Parks Adventure Kingdom

Right I think I've been on this forum long enough without showing you guys my work. This is Adventure Kingdom (using the same name as my main park in RCT3, therefore continuing the "legacy") and while it's still work in progress, it currently consists of 5 themed lands so far:

- Crown Street
- Forbidden Dunes
- Old Frontier
- Lost Ruins (WIP)
- Enchanted Forest

Crown Street:
This is where the guests will begin their adventure in the park. They'll initially be greeted by a lone tower on a rocky peak bearing the park's logo. Behind it, a castle looms overhead with an animatronic knight stood on the balcony to greet the guests. Using a facade for the castle, the entrance plaza gives the illusion that guests are about to enter a castle, when in fact, once through, the scene before them will change dramatically...

Entering this castle, guests are instantly transported to another world. Before them lies a cobbled street...and way off in the distance, a spectacular fortress which acts as the centerpiece for the park! Guests can access the Adventure Railway from here if they wish, however there are also a variety of shops and restaurants available, including Street Fox Coffee, Street Treats, Crown Pizza Co. and even Adventure Momentos for those last minute memories of your adventure.

Once guests have explored the street, they'll reach the Fountain of Curiosity - a dancing fountain display with a golden jester perched atop it which acts as the gateway to one of two paths the guests can take - one leading into Forbidden Dunes and the other into the Lost Ruins. The adventure truly begins here!

What's that? You want to make a left here? Well then, carry on into...
Forbidden Dunes:
As grass slowly turns to blowing sands, guests are very quickly transported to Ancient Egypt and find themselves in a busy Egyptian marketplace, complete with all the sounds, smells and tastes of Cairo's markets. From Pharaoh's Chicken Shack to Raider Smoothies, there's a whole variety of produce available.

Now, in the Forbidden Dunes, bravery is vital. If guests are feeling particularly brave, they can embark on a once-in-a-lifetime experience on a tour of the tomb of Rameses...or in this case, take on the high-speed multilaunch coaster, Horus! With a top speed of 90mph and pulling g-forces up to 6.00G, this is one not to be missed! Guests will begin their journey passing through the closed ticket office for the tour, through a cargo yard and then eventually passing along the perimeter of the town on its balconies. Shortly after, they'll reach the desert plains and begin their descent into the gigantic excavation pit where the tomb of Rameses lies...and within it, a legendary story about to unfold...

Guests will now continue to follow the path through the spectacular tangle of twisted metal before them until they reach the tomb entrance wheere they'll pass through a series of scenes before ascending the staircase and reaching the station. Prepare to leave your senses in the hands of the gods...

The Adventure will continue...

Hope you guys like my work so far! Please note that most of these screenshots were taken a while ago and since then, quite a few changes and improvements have been made. I will continue the tour later on. :D
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Cheers for the feedback! Now for part 2!!! :D

Leaving the desert plains behind, your surroundings morph into the sights of the Alpine hills...and in the background - the finest music from the old west. Welcome to the Old Frontier! Woah, jes' a second there partner, there ain't no ten-gallon hat on your head! Not a problem, as our folks at Timber Bandit Supplies Co. have you covered! ;)

You now find yourself standing at the foot of a gigantic mountain. This here is no ordinary mountain however, it happens to be the home of the high-speed mine train coaster Bandit 1885! Take an out-of-control journey into the abandoned gold mine, while dodging explosions, water...and live mechanics (watch your head). Beware however. El Mucho and his fellow bandit cronies are on the loose! And they're believed to be in hiding within the mines. He is a dangerous criminal...

If a soaking is all you need, then Timber Falls is just a stretch down the path. Experience breathtaking views and sudden drops before plunging 3 storeys towards a drenching finish! (Please note that animated scenes are yet to be added)

Old Frontier is also the home of the finest in Western cuisine! Visit the Cowboy Cookout for outdoor dining, featuring a variety of options from burgers to chicken.

Passing through a mysterious mist-filled cave, your surroundings take a magical twist. Entering the Enchanted Forest, adventure is (literally) your background! Take on Excalibur for a wild, white-water trek past waterfalls, caves...oh...and DRAGONS!

The main section of the Enchanted Forest is a quirky and extremely overgrown village. Shops will be added later on if I can get the paths to connect. :p

(^ Please note this building above is not my own - some may recognise it as a blueprint by BDoubleO100 who surprisingly inspired much of my architecture)

Moving deeper into the forest, the winds are picking up. Enter the mysterious home of the lone wizard and prepare to feel the force of Whirlwind, as you spin out of control, caught up in this chaos spell. Some would even say this failed spell is the reason the village stands overgrown to this day...

