Roller Coasters Dread - A Horror Coaster

Hello,

I would like to share with you my newest coaster: Dread - A Horror Coaster.

Dread takes you on a nightmarish ride along several classic horror themes, like (murder)clowns, creepy little girls and even the boogeyman.

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Ride POV
[video=youtube;dlMxiKod5vQ]https://www.youtube.com/watch?v=dlMxiKod5vQ[/video]

Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=873035702

This coaster comes with a custom soundtrack with added sound effects which you can download here. I recommend you to put sound effects max on 50% and put music on 100% (I noticed that coaster sound effects are pretty loud compared to coaster music):
https://drive.google.com/file/d/0B6qq7wOOJ2lWaWQ3ZDB4Z3RTOEE/view

Some more screenshots:
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Happy Haunting!

Greetings,
Pixelated
 
I saw this on Channel5. Very impressive. I'll be stealing ideas drawing inspiration from it for my own dark rides :)

I thought the creepiest part was that pram in the screenshot. When you see it from the ride initially, it looks like some giant spider walking along. This is due to the only things being visible at that time are the pram wheels with a short bit of coaster track in front of them. As the coaster moves, the visible section of track changes, which makes the whole thing look like bug legs. So it's like giant spiders morph into a pram as you get closer :)

Also, I loved the signs changing lettering. Before reverse-engineering the ride, I'm going to hazard a guess that they're actually shadows and projected light from somewhere behind you, rather than conventional signs :) We'll soon see. No matter how you did it, though, it's genius.
 
This is genuinely scary. Clowns always do the job. The text changes are briliiant, i am not even sure how you did those. The mirror is also a really great idea, how did you time that? So many questions i don't have the answer to, are you a magician?

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I loved this ride sooo much!! You made me jump! You are truly innovative and I can't wait to see what you come up with next!
 
this must have taken a lot of work!! seriously well done [up]

what are those shadowy figures that disappear at 2:59 3:06 and 3:08 and how did you make them go into the ground like that?
 
Well, my guess was wrong about the changing signs. It's even more ingenious, and rather more elegant, than what I was expecting :)
 
This is genuinely scary. Clowns always do the job. The text changes are briliiant, i am not even sure how you did those. The mirror is also a really great idea, how did you time that? So many questions i don't have the answer to, are you a magician?

http://i.imgur.com/g984EAh.jpg

If you take a red letter (made out of basic shapes) and put it on a white background and then put a red light on it the letter will dissapear, because everything is red. Likewise if you put a red light on a blue letter it will turn black, because it can't reflect the red color and vice versa.

The mirror is timed with brakes and launches. If you take a look at this screenshot:
The red is where they are being boosted at the same speed. Along the green lines the cart is getting boosted to get in position on the other side. at the Blue line however there are brakes and boosts at specific speeds and accelerations to make sure the cart goes on the red lines at the same time and speed as the new cart on the other side. It was really a trial and error on those settings to get it right. I hope this makes sense :p
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I haven't had my invite to Hogwarts yet, so I don't think so.

this must have taken a lot of work!! seriously well done [up]

what are those shadowy figures that disappear at 2:59 3:06 and 3:08 and how did you make them go into the ground like that?

It was about 48 hours according to the in-game years of PlanCo (but that doesn't account for pauses and fastforwards so, not quite sure)

The shadowy figures are triggered Oil Jets put far into the ground (3 of them with the middle one a bit higher). If you put the duration to stop right as the cart is passing by (little bit of trial and error timing) it will drop into the ground like that.

Well, my guess was wrong about the changing signs. It's even more ingenious, and rather more elegant, than what I was expecting :)

Thank you :) I've tried stuff with shadows, problem is that shadows don't work in PlanCo, the only thing that gives shadows are the sun and moon, no "articifial" lighting.

If anyone is interested, Jonny5Alive from Channel5 Gaming made an in-depth video of Dread, basically showing the setup and everything:
[video=youtube;NoF2px7Q5q0]https://www.youtube.com/watch?v=NoF2px7Q5q0[/video]

To everyone else commenting. All these kind comments are really humbling and motivating me to make more, so thank you!
 
