Parks Quarantine Island

Beside the storytelling here, also amazing coaster building... The fishfactory is a fantastic swinging coaster! I'm really impressed!![happy] That park is a jewel of ideas!!!
 
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OK Bullethead...it's time to continue the story.....you have had your break :)

Ain't you ever heard of letting sleeping dogs lie? [tongue]


I've been wondering where he has gone as well???[wacky]

Maybe there was a Coup?

All sorts of things happened. I had Quarantine Island 99% done and was just about to finish it, FPS be ❤︎❤︎❤︎❤︎❤︎❤︎, and then the Spooky Pack happened. This made me re-think some of the stuff I'd already done, so I put PC to the side to digest while I get back into KSP. About the time I was ready to go again, the Adventure Pack happened. Again, this had a lot of stuff that could go in Quarantine Island, so again it was having to do some re-thinking. About this time, things took a nose-dive in the real world, both professionally and personally. And in the midst of this, Kingdom Come Deliverance, of which I'm a kickstarter backer from years ago, finally came out so I had to see where all my money went. And since then, several other things have caught my eye as real life has started to settle out into its new stable configuration.

TBH, I hadn't thought about PC all year until the 1.6 update and Studio Pack appeared, and then it was just a feeling that the game had passed me by and I'd be totally lost with all this new stuff (I'm now 3 packs behind times), and Quarantine Island would look horribly antiquated by today's standards. And so things would have rested forever except @Tillietwos shot me a message on Steam this morning and talked me into having another go at it.

So I spent the rest of today painfully tweaking Quarantine Island. I ripped out a bunch of stuff I'd carefully custom-built and replaced it with new single parts for the same job. This included all my art shape cocodries, custom picnic tables, most of my custom umbrellas, etc. And the friction change screwed up the timing of my dark ride so I spent a lot of time redoing many of the triggers for that (and also giving it that time machine thing so it's always night there). And I changed out a lot of the smoke effects that should have been black to start with with the new colorable smokes that actually are black. I'm also adding some of the Spooky Pack things here and there as appropriate. And I'm running a boat ride all around the island, which is a major project. I'd wanted one of these to begin with but had built the park knowing they didn't exist at the time, so it's hard to squeeze in stations, but I'm doing it. And depending on how enthusiastic I am, I might go add some of the new tropical trees to break up the monotony of using the same ones over and over from the old days.

But all that said, I still need to make a brochure to explain the park to those who don't read this or SGW. I suck at such things so would appreciate a volunteer from the audience to help with this :).
 
Ain't you ever heard of letting sleeping dogs lie? [tongue]






All sorts of things happened. I had Quarantine Island 99% done and was just about to finish it, FPS be ❤︎❤︎❤︎❤︎❤︎❤︎, and then the Spooky Pack happened. This made me re-think some of the stuff I'd already done, so I put PC to the side to digest while I get back into KSP. About the time I was ready to go again, the Adventure Pack happened. Again, this had a lot of stuff that could go in Quarantine Island, so again it was having to do some re-thinking. About this time, things took a nose-dive in the real world, both professionally and personally. And in the midst of this, Kingdom Come Deliverance, of which I'm a kickstarter backer from years ago, finally came out so I had to see where all my money went. And since then, several other things have caught my eye as real life has started to settle out into its new stable configuration.

TBH, I hadn't thought about PC all year until the 1.6 update and Studio Pack appeared, and then it was just a feeling that the game had passed me by and I'd be totally lost with all this new stuff (I'm now 3 packs behind times), and Quarantine Island would look horribly antiquated by today's standards. And so things would have rested forever except @Tillietwos shot me a message on Steam this morning and talked me into having another go at it.

