Parks Quarantine Island

EPISODE 1

Bullethead staggered into the conference area at one end of the engineering cube farm in BSI's main headquarters. He had a half-full bottle of rum in 1 hand, a roll of maps and building plans in the other, and was smoking a big cigar. Hammering the conference table with the rum bottle, he called all hands on deck for an important meeting. Pale, drawn, and sweat-streaked boffin faces popped up over the rims of their cubicals. They saw it was The Boss and came scurrying over to take their places around the table as Bullethead began unrolling the plans.

Bullethead exhaled a huge cloud of cigar smoke and announced, "Gentlemen, we have our next project! I've just returned from the People's Republic of Nicotina. It's a pestilential tropical hellhole with a despotic government and no economy to speak of. However, its dictator has squirreled away insane amounts of money and wants to make more via tourism, which is now possible with the recent easing of international sanctions. So he will pay us handsomely to build him a theme park on a small island just offshore, which used to be a dumping ground for all those with horrible diseases, mental illnesses, and substance abuse problems. This is easy money, gentlemen. We can use a lot of existing buildings. Plus, all the rum we can drink and superb cigars!"

"Excuse me, sir," said one of the bolder boffins, holding up his smartphone, "but according to Google, that island is still in use. If not for its original purposes, then as a detention camp for political prisoners. It's on all the hate lists of philanthropic organizations."

"Excellent observation," replied Bullethead. "That's all part of the marketing plan. Shows a changing of the country's ways, leading to more easing of sanctions. If the US can turn Alcatraz into a tourist destination, we can do the same for this place. The dictator assures me that all the inmates will be gone by the time we break ground."

"What if we dig up their shallow graves when we break ground?"

"Then we rebury them with respect under the dark ride we'll be making. Should add to the fear and excitement ratings."

An aged boffin then spoke up. "In my youth, sir, I worked on the Panama Canal. Untold thousands of laborers died there due to the endemic diseases."

"Right you are," Bullethead responded, "which is why we're using local labor. The natives should be immune and if not, they're not our problem. Nicotina has like 60% unemployment so both BSI and the dictator look good by providing jobs, and there's no shortage of workers."

"Any more questions? No? OK, then let's get on it. Look at the map. I want to proceed as follows....."

======================================================

And thus was born Quarantine Island, the beginning of which is shown below at dawn, as is only right and proper.




Tourists enter across the old swinging bridge, which could be cut quickly should any uprising get through the portcullises in the guardhouse. BSI decided to leave the original signage in place, not only here but throughout the park where it still seemed appropriate.






Eventually, the customers will come to the complex's old adminstrative building, repurposed to be the park entrance and "main street" shop cluster. This building alone has about 1700 parts, mostly in the dome and the custom columns both outside and in the foyer. So yeah, the "existing buildings" are all being custom-built to a tropical colonial asylum theme. This is my 1st exploration of getting a bit more adventurous with custom building components. Misfit Toyland had was essentially just stock parts.




Once through the entrance, customers will see the fountain dedicated to St. Pestula (know has Tia Maladie in local voodoo circles). "Our Lady of Miserable Suffering" was the original matron saint of the colonial-era hospital.




Off the main plaza are the bungalows of the institution's staff, now being repurposed into bunkhouses for the park staff (construction workers live in a tent city on the mainland). The huts are surrounded by banana gardens, a primary source of food for the staff back in the day and certain to be so again in the future.




The 1st ride is "Blind Staggers", a Scizzer located in a barn in the canefields. There's a still behind the barn, as is only right and proper, to make the rum which has historically been the main drink on the island. The name "Blind Staggers" might refer to the effects of the rum, but it's actually the name of a tick-borne disease of livestock which killed the mules that used to pull the cane wagons.




The reason for the popularity of the dubious rum is the aptly named "Bad Water", built on the site of the compound's water well. This same water, of course, goes into the rum, but the germs are mostly killed by the distillation process and the resulting alcohol. And this water gives this rum a unique character that is beginning to find popularity in the outside world, now that sanctions are easing. Thus, the well is still running and is more profitable, all things considered, than if it was pumping oil.




