Building a hypercoaster in RCT |
Section 2: The twists
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Here
is the first twist. However, the final version continues turning
for another 90º before
repeating on the other side
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Of course, there is nothing to stop you from mixing twists and
hills, and a good mix can help build a good hypercoaster, but I
usually have fairly clear changes between the two sections.
This mix of hills includes steep
twists.
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However, I find that it is a good idea to make most of the bends low –
this makes them fast & exciting, and also looks better (long
supports from curves don't look very good). Normal coaster design
techniques apply here:
Use water below the track and sometimes sprayed onto
riders from fountains
Use scenery by the track
Build bridges over the ride, especially over a drop
Build tunnels
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Those
cliffs in Iceworld are very handy to build a tunnel, and tunnels
are exciting.
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A
good mix of tunnels is also good as the riders find it harder to
guess what is coming up.
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Here
is an underground helix down & up.
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Again,
we curve back to the cliff, aiming this time for one square out
from the exit. Large radius corners are not enough, so it is
necessary to mix them with straights. Keep them banked as there
will usually be only one straight, and banking & unbanking
causes vert Gs to peak.
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Here
is the same type of curve underground.
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Now,
it's time to set off back to the station. However, the train is
currently at the other end of the map, and we don't want a boring
ride back. I've used curves to give some enjoyment.
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