So I spent the rest of today painfully tweaking Quarantine Island. I ripped out a bunch of stuff I'd carefully custom-built and replaced it with new single parts for the same job. This included all my art shape cocodries, custom picnic tables, most of my custom umbrellas, etc. And the friction change screwed up the timing of my dark ride so I spent a lot of time redoing many of the triggers for that (and also giving it that time machine thing so it's always night there). And I changed out a lot of the smoke effects that should have been black to start with with the new colorable smokes that actually are black. I'm also adding some of the Spooky Pack things here and there as appropriate. And I'm running a boat ride all around the island, which is a major project. I'd wanted one of these to begin with but had built the park knowing they didn't exist at the time, so it's hard to squeeze in stations, but I'm doing it. And depending on how enthusiastic I am, I might go add some of the new tropical trees to break up the monotony of using the same ones over and over from the old days.

But all that said, I still need to make a brochure to explain the park to those who don't read this or SGW. I suck at such things so would appreciate a volunteer from the audience to help with this :).

Yeah me at this point I've basically given up on ripping up everything in Tinker Town for similar reasons and have started work on an as of yet un-named park that takes advantage of the new DLC stuff.) Most of the new stuff popping up on my workshop page are from my new park...
 
Me too. I have gotten so far with my Star Wars park...and want to go back change/update so much with the new packs, but I keep holing myself back and keep telling my self it is what it is...move forward and use the new stuff where you can with what you haven't done yet. I want to move on to new parks and new 'adventures' so I'm deciding to not redo anything else it will never be finished (like Walt said about Disneyland)...but I'm not Walt...and I do want to move onto new parks in the future...so all this blah blah blah is really just a long way of saying don't feel bad about what you feel is a old stale park...it was great with what you had to work with at the time. Think of it as a classic...like Carousel of Progress. The tech in that ride is so old, the theater smells old, but people still love it.
 
Yeah me at this point I've basically given up on ripping up everything in Tinker Town for similar reasons and have started work on an as of yet un-named park that takes advantage of the new DLC stuff.) Most of the new stuff popping up on my workshop page are from my new park...

Well, in my case, there were some things I had to change. For instance, my custom picnic tables (made of many brackets and planks) with umbrellas (made of MANY banners and sign arms) added up to about 100 parts each, and I had large patios covered with them. Plus, they didn't really work as tables. By replacing all this with the new parts, I not only got functional tables (that occupy less space), but it's like I demolished a large building in terms of part count reduction. The game's performance had improved without this during my absence, but this helped even more. Plus, it was simple to do as it was all out in the open. Group select the old stuff, delete, plunk down the new stuff.


Me too. I have gotten so far with my Star Wars park...and want to go back change/update so much with the new packs, but I keep holing myself back and keep telling my self it is what it is...move forward and use the new stuff where you can with what you haven't done yet.

That's basically what I'm doing. There's no way I'm going back and mixing in more types of palm trees for variety; there are just too many trees already and it would take too long. So I'm mostly just snagging the low-hanging fruit like the picnic tables. Otherwise, I'm limiting myself to the following:


  • Making the resort hotel functional. This was easy--the shell of the building was already done and even had paths going into it, so this was simply a matter of filling the shell up with the foyer and rooms. Already complete.
  • Changing gray smoke for black where needed. Mostly complete.
  • Fixing all the dark ride triggers. I built this ride with 1 trigger per room, which might do 8-10 things with increasing delays set as the car moves through each room. Problem is, the friction changes threw the timing off, and it appears now that triggers can't do as many actions as before, or have such long delays, and it's a total pain dragging new triggers all along the track which is deep underground. So this is taking a while but I've solved the most egregious problems already.
  • Adding some new animatronics here and there. I naturally deleted all my old, ugly, only-looks-OK-at-a-distance art shape alligators and replaced them with the animatronics. I'm also adding a few ghosts to the dark ride and the fort's dungeon. Mostly complete.
  • Adding a boat transport ride circumnavigating the whole island going the opposite direction as the existing train. This won't be as useful as if it had been there from the start, due to the lack of places to put enough stations without major surgery, but I've got to do it because I wanted this from the start. Besides, it will allow folks to see some details that are otherwise invisible. The track's in and 1 station is done. Just need to make buildings on 2 more station platforms and add some shark animatronics along the way.
  • Make a brochure explaining the park. Egad. Not started.