Lost Ruins is still to come, being a land in development. Other lands will follow once building commences. :)
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looks great...and I'm not being critical in this next comment....
I really don't like the mine train track up in the air. I really feel like if this track is used it needs to be on the ground...meaning the ground needs to be brought up to the track level...its a train type track and it shouldn't be up in the air. If you could bring the ground up on that ride I think it will be improved even better than it looks already. OK - off my soapbox now...can you tell that when I see these coasters like this it really bugs me. Sorry if I'm too honest. [wacky]
Anyhow, here's the first look at the Lost Ruins! This is Humunga, a gigantic steel inverted coaster which literally dives among the ruins of the Aztec lost city, as well as dodging many special effects, such as water and fire (the torches to the right under the immelmann have flamethrowers shooting out from the flames when the train passes) . :D

Other rides and shops are still to come, but out of the entire area this will be the main (and dominant) attraction...running on 3 trains! :)
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Been a busy little bee over the past month and I can safely say it's ready. I'm super excited to show y'all the Lost Ruins. :D

Guests will enter through a towering entrance arch into the area which completely obscures what lies beyond for the sake of immersion. They'll then find themselves in a dense jungle environment.

Let's start by taking the path to the right which takes adventurers down into a pit towards the mighty Humunga - a behemoth of a coaster which thrusts daring riders through the ruins of an Aztec kingdom and promises blistering speeds of up to 54mph, surprising pockets of g-force, near misses and 6 inversions. The ride is themed around a temple which is believed to hold the rarest of jewels and treasure beneath it. Humunga is the mythical (and fictional) guardian of this treasure and constantly waits for those who dare come closer. If you can tell, the layout was pretty inspired off Nemesis Inferno at Thorpe Park.

If you can tear yourself away from the chaos of Humunga, you'll find there is something hiding around every corner; Brave a heart stopping plunge of peril on Emperor's Ritual, spin into another dimension on Prophecy, twist out of control in a Cyclone like no other or even take on the mighty Warrior.

If you need to refuel, Pagoda BBQ offers a selection of off-the-grill food from burgers to hotdogs. And with picnic benches coming very shortly, this is the park's first proper restaurant. ;)

So yeah, Lost Ruins is undoubtedly my most detailed area so far and it took a lot of time and effort to complete. Hope you guys enjoy! :D

Oh, also couldn't resist this shot. My park's coming along nicely. [woah]
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Bumping this thread back with roughly a year's worth of work. Lock the doors, pull up a chair...and watch your back! Today I'll be showcasing Black Hollow. [big grin]

Mysteria: The Tale of The Manor:
Opened: December 2017

Towering high over the streets of Black Hollow sits Batzville Manor - now nothing more than a rotting, decrepit shadow of it's former self and glory. Formerly the home of Sir Thomas Batzville, his wife and two sons, the house has since become the sanctuary for ghosts and ghouls well as a truly disturbing secret hidden deep within its walls. What fate did the family suffer? Who lurks the hallways today? Dare you try to uncover the Manor's ghastly legend?

Opened: Today

Those who escape Black Hollow tell the legend. Many believe this is something born from the pits of hell; Dark shadows ripping across the sky, each carrying its unfortunate victims - for their souls alone. Featuring a jaw-dropping 35m inverted drop, Demonix takes you on a horrifying flight of peril across Black Hollow as you're left vulnerable and exposed to a barrage of near misses on the wings of your worst nightmare.

Extra details such as custom supports will be added in due time but hope you like this! :)
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Over the past couple of months I've been taking a slight break from developing new themed lands in my park and actually redeveloping current ones...and these happen to be my two longest serving areas, Forbidden Dunes and Old Frontier. Today I'll be showcasing these changes. :)

Forbidden Dunes:
For those who haven't seen previous screenshots earlier in this thread, Forbidden Dunes has been here for quite some time. With the exception of Crown Street (my park entrance area), it was the first land I started developing, until I eventually took a break from it and started work on Old Frontier. Below are some screenshots of how it would've looked roughly two years ago, including some past rides:

As you can tell, the original concept took on a very bland desert theme. The redevelopment of the area aimed to turn it into more of an adventurous landscape, combining desert sands with dense jungle foliage. Better call Renee Fue over. ;)

General Outlook
Your journey begins as you approach a newly built entrance area. As you get closer, the sounds of jungle life and a distant market become more clear. Eventually you'll come across the streets of a booming Egyptian town. The row of buildings as the backdrop being the only remaining theming from the previous look of the area. The main change here is the space formerly holding the queue for Horus has now been raised up, becoming part of the queue for another ride on top, and below it, a new food establishment called Caspah Café.

