need 😅 Well, we got some new stuff to look at today. I'm definitely keeping with my philosophy of "build what's comfortable" right now, so I've decided to re-build my rapids attraction from my PC 1 park, more so in spirit rather than a faithful recreation. The big twist here is that it now shares the mountain its built on with a new mine train attraction! I'm certainly no stranger to terrain-based roller coasters, but intertwining these two attractions has been a challenge for sure. There are several moments where the two interact with each other, and it's really been fun to play with. POV's and pics below! Also, to be clear, I have absolutely no plan whatsoever to tie in the wing coaster at this point. Not sure if it's part of this area, or a different area, or how those areas connect, literally no plan. It's highly likely that the wing coaster will end up moving eventually, but for now we're just building whatever. - StickyGum32
  5. Welp, here we are...finally diving into PC2 for the first (public) time and exploring what we can do! I don't know much about what this is, other than it's some combination of a park and a sandbox where I can play and tinker with what the game provides to see just how different PC2 is from PC1. So first off, I'm starting with something that's comfortable and interesting, and I'm honestly so overjoyed with the results. I'm not saying pride is the reason you're seeing this now, but I wouldn't deny it either. Anyway, I built a wing coaster in PC2! My first public PC2 coaster is a wing rider with custom inversions. That's right, this is not only my first shared coaster from the game, but the first time I've ever built my own inversions. I know damn well that smoothing tool is working hard to make this thing work, and honestly? I'm okay with it. Enough jabbering: POV! I legitimately have no plans past this point. I think I'm gonna lean into the rustic, woodsy vibe that I do like...all the time, but past that, I truly don't know what's next. So let me know what you think of the coaster, and we'll see what happens next together! - StickyGum32
  6. StickyGum32 replied to shyguy's topic in Projects
    One of my favorite things is seeing how this has grown, from the model to RCT3 to PC1 and now to PC2. It's like seeing an old friend again. Can't wait to see more! 😊 - StickyGum32
  7. Hello again! Many many new things to see here, so let's dive in. First thing's first, here's the POV for The Plank, the wooden coaster over in Pirate Cove. You saw pics of it last week, but now you can ride it yourself! Now, let's also talk about an area you've seen before that has since gotten a complete renovation: The Plaza. Returnees will remember this area for its hotel and two star attractions, Plaza Autos and Prototype. The latter of the two I've always felt was a bit....well weak, even for the loose city theme of this area. The hotel has also been a major disappointment, rarely having any visitors and certainly not making money. So I dropped down a duplicate save file and decided to see what would happen if I removed Prototype and the hotel and dreamed up some new experiences for this area. I'm happy to say that this has been a raging success, as the removal of those two items has now left us plenty of room for three new attractions! First, the crown jewel of this area: City Dash, a launching motorcycle style coaster that races you through the streets of the city and even across rooftops! It's a wild ride, but still tame enough for the whole family to enjoy together. Second is another family coaster, Roundabout, a spinning coaster. It's compact and far less themed than the big boy of the area, but it's still a fun ride to share with everyone. Lastly, we've also added a new flat to the area (Around the World), and a brand new restaurant, Firehouse 150. And with a quick re-route of the Plaza Autos attraction through a new mechanic's shop scene, this whole area has really come together in a way that far exceeds my expectations! And as a bonus treat, here's the POV's for City Dash, Roundabout, and Plaza Autos! That's all for now! We'll see what happens next week... - StickyGum32
  8. Hey folks! I'm back on the ocean again, which means I'm also back to fiddling with my parks! So let's catch up on some serious changes that have happened since we last talked, shall we? First off, let's check in at Pirate Cove, as this area has finally found its footing since I last left the ocean. The big B&M, Kraken, has been repainted and has a proper sign now. Oh yeah, and of course it has a huge monster (you know the one). This area has also now seen added to it a quirky little woodie, The Plank, for all of you adventurous treasure hunters out there. I'll get a POV of The Plank up soon for you all. Throw in a Galleon and a Whirly Rig and ouila, Pirate Cove starts to come alive. Next up, let's talk about the very first attraction you all saw from this project: Apparition Manor. My beloved Haunted Mansion knock-off. It uhh....well it had a big problem: capacity. It's riders per hour was atrocious, and regularly had guests queuing for 70+ minutes (real world minutes) for this 4-seater shooty attraction. So to help with the lines I made two adjustments. First, I took out some unnecessary queue space in the front yard and just inside the manor itself. Secondly, I meticulously re-built the attraction as a different ride type (dark ride) to increase the cars capacity from 4 to 6. These simple changes have sliced the wait times down to 40+ minutes, a vast improvement over the original 70+ wait times. There have also been MAJOR changes at The Plaza....but we'll look at all of that next time 😉 - StickyGum32
  9. Absolutely incredible! I'm just as amazed today by the details and craftsmanship as I was the first time I saw them [REDACTED] years ago. Endless thanks for sharing these again sir! I've always been such a huge fan of this model, and I'm so glad to have it back on the web. - StickyGum32