Now I have a few questions.....

1. Station Wait Times:
Used to be, in the operations tab on rides, you could tweak the ride's loading times to eliminate delays and maximize through-put. I don't see this option anymore. Where'd it go?

2. Park Capacity Cap:
Used to be in park management, you could limit the number of peeps in the park. I don't see this option any more, either. Where'd it go?

3. Staff Management Building:
What's this and how do I use it?

Thanks.
 
I will have to check on the first two points as I hadn't noticed these changed/were removed?

the third point - it a management option where your staff can go to get "rest" and refresh. it helps their happiness factor increase. They actually leave the shops and walk there to take a break...so in some cases you will have to hire more than one person for each shop so they can work in shifts. It just a facility building you place and connect to a path, and build a skin for it. Personally, I turn this feature off so I don't have to deal with it. The staff still wanders sometimes, just not to the building.
 


Bullethead Sweatshop Industries is proud to announce that, after slightly over 1 year of work (with a few months off here towards the end), Quarantine Island is FINALLY complete! It was 99% done before, but then real life happened, and then updates and theme-appropriate DLC came out, then more real life, then more DLC, etc. There things would have rested had not @Tillietwos hunted me down recently and gotten me back to work. So here it is, the final chapter. What a long, strange trip it's been.


Workshop Links:
Open version with 9000 peeps: https://steamcommunity.com/sharedfiles/filedetails/?id=873306759


Closed, in-testing version with zero peeps: https://steamcommunity.com/sharedfiles/filedetails/?id=1355314537




EPISODE 15: The Grand Nicotinan Hotel


Bullethead wiped the sweat from his brow and connected the final wire to the remote detonator. Once his private jet was safely out of Nicotinan airspace, a tap on his phone would set off the firebombs in and under his dilapidated trailer office, destroying all incriminating paperwork (mostly dealing with employment practices and laborer fatalities) concerning the Quarantine Island project. The self-destruct charges for the entire park had been completed a few days before, and could be set off from corporate HQ in the event the Dictator decided not to let Bullethead leave Nicotina. They might be set off anyway.


Just as Bullethead finished making a final, extra-large, extra-strong batch of Quirumanas, his senior boffins, Jaysef, Orbles, and Gergas, duly arrived for the last staff meeting before their departure. They kicked off their muddy boots and trooped through the mosquito netting "airlock" with their usual expression of reserved exuberance, or maybe it was exuberant reserve, Bullethead was never sure which. As they took their seats around the battered card table, scanned for bugs, and spread their documents across its stained and scarred surface, Bullethead dispensed the Quirumanas and cigars. After all were seated and had taken a few puffs, Bullethead called the meeting to order.


"Gentlemen, today is the day we never thought we'd live to see. Just a few administrative matters and we can reluctantly leave this paradise for workers and peasants under the benign rule of its most august Dictator! To Nicotina, the Dictator, and Quarantine Island!" As they all clinked their mason jars, Jaysef triggered the app that directed a stream of pre-recorded random bits of benign conversation into the Nicotinan bug they all knew, from long experience, was crudely taped to the underside of the coffee table.


"Alright, gents," Bullethead continued, "as soon as we're done here, I'll meet with the Dictator and hand him the keys, get our last paycheck, and then we make a run for the border. Meanwhile, Jaysef, you dismiss the remaining laborers. If they cause trouble, turn one company of our mercenaries loose on them. They haven't gotten to bust any heads since the immediate aftermath of the hurricanes last year so are itching for a fight. The confusion should help cover our retreat to the airstrip in case the Nicotinans don't want us to leave. Just remember, we need most of the mercenaries to hold the airstrip until we're over the radar horizon, so don't over-commit them to riot-suppression. If rioting discharged laborers torch the park, that's the Dictator's problem now. Clear? OK, next item, what last-minute details do you have for me to explain to the Dictator?"