Customers can sample the rum at the duty-free bar built onto the back of St. Pestula's chapel, most of which was gutted to make room for the queue of the "Bed Spins" coaster. This coaster runs 4 cars so is rather large, an expedient used to inflate its prestige to more than what it deserves.






All this used "existing" buildings so construction went "quickly" (as in for the better part of a month, starting with building a bunch of coasters). There were only a few minor problems, such as when the crew got a bad batch of rum and started seeing strange things:




Anyway, the general plan is that the center of the island will have a dark ride based in the old hospital / mental asylum, with a number of areas around the periphery. I've got 5 more coasters ready to go for the latter but I think I'll do the dark ride next so I can then space everything else out around it, then carve the final shoreline. That's the plan, at least.

Tune in next time for when I get the dark ride done. That'll probably be a while as it will take a lot of creativity I don't really have. So in the meantime, you can look at Quarantine Island in its current form here:
http://steamcommunity.com/sharedfiles/filedetails/?id=873306759

Any and all feedback is appreciated.
 
I absent mindedly scrolled past who posted this and I was thinking "This looks like a quirky creation of Bullethead's." Turns out I was right!
 
You say you don't have creativity??? And yet you come with a story like this, haha. That's creativity for you right there. Tropical feeling coming along nicely, keep the height differences trhoughout the park, works really well.
 
Quite a creative set-up you've got there! I'm generally more attracted to the more realistic (boring) kind of parks, but I like where this is going.

How did you make those colorful tiles in the last picture? I can't zoom in enough to figure out what it is. Looks very special.
 
You say you don't have creativity??? And yet you come with a story like this, haha. That's creativity for you right there. Tropical feeling coming along nicely, keep the height differences trhoughout the park, works really well.

Thanks! The island slopes up on all sides to the center, and there will be numerous little mountains scattered around. I think putting buildings and rides on different levels makes the park look better, although there's usually not much of that in real life due to wheelchairs.

Quite a creative set-up you've got there! I'm generally more attracted to the more realistic (boring) kind of parks, but I like where this is going.

How did you make those colorful tiles in the last picture? I can't zoom in enough to figure out what it is. Looks very special.

Thanks! I like realism, too, but I'm not good at it. That's why I do satire. The amount of realism required so folks get the joke is about the upper limit of my ability, and then I have free reign to go wherever with the rest of it ;)

Anyway, the "colorful tiles" was a strange texture glitch which fortunately only happened once. I think my computer is sick. It's been BSODing fairly often lately due to MEMORY_MANAGEMENT. I think this glitch was related to that.
 
Bullethead, I love the way you create a story to go along with your creations. It really is interesting to follow.... Another great job and I can't wait to see the next phase...
 
The Swinging Bridge is looking really great. I like it very much. Looking forward to see more of this funny... hmmm sorry... I meant amusing project [yesnod][heart]
 
Bullethead, I love the way you create a story to go along with your creations. It really is interesting to follow.... Another great job and I can't wait to see the next phase...

Thanks! I'm currently stealing idea drawing inspiration from all the great dark rides I've seen. The problem is, there's really no optimal ride to use. The Typhoon has the virtues of small cars and both a chain lift and a launcher, but it doesn't allow kids aboard. The track rides allow kids but their shortest track length is 8m and the steepest they can descend is 12^, so they take up a LOT of space just getting deep enough to be dark, and take a LONG time doing it. A short Wendgo can ascend in a spiral but can only descend at 30^ and has a pretty large turn radius, too. So I'm kinda leaning towards a Loony Turns, but all it has is a straight chain to get back up to the surface. Might work, though.

The Swinging Bridge is looking really great. I like it very much. Looking forward to see more of this funny... hmmm sorry... I meant amusing project [yesnod][heart]

Thanks! That bridge was a pain to make. The droopy cables all have huge "hit boxes" but don't like group select for some reason, so it was really hard to grab the overlapping tangles of them to move them slightly. And then, once I was well along building the thing, I realized I'd forgotten the park entrance gates, and discovered I couldn't just insert them without totally hosing the paths. So that's why the entrance gates are way further along, up inside the admin building ;)
 
I super like this quarantine Island, it really has a some sort of scary, strange look... this park has a very own amazing character / personality... breathtaking!
 