Pharaoh's Fury:
Previously an Elixir Machine, before being removed due to unpopularity, The name Pharaoh's Fury was brought back to life in the form of a heavily themed Top Spin, combining the use of water and fire effects and vicious spin cycles to create one intense experience.

Cursed Tomb:
After being left in mystery for centuries, buried under the desert sands, Cursed Tomb has been unearthed and soon to be open for tours, inviting only the fearless of explorers. Dare you enter the sacred sarcophagus of sadistic pharaoh Emeraldis? Beware however, as a band of tomb robbers are rumoured to be hiding within to steal the tomb's treasure...but at what cost?
If you wish to have a visual walkthrough of this attraction, a separate thread can be found here:

Old Frontier:
Old Frontier had been a bit of a mess before its revamp. The amount of space the area took up was unbelievable (almost a whole quarter of my park) and also I had quite a few 'rookie errors' to clear up on my mine train coaster, given it WAS the first coaster I ever built. This is how it looked before:

The original look for the area was a more alpine approach on the Western theme, given custom biomes didn't exist when I first started. The aim of the redevelopment was to make the area more like a mesa sort of environment with a little more spectacle.

General Outlook:
Like with Forbidden Dunes, this wasn't a complete redo, as quite a lot of the original buildings and scenery still remained. However, a new entrance was constructed at each end, each being unique from the other.

Galloper Express:
This was actually installed a while before work started on the revamp, however it certainly paved the way for a more "mesa" style look and feel, as well as helping me improve on my set building. The theme for this ride speaks for itself, as you take an out of control ride through the canyons, while a wild gunfight rages around you.

This was of course drafted in immediately after the Magnificent Rides Collection was installed. ;) Every year, the town of Shrieking Mesa holds its annual rodeo competition. Saddle up and go for gold as you take on this wild ride!

Spectre 1852:
Standing tall over the mesa, Shrieking Peak is a sight not to be missed! The local mining company have just started up shop and are looking for passers-by to take on roles as miners, venturing into the mountain aboard Spectre 1852 - an ageing locomotive which mysteriously runs by itself! But be warned, as many believe this mountain was the last known location of a notorious outlaw and holds a very chilling legend. Dare you uncover the secrets of Shrieking Peak?
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Haven't updated this thread in a while so I figured I could use this for general park updates. Just finished up on a bit of work that I'm really proud of so I thought it was worth sharing. :)

Following the completion of Talon and it being open for quite a while, the surrounding area really needed sprucing up and transformed into an immersive "themed-area-within-a-themed-area", though it did take me a while to even get it off the ground, which is pretty typical of me 🙃 Like how Talon was heavily inspired off Taron at Phantasialand, the fictional village its themed around, Drakkarth, would unsurprisingly take a lot of hints from Klugheim in way of materials and architecture, as well as general look and feel.

This is where you leave the "Passage of The Gods" portion of the Land of Legend area (home of my gyroswing Ragnarök and dive coaster Vahylde: Attack on Hel) and enter the quirky village of Drakkarth. The tagline seen here reading in Latin "Ubi bene heroes et ferum cordibus mentior" translates into "Where iron hearts lie and heroes prosper".

...according to Google Translate anyway. ;)

Upon entering the village underneath a cargo crane which dangles its contents precariously above us, we have a selection of shops and restaurants available, including Klugmore's Tavern (named in reference to both Klugheim and Rutmore's Tavern) and the Drakkarth Gifts Depot. And given that parkwide, Street Fox Coffee wasn't common, this gave me an opportunity to add another one in. :D

If you aren't familiar with Talon's story, Drakkarth is a Viking village where supposedly in untold history, the citizens eventually invented and mastered steam-powered machinery, which would see the village drastically evolve with its use. Some signs of old Medieval technology still remain, often retrofitted and adapted with newer machinery. You can see below that the cargo crane was previously hand-powered, until a piston was attached to it, leading to its automation.



Emerging from the narrow streets also offers a surprising and spectacular first view of Talon, with its track towering over and the infamous mechanical dragon looming in the background. There's also a new viewing area to the left, which Talon actually dives underneath.

As for my ageing dive coaster, Vahylde (which from what I've gathered is a Valkyrie name), the new village buildings now present the ride with some incredible spectacle as the train gets really close to the houses. This also poses some amusing interaction between the gods and civilisation in the most dramatic way possible.