Jaysef exhaled a cloud of cigar smoke and gestured to a number of glossies he'd spread on the table. "Well, Sir, here's the final map of Quarantine Island. You might use it to remind the Dictator of what all the park holds, especially since there were some changes due to hurricane damage."





"As you can see," Jaysef continued, "the new boat ride goes all around the whole island with stations at Smugglers' Wharf, Maringouin Swamp, Faith Healing, and Assisted Living. Along the way, it's likely customers will get to see some large sharks. As to the various areas of the park, they can be summarized as follows:



  • Main Admin: "Bed Spins" spinning coaster, "Blind Staggers" scizzer, "Bad Water" kickflip, train station, park offices, security HQ and gatehouse, gibbet for vandals, and the shrine and chapel of St. Pestula, Our Lady of Miserable Suffering.
  • Faith Healing: "Jungle Juice" pioneer coaster, "Mushroom Mamba" elixir machine, "Lick-a-Frog" cube, boat station, voodoo chapel, and ayahuasca bar.
  • Maringouin Swamp: "Fever Dreams" inverted coaster, "Plasmodium" whirly rig, "Mosquito Control" airplane ride, "Cigar Roller" genie, boat station, wildlife park with real caimans and mosquitoes, and the giant memorial to the malarial lepers.
  • The Hospital: "Asylum" dark ride looney turns in the old hospital, "Fervor" Eurofighter in the museum to the Dictator's Glorious Coup d'Etat, "Wheelchairs" tri-storm, and viewing area for feeding dips to piranhas.
  • Assisted Living: "Comfortably Numb" hypercoaster, "Feral Goats" insanity, "Hyperbaric" zozo, train station, boat station, generally better living through chemistry, and a bar called "The Unicorn's Fart".
  • Industrial Zone: "Slash and Burn" log flume, "Fish Factory" suspended coaster, and the shanty town were most park employees live, and once a place where anti-imperialists were housed while slaving away in the mills.
  • The Future: "Progress" go-karts, "Arise" screaminator, train station, and a variety of non-ethnic cuisines and architectural styles that the Dictator hopes to bring to Nicotina someday. Plus a really big train bridge.
  • Smugglers' Wharf: "Orison" giant inverted boomerang incorporating the biggest lighthouse in the Caribbean, "Anchors Aweigh" coriolas ride, "Rum Runner" victory ride, boat station, the Nicotinan Naval Memorial, park jail in the old customs house, a real rum-running schooner open for tours, local fishing trips, and a shack selling fresh seafood, including the excellent manatee nuggets. Plus, a warehouse full of Old Nicotina Black Rum left over from Repeal.
  • The Grand Hotel and Casino, including the hotel/casino itself, "Jail Break" bumper cars, "Ramrod" iron claw, the cemetery for the heroes of the Dictator's Glorious Coup d'Etat, the shallow graves of would-be revolutionaries, and the shallow graves of the imperialist running dogs executed after the Glorious Coup d'Etat. All this is housed in the old fort, which fires a noon gun every day and full-battery salutes on the Dictator's birthday.

"Gergas did most of the work on the old fort," Jaysef concluded, "so I'll let him tell you about it."

"Yes, Sir!" Gergas, who was in fact a zombie, looked slightly more alive today than usual. "Here you can see a general view of the old fort, "Kanit Notiim" in the local language, which means "Fort Nowhere".





"Its design," Gergas continued, "was cribbed from the US Fort Pike near Slidell, LA. In colonial times, it was regarded as a punishment to be stationed here, and it was also a punishment for the would-be revolutionaries jailed in the dungeon. After the Dictator's Glorious Coup d'Etat, it jailed captured imperialists and also political prisoners. None of the jailers were kind so the dungeon is spectacularly haunted, even more than the old hospital. The landward bastion, besides firing the daily noon gun, flies the Nicotinan flag when the Dictator is in residence, as he his now. You can see his superyacht
Arxelia docked at his private pier. He and his drug cartel homies are currently occupying all the luxury suites of the hotel."







