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(untitled tf2 park project)

Selectrr

Roller Poster
in which a guy who's - quite embarassingly - never finished a planco park in the 8 years since they first bought the game tries to finish one. this time its tf2-themed.
entrance area; i tried to lay it out like a map ingame where its split into a RED-operated side and a BLU-operated side. note it following tf2's design philosophy with RED's side using wood and BLU's side using metal.

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it helps that most of these buildings are modelled after actual tf2 maps; this area is a mishmash of lumberyard, freight, hydro and nightfall. its most evident with RED's half of the entrance plaza, which is almost note-for-note just their side of the final stage on nightfall (with a few extra angles thrown in)

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main attraction is wings of glory, a sprawling intamin blitz. inspirations here were taiga, furius baco and (most obviously) cheetah hunt with the offbrand windcatcher tower thing.

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also in the area is B.A.S.E. jumper, an intamin parachute tower designed after this one tower thing on yukon.

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this area and this attraction specifically is an application of disneyland's use of "weenies"; the first thing you see when you enter the park is wings of glory's zero g roll and stall, but B.A.S.E. jumper's tower is behind it. so you go forward to get a better look at it - and end up on a nice shot where the ride is perfectly framed between wings' supports - but then something ELSE is behind it. so you go through again and- oh! it's the rest of the park!
my plan with the park's design is to build downwards, a la legoland windsor. the idea with this mini-plaza is that from here you'd get an enticing overhead view of the other areas - and it entices guests to ride B.A.S.E. jumper to get an even better look - but since the rest of the park doesn't exist yet, you get a view of some nice grass instead.

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a look to your right, though, brings you to the next area (a more dingy badlands area, as opposed to the town-built-within-the-badlands of the entrance plaza) and your next ride - rio grind, a chance zipper. next to it is a little plaza that'll give you a view of the area's big ride - probably a river rapids or log flume.

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a back view of rio grind. i designed the billboard myself and i'm SO chuffed with it

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there's also this open space on the left hand side. i don't know what to do with it yet. all suggestions are welcome!

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future ideas
- fairground area (pier, boardwalk) possibly serving as a second entrance gate
- mercenary park/saxton hale area (mercenary_park, enclosure, lazarus)
- pl_aquarius dark ride
- mann vs machine shooting gallery
- spooky area based on the halloween maps (doomsday_event mainly)
 
will make another update when i do more work (atm i've just been adding rockwork and small plaza details and like, one shopfront).
for now; a cool skyline
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recently, i started work on a log flume.

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a very unique log flume.

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while i'd like to say the thought process here was more like "some real life flumes have elevator lifts, why shouldn't they have elevator drops too?", it was really more like "you still can't build lift hills backwards on the water rides so this was the most convenient way to get the boats back to the station". and i thought it was cool enough to build a layout out of it. the section with the two elevator sections side-by-side will be some sort of indoor show scene probably

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the flume - as you could probably tell - comes with a lake, and already it's helping provide another cool sightline. doubly cool with a very work-in-progress "weenie" off to the right.

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for the record, this very questionable flying ferris wheel will eventually become the entry point to the next planned area, that being the pier/boardwalk-inspired fairground i mentioned in the first post. the map 'boardwalk' has a ferris wheel built on top of a roof, and i was planning to use this idea for the area's entrance gate.

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the last thing is that the entrance for wings of glory now includes a tribute to rick may. it's the soldier-themed ride so it felt wrong not to add it in somewhere. the statue contains a speaker which plays random soldier voicelines, just like it does ingame.

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okay! BIG update.
to start off, here's all the new additions at a glance.
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and now in more detail, going counter-clockwise from rio grind;
firstly i built this riverside main street area. most of these shops and facades are pullied directly from the map 'boardwalk' - excluding the one on the right, which is a recreation of the first checkpoint on 'thundermountain', and the entrance to the fairground, which is loosely based on 'boardwalk' but evolved into its own original thing.
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all of this acts as like, "living" theming around the fairground area, 'laughing tides'. the ferris wheel (the "laughing eye") is not only no longer inexplicably floating, but has a friend! in the form of a generic helter skelter.
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next is the log flume (still currently unnamed); the facade and interior have been complete, and it's now this old mill-type ride. it follows engineer and his pybro venturing through a long-abandoned mill to deal with a teleported bread infestation. it's loosely based off sawmill - and, of course, the 'expiration date' short.
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going through the tunnel in the mill brings you to a plaza, containing the entrance and queue of the flume, of course - but also another roller coaster!
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this is gold rusher, a zierer family-thrill monstrosity - inspired by verbolten, mainly, but also big grizzly mountain and taron. i've toyed with the idea of a launched mine train for a while, for several projects on top of this one - it was originally meant to be where the entrance to laughing tides would be now, but i never really got it to work and kinda scrapped it. but then i started working on the flume's plaza, and there was this massive empty space parallel to the flume's ending which turned out to be an EXCELLENT place for some sort of family coaster.
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this then brings us to a VERY work-in-progress farmyard sub-area, inspired by byre and harvest among other maps. when i fill in all the details there'll probably be a chairswing or some other family flat ride off to the left.
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gold rusher's layout twists through rockwork, but from this angle, you might notice it's not the only train doing that. this is gonna be a fairly big park so i figured it'd need some sort of transport ride.
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that's about it for now. the current plan is to finish off the farm and then do the whole fairground, and then complete the circle around the lake with a pl_phoenix sub-area or something. in the meantime figuring out what i'm gonna do for the west side of the park.
 
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