Finally, my wooden coaster, Bjorn Unchained (named after Viking warrior, Bjorn Ironside) received a new station building to fit in with the new theme. Initially, I'd got a bit carried away with the haunted house pieces so the original building had looked really diplidated and out of place, whereas this one fits the theme nicely with its Scandinavian-style architecture, as well as dominating the skyline with its vast scale.

The station interior also took a very similar look and feel to Talon, posing as an old Viking armoury where the riders prepare to be thrown into battle.


Overall, for what started as a lightly-themed area consisting of a few rides, the area's come a very long way and the extra details I've added in have really brought the area to life. With basic storytelling in mind, whether it's taming a restless dragon, charging into battle or descending into the depths of Helheim alongside the Valkyrie to rid the land of ancient darkness, each ride in the whole area all link together to tell one huge story of this fictional Viking land. :D
Keeping myself busy and doing a bit of TLC around the park wherever I can. :)

I'll start with a land I built last year which I haven't really commented on. Sakura Valley is a Chinese themed land which was designed to be more of a quieter and peaceful area where you can escape from the chaos of the park, consisting only of two kids' rides (one being a coaster) and a thrill ride (Genie), as well as a gigantic temple which acts as not only a beautiful landmark, but also the 'Dragon Temple' restaurant. The name also hints at my original intention of having the area themed around Japanese culture as well as China (don't ask why :LOL:) but as the area grew, the Chinese look and feel rapidly took over and that's what stuck in the end.

Over the past few days, I've focused on beautifying the area with little details. As well as adding further details to the Dragon Temple and also scattering some further plants and trees around to really help the area stand out, the biggest addition was a boardwalk that spans along the river's edge, which really improves the general look of the area.


Note the Sky Temple in this image, named 'Palace Chang'e' (named after the Chinese goddess of the moon). I aligned this with the bridge in such a way so that the ride has the appearance of being part of the bridge, until it mysteriously floats off into the sky. You can also see the foliage work done in the background, along the riverbank and behind the 'Magic Lanterns' attraction.

'Vahylde: Attack on Hel' can also be seen looming in the distance. Not only do I love that coaster, I've always found it such a nice detail when you can see other rides from certain parts of the park along the skyline. 🥰

Sakura Valley also shows its true colours at night. Literally.

Additionally, I've also been doing a bit of work on the Genie, giving it some much needed detail. To start with, the ride mostly gained its spectacle from the way it flies over the river. However, now the 'genie' can be seen sat within the structure, supposedly as the source of the ride's movements. This presents the Genie with a possible story.


Over in my spooky area, Black Hollow, further work has been made to reinforce the area's intended loose Bavarian theme. A blueprint I made recently, the Pipshot Brewery, was a perfect fit in this case, boosting my park's range of drinks shops. Chief Beef outlet, 'The Black Burger Co.' has also been replaced by a Professor Wurst as an added extra to the Bavarian theme.

It's reaching a point where I'm starting to push the boat out with my attention to detail. :)

Yesterday I added in my first ride-specific gift shop. Considering 'Vahylde: Attack on Hel' was heavilly inspired off Valkyria at Liseberg in Sweden, it was unsurprising enough that I gave 'Valkyrie Armoury' a similar subterranean appearance to Valkyria's shop, especially with it being nicely nestled directly below the coaster's station. I also added in a few TMTK items to fit the bill.


Along with the shop, I also drafted in a makeshift ride photo kiosk, which is a first for me! Until I get some screenshots to use on each screen, the Planco logo will have to do for now, as I've seen ride photo screens at theme parks display the ride logo when they're deactivated, so this was close enough. I also used vista points to encourage guests to look at the screens when they pass. :)

I thought I'd throw in a shot of Vahylde's station too, as of all the coaster stations I've built, this is by far the best one I've done. I would've taken this from an angle where a lot more of the details can be seen but I've always loved the view of the building from the entrance, especially with the rockwork and foliage in view.

While we're in Land of Legend still, I wanted to bring up Ragnarök. As this was the first ride I built in the area, therefore being my earliest attempt at Viking architecture and themeing, I recently felt there was definitely room for improvement. And following recent work in the area on the likes of Talon, Vahylde and Drakkarth, it was obvious I had plenty of practice. Fortunately though it was just a matter of adding small details but now it looks far better than it did before, especially with the ride itself being a lot closer to the buildings as it swings over, due to the extra depth. :D


Finally, another ride I've been paying attention to is one I haven't mentioned previously, my water coaster, 'SkullRock Falls: Quest for Lockjaw's Loot'. When I built this back in August, the queueline was very rushed, but a few months ago I completely revamped the queueline to give it more of a walkthrough-style experience, similar to the Flying Dutchman at Efteling which also has multiple scenes in the queue.

