Cullwell Wonderland

Welcome to Cullwell Wonderland!!

Source: https://youtu.be/rHcL5kVdBmA



Come and take a tour around my 2020 Work In Progress Park “Cullwell Wonderland”. This park is based on other super generic medium budget amusement parks. Any theme is light touch. This is still a Work In Progress Park, but wanted to do a video because the screens I had shown seemed to go down well. Every Coaster was fully researched to make it real: elements, heights, layout, transitions etc.

The park was designed with realism in mind, while still being Planet Coaster playable. So, every coaster has to have an accessible maintenance area, the park has to have access, staff buildings etc – but not so overkill if they aren’t doing anything in Planet Coaster POVs of the Coasters are in this playlist too.

Let me know what you think. Shall I do a walk through? Want to know how I did something?
 
Nice work, very realistic!

Love that you kept theming to a minimum like a lot of parks around the world, weirdly removing a level of detail makes it more realistic! ;)

I think what really sells it for me is your landscaping, placement of trees, bushes and plants in a way that is very natural and creates those divides throughout the park without needing big blocks of scenery or theming.

I am rambling now but to sum up: looks awesome! (y)
 
Thanks guys!!!

Matt, you're so right. Making themes is really easy, but not very realistic.. I wanted to strip it back completely and just have generic with light touch theme. I think it was either the Bro guys or Jonti at Geekism that said there is a fine line between doing generic & sparse well and just being bad at design in the game. There were a few times that I thought "Ugh, this just looks like I'm bad at the game.."

Luckily, my job allows me to talk to people who actually have to think Parks through: Layouts, guest distribution, maintenance access and placement etc.. and believe it or not, all of the things that need to be considered are really restrictive. You can't have too much coaster / path interaction for example because it increases the number of locations incident can happen, fences have to be a certain height and distance from the rides etc. All of this went into the design of this park all while keeping it Planco playable. For example I wanted the maintenance areas to represent what they do rather than being super planco realistic - I'm not going to bother with transfer track detailing when it isn't functional; but it still needs to be represented..
 
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