Joël

Volunteer Moderator
Hey Bullethead,

That's a really nice park you've created. Amazing!
Also, great storytellling. I love creations which come with stories [big grin]
 
I super like this quarantine Island, it really has a some sort of scary, strange look... this park has a very own amazing character / personality... breathtaking!

That's a really nice park you've created. Amazing!
Also, great storytellling. I love creations which come with stories [big grin]

Thanks! Glad you think it's a bit creepy :) It's getting moreso as we speak...



EPISODE 2: A Tale of 2 Dark Rides

Three dirty, sweaty, worried-looking boffins, furiously swinging their rolls of plans to swat mosquitoes, trudged through the thick mud left 10 minutes ago by the day's 5th downpour. But now the tropical sun was beating down, the temperature was 100^F, the humidity off the charts. Already the recent rainwater was creating a sauna environment. Dense condensation streamed down the windows of the trailer Bullethead was using as a field office. The boffins clambered up the rickety trailer steps and into the mosquito net "air lock" surrounding the door. There, they kicked off their muddy boots and entered the heavenly air conditioning inside.

Bullethead, wearing nothing but camp shorts and a pith helmet, was bent over his desk, cursing his computer and the unreliable satellite internet he had to use. The walls of the office were covered with plans, photos, maps, a Snap-On Tools calendar, and a few centerfolds. There was a half-empty bottle of local rum on the desk beside him, several fully empty ones scattered about the floor, but several cases still stacked in a corner for the future. Along with as much quinine powder. Seeing his minions enter, he motioned them to the card table in the center of the room, where the boffins began unrolling their documents.

"Gentlemen, it's cocktail hour!" Bullethead picked up a blender from the kitchenette counter and poured its lumpy, yellowish contents into glasses for all. "This is rum for morale and creativity, quinine for malaria, and bananas for your health, all in about equal proportions. The best part is, you get used to it eventually. Cheers!"

After they'd all had a swig, Bullethead continued. "We're doing good, gents. The dictator likes what we've done so far, fatal accidents amongst the laborers are at an acceptable level, and so far new recruits are staying ahead of the attrition from disease. I'll drink to that! Now, what have you got for me on the dark ride? We need to get digging soon; the morgue is nearly full."

"Well, sir," said the lead boffin, "your requirement that this ride be family-capable really limited our choices of vehicle. Basically, it boiled down to a powered track ride or the Loony Turns. Nothing else really worked. So we worked up sketch designs with both and storyboarded some possible scenes for them, given their respective attributes. Gergas here worked on the track ride variant. Gergas?"

Gergas, despite looking like warmed-over death, responded quickly. "Yes, sir! You can see the general arrangement in this schematic...




"Of the available powered rides, we decided that the sleigh was the most appropriate vehicle. As you can see, the track ride has severe limitations and takes a while to get down deep enough to be truly dark. Fortunately, the existing hospital building has corner towers that the track spirals can go into, and we can fill just about all the rest with dirt above grade so even the shallower parts will be dark, too. Still, it's just creepily colored sleighs slowly driving along yet somehow generating way more excitement than they warrant. This design has the following stats:
  • "E 4.44, F 2.38, N 1.09, Duration 134 seconds.
  • "Prestige with simulated 100% queue and high track scenery is projected to be 1016, which is quite competitive with the coasters we have on top. Very high track scenery, which is probably what we'll end up with, will jack prestige up a bit more.
  • "Runs 6 cars as closely spaced as possible at the station, yet no 2 are ever in the same scenery area simultaneously. Might be possible to run 7 cars.
  • "With 6 cars, the ride as a whole has average reliability, breaking down only once in a blue moon even with a low-skilled mechanic tending it.
  • "Construction of the ride alone, without scenery, is only about $5900. Monthly operating cost with 6 cars is a mere $355."

Bullethead nodded appreciatively, took another sip, and said, "As we know, this is exactly the type of ride both peeps and capitalist park managers love. But this isn't a capitalist country. So I'm guessing there's a catch."