"Access to the Dictator's Pier is guarded by highly alert Special Freedom Fighter Forces troops and covered by interlocking cameras and the guns of Arxelia herself. Of course, the large bomb we planted underwater at the pier prior to the Dictator's arrival is still armed and ready."





"In the fort's courtyard we see the actual 'Luh Holk Vilia', or 'The Grand Hotel' in the local language. The whole ground floor is the casino, then 2 floors of regular rooms, and then several penthouses with private hot tubs up top. There was a lot of custom work here to make doors small enough to be opened by regular people of ordinary strength."








"The Casino, or 'Lassobulp' ('lose money') has proven quite popular with those customers who still have some money left when they reach the back of the park."





"All hotel guests have access to the large swimming pool and poolside bar. Nicotina, not being overrun with rabid plaintiff attorneys, still has diving boards at its hotel pools and in that way, by strange irony, is FAR more civilized than back home. I recommend that when we get home, we find a way to get all plaintiff lawyers shipped to 'Kinat Notiim's' dungeon and restore the freedom to dive into hotel pools to our beloved homeland!"



"Here, here! I'll drink to that, Gergas! No Hell is too deep for an ambulance-chasing plaintiff lawyer!" Bullethead raised his mason jar with the others and they all drained their drinks. While Bullethead refilled the jars, Gergas continued his tale.


"Anyway," Gergas eventually said, "one of the complications of the work on the Grand Hotel was the Dictator's insistence that we not mess with certain dirt mounds and groves of trees in this corner of the island (IOW, there are STILL some non-editable trees on the tropical map). There were 2 clumps of these. The first is in the fort's courtyard between the swimming pool and the landward bastion. Turns out, these are the shallow graves of would-be revolutionaries executed by firing squad against the inner wall of the fort, so the Dictator considers this area sacred grouind. Thus, this area now sports a sign saying 'Mardar hersae Yemas', or 'Remember these Heroes'. Because the graves are shallow, some bones are exposed if you look closely, but haunting here is actually rather low compared to the rest of the fort."





Gergas took a deep pull on his cigar before continuing. "This is in contrast to the area known as 'Retribution' just outside the wall facing the Industrial Zone, the other clump of protected trees and mounds. This marks where not only captured imperialists but also political prisoners were executed by firing squad following the Dictator's Glorious Coup d'Etat. This area, replete with exposed bones from shallow graves, is seriously haunted. Customers cannot fail to miss the sounds of musketry as if the firing squads were still operating, nor fail to see the various bones moving of their own accord."





This time, Gergas took a drink before continuing. "Adjacent to this cursed spot is the queue for the 'Ramrod' ride, using a small outwork of the old fort."





"When we were refurbishing the dungeon, we dumped all the old ammunition from the fort's underground magazines in the area around this ride. Despite posting many 'No Smoking' signs, the Dictator insisted on lighting the ride with torches so it would blend in with the main fort. Thus, customers escaping the ride alive provides an advertising opportunity for the casino."





"Then there's the actual haunted dungeon of the fort, which we turned into a bumper cars ride. The queue begins in the flank bastion closest to the Industrial Zone and goes down, down down until it's under the landward bastion. The exit comes up to the other flank bastion near Smugglers' Wharf. We call this ride 'Jail Break'."











"The ride itself is continually befogged by a weird, supernatural, green haze which even the staff witchdoctor was unable able remove. Surrounding the ride are the original dungeon cells, some with disturbingly animated skeletons in them. The whole area is constantly echoing to ghostly moans and wails, and it was very hard to get any laborers to work here very long. I'm surprised we actually got it finished."