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The mirror is timed with brakes and launches. If you take a look at this screenshot:
The red is where they are being boosted at the same speed. Along the green lines the cart is getting boosted to get in position on the other side. at the Blue line however there are brakes and boosts at specific speeds and accelerations to make sure the cart goes on the red lines at the same time and speed as the new cart on the other side. It was really a trial and error on those settings to get it right. I hope this makes sense :p

This is a great effect and obviously requires considerable technical tinkering to accomplish. Bravo!

However, after tinkering with my own nascent horror coaster, I'm beginning to wonder if such things would be worth it in actual for-profit parks. You spend all this time and trouble setting up the track with all the slowdowns, stops, and restarts necessary to view the scenery, which means the track is full of brakes, launchers, and lifts (plus however many cars you're running). All these mechanical parts add up to huge operating costs and often a low reliability rating. Low reliability means breakdowns are frequent even with a dedicated, highly skilled mechanic further increasing overhead. So, I've had to redesign the track to eliminate as many mechanical bits as possible, to get an average reliability rating and keep the thing profitable, at the expense of some of the coolness originally intended.

Is this your experience?
 
This is a great effect and obviously requires considerable technical tinkering to accomplish. Bravo!

However, after tinkering with my own nascent horror coaster, I'm beginning to wonder if such things would be worth it in actual for-profit parks. You spend all this time and trouble setting up the track with all the slowdowns, stops, and restarts necessary to view the scenery, which means the track is full of brakes, launchers, and lifts (plus however many cars you're running). All these mechanical parts add up to huge operating costs and often a low reliability rating. Low reliability means breakdowns are frequent even with a dedicated, highly skilled mechanic further increasing overhead. So, I've had to redesign the track to eliminate as many mechanical bits as possible, to get an average reliability rating and keep the thing profitable, at the expense of some of the coolness originally intended.

Is this your experience?

I honestly don't know. I mainly play Planet Coaster to make experiences without paying attention to the management side of the game. So I can't answer your question :)

However I am currently working on a placeable coaster based on the boogeyman segment from Dread. I'm curious if I'm able to create a real experience with all the limitations of a placeable coaster (pieces ammount, day cycles, running costs, coaster ratings). So after I finish that (which won't be soon (I'm quite busy elsewhere :( ) I could answer your questions, because it will have a lot of brakes and boosts probably :p
 
after tinkering with my own nascent horror coaster, I'm beginning to wonder if such things would be worth it in actual for-profit parks.

Not really. after years of playing RCT I would not want to build an amazing creation such as this to use in a challenge or scenario park. The scenery would be too expensive, the ride would not make profits, the time and effort would take away from maintaining your park. Best not to be disracted with quitting employees while working on a heavily themed coaster project, especially when its for a PoV Video. Scenario/objectives dont require this much attention to detail, they just require more profits
 
However I am currently working on a placeable coaster based on the boogeyman segment from Dread. I'm curious if I'm able to create a real experience with all the limitations of a placeable coaster (pieces ammount, day cycles, running costs, coaster ratings). So after I finish that (which won't be soon (I'm quite busy elsewhere :( ) I could answer your questions, because it will have a lot of brakes and boosts probably :p

I look forward to your next creation, which I'm sure will be as awesome as always :)


Not really. after years of playing RCT I would not want to build an amazing creation such as this to use in a challenge or scenario park. The scenery would be too expensive, the ride would not make profits, the time and effort would take away from maintaining your park. Best not to be disracted with quitting employees while working on a heavily themed coaster project, especially when its for a PoV Video. Scenario/objectives dont require this much attention to detail, they just require more profits

That's what I was thinking, too. (wow, finally something we can agree on :D )

I myself mostly do sandbox at present (tastes can change), but all game mechanics apart from going broke apply there, at least at a low-medium difficulty level. So for even a sandbox park to run as intended, with full queues, happy peeps, and healthy profits every month, I have to care about the dollars involved and how peeps feel about things.
 
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