"There is, sir," Gergas replied. "The dictator's liaison staff gave us 2 outline stories, both of which the dictator considered to have happy endings, given that this to be is a family ride. Social values obviously differ but I'm not judging, just saying. Anyway, given the limitations of the sleigh ride, the RELATIVELY happier ending is the only one suitable for this concept. The general premise is that the customer is a patient admitted to the hospital for malaria, then develops mental illness, but is cured of both and ultimately released back into society. The storyboard, as enumerated on the concept track sketch, goes like this:
  1. "Admitting the malarial patient.
  2. "Fancy spiral staircase.
  3. "The malaria ward....
  4. "...towards the end of which, the patient exhibits mental illness.
  5. "Hallucinatory sequence.
  6. "Drug therapy cures malaria.
  7. "Electroshock therapy fails to cure mental illness.
  8. "Patient becomes violent.
  9. "Patient is confined to a dungeon-like cell for the criminally insane.
  10. "Patient is lobotomized.
  11. "Blackness.
  12. "Patient awakens in a cutesy cutesy recovery room and is pronounced cured of all deficits.
  13. "Sunny spiral staircase back to the outside and return to society, where all is unicorns farting rainbows."

Bullethead took another swig of his cocktail. Most of the boffins had already drained theirs so he topped up everybody's glasses. "Yes, I can see that working quite well. Thank you, Gergas, for your hard work. OK, what's the other idea?"

The boss boffin cleared his throat uncomfortably. "Well, sir, Orbles has been working on the other..... um..... happy-ending scenario."

Orbles, a wizened old boffin with cataracts so thick his eyes appeared to be totally white, somehow managed to stab the center of his sketch with a bony finger. "Sir, I present to you the Loony Turns variant.....




"Because this is child-friendly coaster despite," Orbles continued, "being capable of inversions and more-than-vertical drops, the track can be much more interesting than with a powered ride. Unfortunately, this doesn't translate into the EFN it deserves relative to the sleigh version, due all the slow spots needed to appreciate the scenery. Coasters seem to be scored differently for EFN than track rides. Also, given all the moving parts on the track necessary to turn a coaster built for uninterrupted speed into a scenery-mugging dark ride, operating costs are high and reliability isn't great. In fact, my colleagues and I expended much effort paring down our original concept design in an effort to improve reliability. In the end, we got something that works 96% of the time, but it has costs. The stats are as follows:
  • "E 3.59, F 2.22, N 0.67, Duration 157 seconds.
  • "Prestige with simulated 100% queue and high track scenery is 1014, essentially the same as the sleigh version. Again, very high track scenery is quite possible and wil jack this prestige similarly to the other option.
  • "Runs 5 cars as closely spaced at the station as possible, but they're far enough apart that only 1 will be in a given scenery area at a time. That's the most it can do.
  • "In its current configuration, much simplified from the original concept, the ride has low reliability, being down about 4% of the time with a highly skilled mechanic tuning it up every 20 minutes. This increased frequency of inspections slighly harms the EFN but not enough to be noticeable in prestige. The chain lifts are always slightly jerky and the ride either makes a handsome profit or loses a fair amount per month, depending on when and how frequently breakdowns happen. This is much better than the origial concept, which always lost money, either a little or a lot.
  • "Construction cost for the ride alone is about $8800. Operating costs with either 4 or 5 cars is the same, $1459/month."

Obles continued, "The dictator's tale for this coaster is that a mentally ill patient comes in, is treated with drugs, electroshock, and ultimately lobotomy. In between, he futilely resists the will of the state. When all treatment appears to have failed, the patient is pronounced dead and is buried. But he isn't dead, or maybe he's a zombie. Either way, he's now got superhuman powers and rises from the grave, pursued by security. He manages to escape the hospital and runs wild for a short while terrorizing the populace, but is ultimately recaptured and returned to the dungeon. As the dictator says, a happy ending. No matter what superpowers you have, you can't fight city hall."