  10. Hey folks! Big update on both attractions today! I've been chipping away at the interiors, and adding some sweet, juicy in-show exit paths. I'm pretty stoked with how these are turning out so far! Side note, if you've got any name suggestions, throw them my way. First up, the Temple Boats. The first area temple has been decorated to a point that I'm happy with, and the second temple (notably a different style entirely) is also fairly nice. The final bit of the show building has yet to be themed, but two-thirds ain't bad! I've also got some sneaky pictures of the in-show exits. There are two in the first temple scene, by exiting through the paths on-set. The second path (the one to the right of the new statues) leads to a shared exit with the second temple scene. The shared exit from the second temple scene is accessed through the on-set red door, and is the only unmarked exit as a ride attendant would be there to guide you. Far less important than all of this, one minor change to the food court: it's now open-top! Next up is the Hidden Temple Coaster. This sucker has gained some coaster nets out front, and a safety fence just before the entrance cave for protection. The station is also in a place that I think I'm happy with. It's a bit minimal and hap-hazard, but I think that's why I like it? It looks a little hasty and janky on purpose. Anyway, the temple itself has earned a new golden statue treasure and a fire pit to keep it warm. This also helps hide the in-show exit in that room! There's also a new interaction at the top of the lift with a snake sculpture that spits fire at you as you pass by; all the more reason to get out of there pronto. There's also some pics here of the in-show exit at the base of the lift hill, and the exit that's in the shack on the outside of the mountain (immediately after the lift). That last exit is my favorite currently because you get to walk across the roof of the show building to exit! Super cool. That's all for now! Feel free to throw some ideas my way, I'm open to anything and everything. Especially if you see things that would strengthen the feel of the park, I'm here for it! - StickyGum32
  11. Having watched Silvarett's videos, I can't say I'm not excited about PC2. I definitely wanna get my hands on it, but I'm also gonna need it to go on sale first. 😅 Thanks for the compliments! I've really felt a lot more comfortable with the terra tools after the mine train on my last park, and I'm glad to find an excuse to use those tools again here. ------------------------------------------------------------------------------------------------------------------------------------------------- While the inside of the show building still eludes me a bit on the coaster, I decided to start giving some thought as to what its neighbors might be...and voilà, we have a new ride! A boat dark ride! Where the mine train is a turbulent ride through an excavation of temples long forgotten, the boat ride is a meandering, relaxing exploration of the temples that lie buried in these mysterious caves. A gentle companion to the coaster next door, it also houses within its station temple building a small selection of counter-service eating establishments for guests to enjoy. Much like the mine train, it has a show building for most of the ride. Inside will be the various temple structures. For now, only the opening scene has begun taking shape. The rest is uhhh.....yet to be discovered. Yeah, let's go with that. And there ya have it! A new attraction enters the park, a high-capacity dark ride. More to come! - StickyGum32
  12. It's PC1. I haven't snagged PC2 yet, though I'm keeping my eye on it. I've never been on the pre-order train, but it does look like a solid successor thus far! - StickyGum32
  13. Since the freshen-up of my old park has turned out successful, I've been sitting on the idea to start from scratch and build a new park, something that would allow me to employ the new skills and tricks I've picked up from the beginning of a park. And so, just how that old park began, we're beginning again with one ride, and from there we will grow. So welcome, to a new project of undefined magnitude and complication, of new experiences and new troubles and headaches for me. Let's begin... ...with a mine cart coaster! This lovely beast is the result of a style of coaster I've wanted to try for a long time. Basically, adventuring gone wrong. We found some shit in there and we really shouldn't have touched it or entered in the first place. This lil guy has a compact footprint, with dark-ride elements which take place inside the show building in the back. It's also a fairly tame coaster, reaching a top speed of 29mph. It's stats aren't brilliant because of it, but It's going to have so much theming that it's certain to be a must-do! One of the elements that I'm trying to include in this park is some more realism, and we'll see just how much I can stomach to stretch for (but feel free to add suggestions). For now, I've begun by planning one (1) emergency exit. 😃 ...more of them to come I'm sure. At the moment, only the left third of the show building is really themed; that's the side that is housing the temple and the lift hill (shrouded by the mountain). Truth be told, the station and the end of the ride...I have no idea what they're gonna be yet. But I keep fiddling with it during my downtime, so progress is to come! In the meantime, enjoy a POV at the end of this post. See you on the next one! - StickyGum32
  14. Oh nooo I've got to go hide before he finds me again... "It's looking really good" is what I would say if I were here and not hiding, but I'm hiding and not here, so I shan't say anything at all. - StickyGum32
  15. Hey friends! It's been a very busy few weeks on the ship, and I actually get to come home on Monday the 9th! So life's about to get really weird with me basically changing everything I do all over again (living, working, etc), but even in the midst of all this chaos I've found some spare moments to get in-game, and I have some new things to show you! So I think I'm leaning a bit into this "pirate port" kind of idea, though I'm not entirely certain that's how it's going to end. What I do know is that I have a train station for the area and a top-notch, B&M floorless ready to roll. The station of course if pretty themed, but it could be easily rebuilt to fit any other theme that comes up. Taking a nod of inspiration from Wagi's ideas (thanks again!), I have to entrance to this area passing through the fort/train station, but there's also another addition: you have to walk downhill as well! This entire area is sunk down at least 6m below the standard park level. The floorless is a very typical B&M, though not a typical layout. Given the terrain, it makes use of the nearby elevated area of land that holds the train, and (in my current idea) will be forested, meaning that the B&M will be popping in and out of these caves into dense forest, and sometimes over top of the forest too! It also ties the dive coaster over in the Backwoods for the fastest coaster in the park, both reaching a max of 60mph, though the dive coaster takes the prize of tallest drop at 35m, where this one is 32m. Overall, this is what the area looks like now with the train and the B&M installed. Still not sure what the final result will be, and definitely not sure that pirates will take the theme, but it's a good start! Per usual, feel free to give your feedback and suggestions! - StickyGum32

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