"Thank you, Gergas," said Bullethead. "That's some very impressive work, especially considering the whole dungeon flooded several times from passing hurricanes last season. The Dictator is already rather happy with the results, given he's living in The Dictator's Suite of the Grand Hotel as we speak, but I'm sure he'll be delighted with these extra details. Meanwhile, what's been going on with the rest of the park?"


Jaysef gestured with his cigar to Orbles, who had until now been mumbling to himself with his all-white eyes rolled back (although, with his eyes being all-white, this was hard to tell unless you knew him well). Orbles rolled his eyes back down to focus on reality (which, again, was hard to notice unless you were a cognoscenti) and took up the tale.


"As you know, Sir," Orbles began, "last year's hurricanes caused extensive damage. Among the casualties were the caimans of the wildlife preserve otherwise known as Maringouin Swamp. They were washed out to sea and couldn't survive the saltwater. So, to replace them, especially as the swamp has become rather brackish from the storm surge, we imported some genuine Australian salties. The customers, not being locals, own't be able to tell the difference. However, the salties are bigger and meaner, so there will probably be more children turning up missing than we've experienced previously.:








"That'll be the Dictator's problem," interjected Bullethead.


"Quite so, Sir," said Orbles. The only other item of real note is that we managed to squeeze in the circumferential boat tour that was in the original plans but which various problems with suppliers delayed until just now. Those facing the land will see a bunch of details normally hidden to land-bound customers, while those facing seaward might see some half-hearted shark activity, especially between Quarantine Island and the mainland.


"While this ride, being a loop with multiple stations, has no official end or beginning, we like to think of it as starting on Smugglers' Wharf as the most appropriate setting. Here, the station is a cargo sub-pier and its activation has tripled the sale of manatee nuggets and dolphin steaks at the adjacent local seafood shop. From here, the boats hug the coast bur loop around the seaward end of Orison a couple times so riders of both get to see eachother. Then it goes on to the landward end of Maringouin Swamp, where it uses the old insecticide loading dock next to the 'Plasmodium' ride. The dock is loaded with WW2-vintage military-grade DDT that's been sitting out in the tropical weather ever since, so the drums are a bit rusty."





"Next stop, after running the sharks near the main entrance bridge, is the dock at Faith Healing, built into the exit from the 'Jungle Juice' coaster. This is just the old native boat shed but, after a long day's paddling, the natives liked to have some 'long pig', which is still on the menu if you ask the right people there.


"Then the boat runs out from the shore to investigate the rumors that a Megalodon swims out there, before returning to the coast and fetching up on the beach at Assisted Living. This old boathouse was for the entertainment of the lobotomized, doped-up patients in the kinder, gentler age following the period portrayed in the dark ride. Casualty rates for patients falling off boats or even getting washed away by the tide while sunning on the beach were always within acceptable limits. And that's about all there is to say about what I've been working on lately."





"There is one other thing, Sir," Jaysef picked up. "I'm sure the Dictator will like this night shot of the park at night, as seen from seaward off old 'Fort Nowhere.' It shows most of the lights."





"Very good!", said Bullethead. "Well, gentlemen, I guess that wraps things up. If we don't survive the next few hours, it's been a pleasure working with you all, even in this maudite place. So, until we meet back up at the airstrip, here's to our successful escape! And if we're unsuccessful, here's to leaving a smoking hole where this park used to be!"

CLINK CLINK CLINK

And thanks to all for your support during this project.
 
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I have loved this project. Subscribed and will play around in it later.

Can't wait to see what you do next
 
I have loved this project. Subscribed and will play around in it later.

Can't wait to see what you do next

Thanks very much! Your support has been one of the major factors in getting through this mess ;).

