Horror Heights Should Have Been a Track Ride

I just came from Geekism's stream and he mentioned how it the new Horror Heights ride was a bit of a cop out, and that it should've been a customizable track ride. I couldn't agree with him more.
 
While I think is probably the most complcated and well thought flat ride Frontier has done, and I applaud them for that, I also think it could have been better as a reall trackride where you could choose the size of the 2 shafts, and the size of the "5th dimension" corridor.
With that and the new pause button we wouldnt need different sequences that Frontier created and we could make the scenes were the elevator stops as long as we wanted and the kind of drops we wanted (maybe that was the difficult part, creating a good UI and tech to make it easy for us to say how many times the elevator passed through the same part of the shaft).

As good as the flatride is, I suppose the majority of folks wanted to recreate Tower of Terror (Orlando or worldwide versions) and with what we have now is actually impossible. The best use for it right now is selecting the best sequence you think you could use and then creating a story around it, and while im completely on board for that (I wanted to create a Die Hard Tower) we all know the majority of people wanted to make some nice ToT recreations that are now not possible.

To be frank I dont expect a change in the future of this game were this ride would change to the more preferable trackride, and again, I think its really cool what we already have) but I would love if in an upcoming future Planet Coaster 2 comes along, this ride, the drop towers, and the water rides have a huge system overhaul to make them the best possible version they can be.
 
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I also find it very odd that it's a flat ride. Capacity is pretty much pre-set, no way to alter the tower height either. They want to use the "Simulation Evolved" tagline, then they should have taken the opportunity to create a more dynamic tracked ride that featured a drop shaft. I would have bought the DLC for that alone. I don't know if Frontier is working on something else and keeping quiet about it, or if their resources are being split between Jurassic World and Planet Coaster, but to have the Adventure Pack DLC, then a period of nothing from the dev team, then Action Pack DLC worries me that they will start relying on DLC to keep the game alive.
 
I definitely agree that it would be the best thing for the ride, or at least let us the change the number of drops, where they stop, and for how long in the main tower portion instead of giving us large presets. I'm so happy I can customize the building around them but I'm so disappointed when it was hinted at during the stream you could change the drop sequence when instead you can only change it to a preset sequence. I really hope they make some changes.
 
I agree with all of the above. And if even the developers of Parkitect can make droptowers customizable by drag and drop the tower heights. Why can't Frontier implement something like this?
Also it is based on the Tower of Terror rides from Disney and they are mostly one shaft rides with 3 drop tubes. They took the DCA version as base for it's flatride design.
 
I find it odd that you can indeed combine multiple drop sequences but when one transitions to the next, the car goes back to the station and stops in between. I'd at least liked to have seen separate sequences for the lift shaft, bridge, and drop shaft. I do love that they got creative and added the reverse sequence...not like any of the TOTs in real life. Could make for an interesting ride.
 

WingardiumLevicoaster

Volunteer Moderator
I agree with fisherman that some sequence improvements would help make it more flexible. As for load.. i don't see why you can't place multiple. In Tower of Terror/Guardians the queues separate inside the building anyway like it is a separate ride.
 
Tower of terror has two elevators for each shaft. I can live with one... If you need more just build the ride two times?

I think they did an amazing job giving us this ride in the game
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I find it odd that you can indeed combine multiple drop sequences but when one transitions to the next, the car goes back to the station and stops in between. I'd at least liked to have seen separate sequences for the lift shaft, bridge, and drop shaft.
Hmm agreed... Maybe cause of technical limitations ?
 
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I thought we could at least change the drop sequences, but no. This ride as a tracked ride would be a solution, but, who knows if they're doing it [ugh]

The perfect ride would be:
- Build the lift shaft and the height you want
- Build the corridor
- Build the drop shaft and the height you want

In ride profile configuration would have:
- Add Lift Shaft Configuration
- Add Drop Shaft Configuration

In both we could set the vertical position of the elevator, how much time it would be stopped and have various profiles.

They could have done it in another way, but they kept it simple (for us or for them?), just like boomerang lift elements.
 
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I find it odd that you can indeed combine multiple drop sequences but when one transitions to the next, the car goes back to the station and stops in between. I'd at least liked to have seen separate sequences for the lift shaft, bridge, and drop shaft. I do love that they got creative and added the reverse sequence...not like any of the TOTs in real life. Could make for an interesting ride.