Despite his apparent blindness, Orbles was able to tap each number on the schematic with unerring accuracy as he continued, "The storyboard is as follows:
  1. "The patient is admitted suffering from wild halucinations. In fact, he's "loopy".
  2. ""The patient halucinates being dumped own an elevator shaft
  3. "The patient has the loops his loopiness foretold.
  4. "Drug and electoshock therapy fail.
  5. "Lobotomy is considered the only recourse. The patient is sedated and restrained.
  6. "Somehow the patient regains consciousness and breaks free. He runs wild for a bit in the lower levels of the hospital.
  7. "The patient is recaptured and secured.
  8. "The patient is lobotomized.
  9. "The patient awakens in the dungeon.
  10. "The patient seems to have died in his cell.
  11. "The patient is buried.
  12. "The patient awakens and/or comes back to life.
  13. "The patient digs and claws his way back up into the upper levels of the hospital.
  14. "The patient, pursued by security, jumps from a high window.
  15. "The patient runs amok for a short while.
  16. "The patient encounters an unassailable wall of state firepower and reverses course
  17. "The patient futilely attempts escape but is recaptured.
  18. "The patient is dragged back to the dungeon."

Bullethead took another slug of his cocktail. "Thank you, Orbles. That's very commendable and I can see how the dictator thinks this is the happier ending.. Both are good lessons for children. And so much hard design work with both options. So much to be said for both. This requires cogitation. Which means, as Kipling once said, 'Open the old cigar box, let me consider a while.' Fortunately, we're up to our necks in excellent cigars. Everybody gets a handful. Now let the booze, quinine, fever, sleep deprivation, starvation, bad water, and nicotine soak in. Let the spirits and the voodoo gods give us a sign. "

=====================

So what do you all think? I"m leaning toward Orbles' proposal myself.
 
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I have to be honest I was skimming over the first time I looked at this, but (rare for me) I was drawn in and went back and read all of it. Do you write for a living? You have such an imagination! I've done a little bit but I'm always lost for details... yours is overflowing with them. And I have to say I didn't know someone could make happy ol' Planet Coaster so dark! lol!

BTW I also really love the idea of a queue going through a bar/cafe. This little coaster station hidden in the back. So cool.
 
I have to be honest I was skimming over the first time I looked at this, but (rare for me) I was drawn in and went back and read all of it. Do you write for a living? You have such an imagination! I've done a little bit but I'm always lost for details... yours is overflowing with them. And I have to say I didn't know someone could make happy ol' Planet Coaster so dark! lol!

BTW I also really love the idea of a queue going through a bar/cafe. This little coaster station hidden in the back. So cool.

Thanks for the compliments. No, I've never been a writer although I've been just about everything else at one point or other. Right now I'm a firefighter and am getting too old to change careers again ;).

Glad you like the bar for Bed Spins. I"m thinking of adding some of those sleeping drats along the track somewhere. You know, pink elephants, which is why the ride's cars are pink.
 
I would go with the powered ride. I don't want to imagine the relativlely unhappily ending though, so unicorns and rainbows are good. Now let your dark ride be as amazing and detailed as your writing [up].
 
I would go with the powered ride. I don't want to imagine the relativlely unhappily ending though, so unicorns and rainbows are good. Now let your dark ride be as amazing and detailed as your writing [up].

Well, Orbles managed to pare the Loony Turns proposal down a bit further and got average reliability out of it, plus reduced operating costs, while keeping the story pretty much the same. And the dictator did think this was the happier ending. I mean, lobotomizing malarial patients, while it might make them properly subservient to the dictator, also makes his constituents feel a bit threatened. But capturing and confining dangerous madmen is a public service that all the constituents appreciate :).
 
EPISODE 3: Dark Beginnings

Leaving my alter-ego and his Kerbals minions in the trailer, this time around is more showing what's been done and what's on-going. First on the agenda, I notice I forgot to put a couple of things about the Main Admin area in Episode 1, but that's OK because I've done some rework there anyway. So here's an overhead view of Main Admin as it appears now:




And here's what St. Pestula's Square looks like at night. The general idea is that the place was originally built before electricity, then had harsh "Bogart movie" outside lighting added in the 1930s.




