Fracture
I've decided to go back and upload many of my old contest rides that are in releasable condition. This is my entry to the "Purist Contest" that was hosted at NoLimits Exchange. I honestly do not remember when. The general rules of the contest were that only track/supports were allowed. The terrain and scenery were provided in the template along with specific instructions on where different aspects of the ride may be placed. No additional scenery, scripting, terrain, environment editing, etc..., was allowed in the contest.
Honestly, the ride didn't perform well in the competition (somwhere in the middle of the pack of 40+ entries). Oh Well!
***Template Text***
For rules and further information on the contest please refer to the initial posts of the following thread on NoLimits Exchange:
http://forum.nolimits-exchange.com/comments.php?DiscussionID=4243
Coaster: Fracture
General Stats:
Category: High Thrill Ride
Capacity (maximum): 1200 riders/hour
Capacity (typical): 1000 riders/hour
Track Design:
Designed in my own style. Primarily influenced by Intamin launch rides but also drawing inspiration from Mack. The first half is much more intamin inspired with a set of flowing linear elements. After the MCBR, the ride takes a more wandering feel that is typical of Mack rides as it cuts back through space. In general, I wanted a good variation of positive and negative g elements as well as plenty of direction changes.
I also wanted to provide a couple unique approaches to classic elements. The two launch configuation provided the opportunity to use two tophat elements. The first is a short unique tophat while the second is the taller more standard element. I wanted the taller tophat to have that undersupported feel from Intamin launch coasters.
The other unique element is the cobra roll. This is an approach I have toyed with for some time as my own style of cobra roll. The close entrance and exit tracks create the need for a slight outward roll while entering and inward roll while exiting to create enough separation to make the top turnaround. This creates a less traditional vertical approach/exit and more of skewed feel to the element. It also creates a more abstract shape for the element when viewed straight on.
Supports:
The vast majority of supports are simple in design to keep costs down. The few notable exceptions are the higher elements. The large tophat has a heavily thickened spine to create an undersupported look. A slightly thickened spine was also utilized on other taller elements and places where larger spans were necessary.
Entrance and Queue:
Area between the stations and existing path would be an entrance plaza that contains buildings such as lockers, souvenirs, and ride photos as well as places for guests to meet and non-riders to wait. The ride entrance itself would be situated between the loading and unloading stations. The queue would run under the track between the stations and fill the space framed by the stations, second launch, and main brake run.