Yes, I agree. Would certainly make it alot more flexible.

But, I am enjoying building around the current model, and the animation as is.
 
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+1 as an echo to most things in this thread.


I'm not too concerned about the shape, the size, or the scale, i'm fairly happy with most of them. But the deal breaker for me is that this doesn't feel like a thrill ride at all and it's more of a dark ride that just goes up and down. There's no speed to the elevator shaft as I would of expected as this is based on ToT. The elevator has no momentum, it doesn't "bounce", and in none of the sequences does it in any way resemble how ToT operates. I can forgive the fact that it cannot be accurate as real ToT's sequence is largely randomised, but the motion itself doesn't feel very thrilling to me.


tl;dr - I agree, my concerns are that the elevator is actually just a slow moving elevator that pauses at the floors, it has no bounce and would make a far better dark ride with scenes than it would than trying to cram and manipulate it to be anything like real ToT.
 
I have to say I'm blown away by this ride. I think they did a excellent job with creating and coding it.

But like many people here, I hope they can evolve it. I don't understand why this ride can't be modular like a regular tracked ride or building.
But I hope, like many here we can see improvements (just like the stop and go we now got on the other Tracked Rides.)
 
I thought we could at least change the drop sequences, but no. This ride as a tracked ride would be a solution, but, who knows if they're doing it [ugh]

The perfect ride would be:
- Build the lift shaft and the height you want
- Build the corridor
- Build the drop shaft and the height you want

In ride profile configuration would have:
- Add Lift Shaft Configuration
- Add Drop Shaft Configuration

In both we could set the vertical position of the elevator, how much time it would be stopped and have various profiles.

They could have done, but they are lazy [tongue]

Exactly shat I was picturing.
Like have the animation choices like this:

- back up into lift shaft
- move forward into drop shaft
- stop at lift shaft show floor
- move forwards across bridge
- move backwards across bridge
- rise to floor 2 in drop shaft
- rise to floor 5 in drop shaft
- drop from floor 10 to floor 1 in drop shaft
- drop from floor 8 to floor 3 in drop shaft
- etc.
 
I too think it should have been a tracked ride. I also think they should have utilized their current trigger/sequencer methods to let us create our own sequence for the main drop shaft. For instance, utilizing the sequencing methods they already have in place; the first trigger is where the elevator goes first once it enters the main shaft, and the second is where it goes next, and then the third, fourth, etc. You could control how long the elevator sits at each trigger, and maybe even how fast the elevator goes to get to the next trigger. You get a total of 15 triggers to use for your sequence, but not all of them have to be used. Also, maybe they could get rid of some of the concrete that sounds the ride, it's a bit excessive.

If it were a tracked ride, then you get a slow-moving car that can rotate as it moves along the track. The track has sharp turns and small pieces that allow you to build a compact ride if you like. Then you have a shaft entrance piece. From there you build up, down, or both, to create your shaft. Then you create where you want to exit, either forward or backward on one of the floors in your drop shaft. Then you can continue your ride and add more shafts later if you like. Once finished, each shaft gets the 15 triggers and you can sequence the way I have mentioned above. Each shaft has its own set of triggers so they can all be different.

I do hope they return to this ride... it's simply too cool to let it be the way it is!
 
I have to agree with everything said here. The Studio Pack overall is EPIC and wonderful, yet I was just a little let down by this ride. Grateful I am that it even exists (I've wanted an elevator drop ride since RCT2) but I do feel there's much room for improvement, and I hope the Devs that read this understand I'm in no way trying to be ungrateful by their already done hard work - I jut think it could be more awesome.

Ideally yes, a tracked ride with custom drop/show shaft segments would have been wonderful. But, if there lies complex constraints and limitations with the game engine or developmental resources required, the flat ride we got is workable.
However, customization should lie with the sequencer. As it is now, the four preset ride sequences we got don't feel thrilling enough and dont offer much flexibility in creating a ride experience tailored to the creator's vision.
As said by others, we should have sequences we can arrange to further customize our drop sequences and scene pauses and overall movement of the vehicle.

I do hope the dev team reads the community feedback with Horror Heights, and understand that while we are very grateful with whatwas given, we have suggestions to make it even better. :)
 
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