| Forum Home > NL & SM General Discussion > No limits sim. Tuts? | ||
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Member Posts: 7 |
Okay, so I was totaly sucked up and bought the $30 rollercoaster no limits simulation game from http://nolimitscoaster.com The only problem is, I have no Idea on how to use it at all. If someone could, Please help me find a bunch of video tutorials on how to use it. I think I have the simulator down, but the Terraformer and Editor are too confusing (the wireframe part too) I really need the help, I feel like I wasted 30 dollars. Show me that I'm wrong. Thank you guys. | |
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Member Posts: 272 |
http://www.youtube.com/watch?v=GL2vFnJNJ_U Here's one. | |
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Site Owner Posts: 2791 |
There should be pleanty of videos on YouTube! I am still getting the hang of it, once you do though, its 100% worth it. | |
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-- CoasterForum Co-owner/Administrator
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Member Posts: 585 |
Well, first thing's first, NoLimits isn't simple, to put it simply. While people discussing the creation of RCT4 beg for the disappearance of the RCT grid construction scheme, they do not realize that it would ruin the game that they know and love for them. With the grid, you have scenery piece sets that are shared about the community. Wall pieces snap together and are perfectly in line with snapped coaster track. In NoLimits, there are rarely any shared objects, because in all actuality no object can really fit more than one ride. Each ride is so unique in terms of spacing, shaping, and placement, you do not have the luxury of shared models. Now, that's not only the scenery aspect, but the track aspect too. Since you now have a full range of motion to deal with (not just in terms of turns, but in vertical and lateral space...a complete 3D playground), things get far more complicated than most new players anticipate. You really have no idea how limited RCT is until you get into NoLimits and really see what is possible. This is one of the hardest things to overcome, but it's only one of few things that you must overcome altogether if you want to be successful at NoLimits. While the wireframe interface seems daunting, it's actually very simple and at times, helpful. Since you can see through the wireframes, objects aren't hidden in the side views. Also, pieces are color-coded on segment type for clarification. It's just something to get used to (since you are probably used to intant, all-seeing construction. NoLimits 2 is said to actually integrate something similar, so that should help the newcomers. However, NL2 won't be out for a while, so you're stuck here right now. Basically, I could go on and on about the "struggles" that you'll have to overcome if you want to be successful at NoLimits. First comes getting used to the program's more AutoCAD resembled interface, then comes physically MAKING track shapes and circuits, then comes making proper utilities (like non-wobbly lifts and stuff), then getting rid of pumps, improving shaping, and adding realism aspects. When things get more advanced, integration of force vector design programs like the more simplistic Newton2 or the complex, formula-based input of Elementary achieve even greater attention to detail on modern rides. Really, you have to figure out what you are going for. Casual players tend to go up to the point of "getting rid of pumps", but that is about it if they are good. It also takes a lot of time to get up to point of graduating from a "casual player", so you really have to decide whether you just wanted the program to screw around in and make some rides for fun, if you want to make semi-realistic rides and upload them to an exchange, or if you want to go all out and make hyper-realistic creations that top the exchange charts. All I can say is, find out who you want to become (or discover it yourself), and do just that. If you still focus heavily on RCT, you probably won't get far in the NoLimits world to be honest. But, if that's not what you want, that is completely fine. For me, I've been at this for just under 4 years. It took me one and a half years to get to the "casual" status and a couple more years onto that to start getting to the "exchange topper" stage. Whie I don't rank with the "top designers", my tracks do tend to float up to the weekly gold medal and score in the mid to upper 8's range. So-called "top designers" have been at it for nearly a decade. Anyway, this is quite a post. See if you can make something useful out of all this rambling information. | |
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Check out NoLimits-Interviews!
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Site Owner Posts: 2791 |
^May I call for a round of applause? | |
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-- CoasterForum Co-owner/Administrator
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Member Posts: 511 |
AJ has said everything that can be said, one thing i will stress though is... it will take you over a year to even get noticed as "avarage designer" ive been at no limits for 3 years and even im not considered in the nolimits chart (well not for me to know anyway) XD but the word patients is key, i never used any tutorials, i just messed around with it until i learnt how to do everything and more. a good tip though to get noticed... be unique Brett x | |
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Member Posts: 7 |
Thank you guys, so much. Wow, this community is really nice.If I need any help, this is the first place I come | |
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