As to future projects, I'm somewhat at a loss. I was going to do a joint venture with Abittitibbi but due to my being out of PC, he went on without me. As for doing my own thing, I had a plan to make a recreation of Dixie Landin' / Blue Bayou (a combination amusement (NOT themed) and water park in Baton Rouge, LA, and have even built a bunch of the rides already. However, 2 things are strongly dissuading me from this project now. First off, it's too close to home. Quarantine Island is actually a parody of my part of Louisiana. Every building in it (except 1*) and their original purposes (even the leper colony) can be found within a 2-hour drive of my house, and Louisiana itself is just as much of a squalid Caribbean dictatorship as anything in "Tropico". Thus, DL/BB would be just more of the same and I'm tired of beating on Lousy Anna for the time being. Secondly, having now done Quarantine Island, admitting where it came from, and having established myself has a hater of Louisisana, I'm afraid folks would look at my recreation of DL/BB as another parody. not realizing I wouldn't be exaggerating how lackluster the place really is. Either way, maybe the DL/BB owners would sue me for product libel. While the truth is a complete defense against libel suits, PC doesn't have everything DL/BB has, so there's no way to tell the complete truth, and I'm afraid my snarky style of narration would get me into trouble. Not like anybody is going to book a trip to DL/BB instead of, say, Cedar Point or Disney-Whatever or 6 Flags Over Wherever, but still...

* The single exception is the Main Admin building at the park entrance, which comes from Texas A&M University, which I attended in my misspent youth.

So, what to do next? I rather like the general Quarantine Island idea of building a park in an inauspicious place but it's hard to think of a more inauspicious place than Lousy Anna. I suppose there's still Hell itself but that needs some more DLC to do properly. And I just did a jungle-ish thing so I want a change of pace. I'm open to ideas that don't involve anything syndicated.
 
How about something on the lines of a happy colorful kids park full of bunnies, colorful flowers, clouds and rainbows??????? [big grin]
 
Was a fan, is a fan and always will be a fan of your incredible creation "Quarantine Island". Every episode you wrote dragged you deeper and deeper into the plot! Thank you so much Bullethead for finishing this epic story. I'm with Wowman.....can't wait to see what you do next :)
 
How about something on the lines of a happy colorful kids park full of bunnies, colorful flowers, clouds and rainbows??????? [big grin]

Heheh, if I tried that, it would turn into something like Kamp Krusty from "The Simpsons". Oh wait, that might be fun :D. But you know, I already had a bunch of pastel unicorns farting rainbows in Quarantine Island, and Tillietwos makes WAY better bunnies than I can even imagine.

Was a fan, is a fan and always will be a fan of your incredible creation "Quarantine Island". Every episode you wrote dragged you deeper and deeper into the plot! Thank you so much Bullethead for finishing this epic story. I'm with Wowman.....can't wait to see what you do next
:)

Thank you very much! Glad you liked it! Wouldn't have happened without you, of course.

As to what's next, I sat down today and played with all the "new" parts in the Spooky, Adventure, and Studio packs, and this gave me some ideas for architecture. I also want to do something with more sweeping vistas and fewer vines and palm trees, and I can sorta see some general visions of the place. Problem is, I need to come up with a location and suitable backstory that I can get snarky with. BSI is into improbable revitalization projects :).
 
Heheh, if I tried that, it would turn into something like Kamp Krusty from "The Simpsons". Oh wait, that might be fun :D. But you know, I already had a bunch of pastel unicorns farting rainbows in Quarantine Island, and Tillietwos makes WAY better bunnies than I can even imagine.



Thank you very much! Glad you liked it! Wouldn't have happened without you, of course.

As to what's next, I sat down today and played with all the "new" parts in the Spooky, Adventure, and Studio packs, and this gave me some ideas for architecture. I also want to do something with more sweeping vistas and fewer vines and palm trees, and I can sorta see some general visions of the place. Problem is, I need to come up with a location and suitable backstory that I can get snarky with. BSI is into improbable revitalization projects :).

Perhaps have it set in an impoverished European town? One with some old cobblestone paths, and a ruined Cathedral or castle...
 
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Oh, this is soooooo mazing, and I love your story you deliver with it! Always a great read!
I wished I would be talented in this way as well ;-)
 
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