While I'd want to do a proper walkthrough with more pictures, due to the image limit and the fact I'm focusing on changes, I'll have to explain in text for now.

We enter through the home of the main protagonist (a young redcoat named Jack), passing through the living room and a library. The library scene reveals a family-connection between Jack and Captain Lockjaw, and an open book on the table and a kicked back chair hints that Jack has only just discovered this and hurried off. Lockjaw had buried treasure somewhere around SkullRock Falls and now Jack has gone to find it, unbeknown that a band of pirates are also on the same quest - and being a bunch of filthy, scurvy pirates, they'll do anything to get their hands on the treasure. This is where the ride's story takes place later on.

Leaving the house through a back door, we pass through an alleyway transition and into a cargo storehouse, which leads to an open courtyard. The scene that follows this is the first of a few I made some changes to.

We enter a traditional Cornish tavern, named the 'One-Eyed Skull', where some drunken punters can be seen - one of them appears to have fallen out of his chair and is now slumped on the floor, too tipsy to get back up. 🙃 The bartender occassionally can be heard calling out to guests, both welcoming and taunting. Every few minutes, a flash of lightning extinguishes the lights in the room, including the fireplace, but excluding the bartender's oil lamp on the counter. The ghostly laughter of a pirate can be heard when this happens - is this the ghost of LockJaw? Or another deceased commandeer lost at sea? Very briefly after this, as the laughter echoes away, all the lights and normality are restored.

Some changes I made recently were the addition of tables and chairs (replacing the queueline fencing) and some extra animatronics.

Leaving the tavern through a back door, we enter another transition scene through an alleyway. Originally, this had been a very rushed job and I suppose I'd passed it off as a back room to the tavern. However, I got to work and revamped the scene completely. The picture here isn't great but then again it is a tight space. ;)

We then enter the station, which is themed to a quiet village square with a canal passing through. This is also where the priority pass queue merges with the main queue, through the boathouse seen in the second picture. The redcoat seen standing on the balcony, watching over the departures, suggests that the navy are aware that Jack's missing and therefore this is some kind of "rescue mission" organised by them.

Originally, the bridge over the track had been a wooden building, however, I've since revamped this to resemble a stone bridge and some kind of naval fortress behind it (hinting that we're now on the border of town). Annoyingly, when I built the ride, part of the catwalk for a lifthill could be seen poking through the wall, so the new fortress wall covers it up nicely.

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Paying further attention to detail in my Viking area, can't help myself. :p

Returning to Vahylde: Attack on Hel once again, while very small touches have been made in the surrounding area, such as plants, most of the work here has been carried out on the interior of the giant station building, but while I'm here I'll throw in some not seen before exterior shots, including my attempt at a Valkyrie statue as seen in the queue. Here you can see more of the details that line the building and give it the extra appeal. :)



As the station for Vahylde very loosely represents Valhalla (the mythical hall of the slain), the interior features a lot of large and small decorations, from statues looming from the corners, to the shields of fallen Viking warriors lining the walls. A noticeable effect here are the giant shields suspended from the ceiling, with smoke billowing out of each, as well as a pulsating light sequence rapidly switching between orange and yellow to mimic fire inside the shields.



Alongside the much needed introduction of 4 train operation, resulting in super fast dispatches (every 28 seconds) and some incredible "duelling" action between trains, Talon has received some extensive scenic work. First off, I extended the entrance back by another 4m to give it more depth and less of a 2D appearance, then added a few more decorations. Also, a ride photo kiosk has been added by the exit.


Talon has also received two more buildings that the ride strongly interacts with, as well as really giving the feeling you're in a quaint little Medieval village. The most notable one is a grind mill which the train actually ploughs through, narrowly missing a rotating grinder inside, resulting in yet another intense near miss. The second building, seen to the right, the train passes through on its first launch, and then narrowly misses as it hairs around the turn just before the mill.

Finally, the station has also received some new lighting, to go along with my new personal rule where all interior lighting for rides or immersive environments has to be directional lighting, as to not reveal too much. This has greatly added to the atmosphere with its new contrast between colours. The lanterns seen here now remain stationary, but still seem innocent due to the lighting. Another effect I added which probably can't be seen in the image, there are some pipes threading between the huge cogs that span down the station, each pipe intermittently spewing steam from the sides.
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