Anyway, bock to the present. Excavation soon began on the dark ride's pit, soon to be referred to as the "Mass Grave" by site workers. The digging naturally uncovered numerous unmarked graves (and quite a few marked ones that were in the way) from a couple centuries of colonial medicinal failures and a few decades of self-determined despotism,. The remains were interred respectfully at the bottom of the pit by bulldozers and trackhoes, and then work began on building the ride itself.

After much deliberation and some more rework by Orbles, Bullethead had decided to go with that version as being considerably more interesting. Also, the higher speed of the Loony Turns compared to the sleighs could be used to gloss over some imperfections in detailing. Also somewhere in this thought process, Bullethead remembered he already had a whole big hypercoaster on top that's completely about unicorns farting rainbows, so no need to belabor that point in the dark ride ;)




The queue and parts of the track of the dark ride will use the "existing" building, the island's old hospital / asylum. The emergency clinic on the 1st floor will remain in use for park customers but a number of shops and facilities were added in the basement with access around the sides of the foyer. Most of the rest of the building will be filled with dirt to improve darkenss. It will be a huge thing eventually. This is just the start. Trust me, beaucoup interior details are hidden under the 1st floor roof to avoid spoilers.




And then work began on fleshing out the track. BSI estimates that this is now about 25-30% complete. The largest share of construction time is getting the triggers timed properly, which is a total pain. Especially because the delay control is on the coaster menu and the duration control is on the item's menu.




So here's the current status of Quarantine Island, showing the location of the Asylum in relation to the Main Admin area.




While this was going on, BSI put in some prettifying work to clean up Main Admin. For example, the entrance administrative office building got some ceiling fans in the lobby. Fans were also installed for the queues of Blind Staggers and Bed Spins, but not Bad Water because they wouldn't fit and besides, that queue shed has no walls.




Another cosmetic touch was adding some ambient and music speakers around the place. For example, the Duty-Free Bar at the end of the Bed Spins queue now plays "Crazy Scientist", which has an appropriate Latin beat.

But much more ambitious work happened as well. The most challenging was revising the dome of the admin building, which I'd never been totally happy with. It was just too low. So, with some difficulty in getting all the dome parts and only the dome parts selected, the laborers managed to jack the whole thing up about 2m and then build a totally new supporting structure. This much improved the building's looks IMHO.




The new support structure, despite being taller, contains WAY fewer pieces than the original. The vertical walls initially had 8 pieces per section, times 24 sections around the dome. Now each section only has 2 pieces, both windows. The darker wall is the back side of a tall wood-framed window. Thus, the part count of the building dropped considerably.




Another major project was putting a steeple on St. Pestula's Chapel. It just looked too plain without one. The story of this building is that it was originally some Victorian monstrosity like the admin building but it got an Art Deco facelift at some point, hence all the glass. It was a multi-purpose building for many of the needs of the island's original staff. Besides the chapel in the middle, the building had a gym, a commissary, a dining hall, and a bar. Only the bar, gym, and dining hall remain in use for the park staff.




I'm quite happy with the steeple. It's all custom, only about 2m wide, and I think I did a fairly good job matching colors with the rest of the building. Even better, the art shape rectangular wall pieces don't gleam too much in the sun. These things are the same general idea as domes, only with fewer sides, but finagling all the individual shingles is a bother. Adding the steeple more than made up for the parts saved on the admin building :).




Then I built 3 trestles where the unfinished train track crosses each of the main paths. This one is the western path near Blind Staggers, with the canefields visible in the distance.




This one is on the central path leading to the Asylum. I'm not too happy with this one but at least its food for further thought.




Then the eastern path that runs by Bad Water and under the track of Bed Spins.




Also on the eastern path, I had to make some custom supports for Bed Spins where it crosses the path multiple times. I put them in the center of the path. Guests will of course walk through them but I'll pretend not to notice :) That looks better than not having supports, and I think these match the real supports pretty well.




So that's it for this progress report. There will probably be 1-3 more like this, adding some more to the dark ride interspersed with other things. I'll probably be adding the other attractions to flesh out the rest of the dark ride's area as I go along, as a change of pace.
 
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