Ogopogo


Ogopogo

Ogopogo

Hyper Coaster

More than 2 years in the making, it's finally finished.

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Technical Note:

With Ogopogo I tried to create a Hyper that I would like to see. So it's not your typical B&M Hyper but something that could be built. One could describe it like this: "What if B&M and Intamin joined forces?" or, as Hansixx put it: "It's a B&M on steroids".

My main goal was to maximize airtime and intensity. For this to work out I had to use very quick transitions between hills and valleys which still have an onset rate of under 15g/s and therefor are allowable. In order to get the valleys as intense as possible, I hit max G very early and keep it constant through most of them. As a result the valleys widen at the bottom and look like the bottom of loops. This shaping can be found on quite a lot of coaster. To some people this might look like the valley is pumping, while it actually is not. (Pumping is a multiple change of radius within the same turn -or valley in this case- which doesn't happen here)

The combination of the intense valleys and the quick transitions successfully maximized the airtime.

Another maneuver that you'd rather find on modern Intamins than B&Ms is the short period of near weightlessness during the rolling from left to right or vice versa which I incorporated in three spots (not counting similar occurrences at the exit of hills). This reduces lateral forces and allows for quicker rotation without harming the rider.

Ride stats:

Height: 72m / 239ft Length: 2,003.57m / 6,573.32ft

3 trains / 9 cars

Capacity: ~2090 riders/h

max banking: 97°

ridetime (first drop to final brake): 1:14 min airtime: ~27 seconds total ridetime (station to station): 2:17 min

Max Forces: Vert.: -0.5g / 4.7g Lat.: ±0.2g (few spikes up to ±0.5g)

Thanks go out to Hansixx, DC High Heat, Mathew and whomever I may have forgotten for help and testing.

IMPORTANT NOTE:

This ride uses objects from the CS-Parkpack. If you don't have those objects, you will miss a lot of athmosphere (There won't be a bridge over the water and no other rides in the park). However, the ride itself works without it.

Here's an example shot of what it should look like

Ogopogo with Parkpack

If you get problems with fps, first disable reflections and see if that helps.

Enjoy the ride.


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Hyper Coaster (4 Seat)


Rating : 8.97


Downloads : 341



Ratings


T: The track was virtually pumpless, it was supported well, all g forces were in check. the hills were not typical B&M hyper shape, but in this case they seemed to work well with the track.

A: The pacing was great, the gs never let up, excelent all around.

O: The layout was quite original as was the shaping of the hills.

All around a great ride, can't wait for your next one.

T - Wow! The ride was very smooth with good air time, the supports looked great, though a couple seemed really low and close to the riders if you sit on the left side of the car. While I didn't /don't have the CS ParkPack, the ride was still great.

A - The adrenaline level was pretty good throughout the ride, the mild pause 3/4 of the way through gives the riders the false sense that they are near the end of the ride, only to plunge them into another dive and some wild turns.

O - I thought the use of all the textures, the tunnels, the sea serpent and the many plants (and ParkPack elements) I couldn't see helped bring this ride to life. This is a ride I would pay to go on and even wait in line for. Well done!

Great speed and adrenaline...supports were spot on.

Was a little off-put by the shape of the airtime hills...even for b&m they seemed way to stretched out.

T: The track was very smooth and there were nice moves. The supports were fantastic.

A: It was very thrilling.

O: The whole scenery was very original.

A great ride. Well done!

T- Very well shaped, smooth and well within valid levels. Aside from the drop and several airtime hills not being quite B&M shaped (as mentioned by several others) the ride plays out quite well.

A - Very fast, very aggressive, and never a dull moment, though the parts towards the end start to slow down a little bit. That aside, excellent pacing and solid scenery.

O - Very realistic without being a direct pull off of other B&M hypers. The scenery also adds quite a bit of flare to the ride and it has a unique touch.

Excellent ride, very well built. I hope to see more soon!

T: Very smooth and very low laterals. However, the hills are not shaped like B&M airtime hills. I am not counting off for the drop, because it was one of the best parts!

A: Not much to say besides....AWESOME! Breathtaking, no dead spots, pure adrenaline.

O: It certainly is unique with its drop and awkward hills. A nice environment to go with it with very nice .3ds. Very good!

However, I do have the park pack and none of the rides show up with it. No bridge either.

T: Die Bahn ist sehr smooth und die Stützen sind auch sehr realistisch.

A: Sehr viel Airtime und die helix vor der mcbr war sehr gut.

O: Großartiges themin! Die tunnel und die station waren sehr gut gemacht und sahen sehr realistisch aus!

T: schön smooth...was mir nichr gefällt ist das shaping der hügel die sehen nicht sehr nach einen b&m coaster aus und den tunneltest besteht die bahn leider auch nicht A: super tolles fahrgefühl hat mir total spaß gemacht die bahn zu fahren O: Schöner coaster schöne 3ds und tolles theming mehr muss ich nicht sagen...der ogopogo sah richtig lustig aus :D

Nice coaster!

T: Very smooth I did not notice any bumps. You might hit your head on a few supports though.

A: Very thrilling! I love the and swiftness of this coaster!

O: The most original hyper coaster I have ever seen!

Good Job!

(in the picture that you put up, it showed other objects, how come those weren't in it?)

T - Honestly, I did not like the way, in my view it is aggressive, in addition, many parts of the route could be better.

A - Yes, it is quite radical, good drops, airtime, but some curves are not very good. The scenery helps.

O - original Well, this part you did a great job, loved the scenery and all the other attractions.

This i must say, was one of the best B&Ms i have seen in no limits.

T: The track was virtually pumpless, it was supported well, all g forces were in check. the hills were not typical B&M hyper shape, but in this case they seemed to work well with the track.

A: The pacing was great, the gs never let up, excelent all around.

O: The layout was quite original as was the shaping of the hills.

All around a great ride, can't wait for your next one.

Great Job at pushing the edge of B&M!

T: the only thing i did not like was the first hill after the lift. I would of liked a taller on with a shorter more intense air time moment.

A: that first drop was AMAZING!!!!

O: i liked it, i also liked how you had the end of the ride curve around the queue!

T - I can see you have put alot of effort into this ride, and it has come out showing that! The beutiful custom scenery works well with the track and makes it seem that bit more realistic. If I had to say anything, I would say maybe it is just a little to big for a park.

A - The adrenaline for this ride is fantastic! It really does make me want to ride it in real life, The G force was a little high in places to be fair, but it is definately livable.

O - The fact you have put it into a park makes it that bit more realistic, and i like how it works with the landscape. I would like to see a few different elements in there, but that is nit picking really.

T It isn't everywhere realistic becaus to many g's A It's a really thrill ride O I think this is like a basic B&M coaster. That is not bad becaus i love them.

So finally, it's a good ride but you can make him better.

Sorry for my bad english

That... was... AWESOME!!! I couldn't find a single thing wrong with this ride, and I absolutely loved the textures, including the cartexture! The 3Ds and the environment were stunning, and it actually seemed like it was real. If this ride was actually real, I would go on it over and over again! Nice job creating this!

Ok the reason i have gone for 10's is because i cant go any higher, seriosly this ride was amazing! Everything was perfect from the huge drop to the near miss with the Dragon/Serpant, and the enviro you chose just looked so intimidating!! Cant wait for more of your stuff

Realistic, interesting, entertaining, and adrenaline-fueled. The only - absolute ONLY - area this coaster lacked in was its alternate scene objects, like the houses and such - also, it seemed a few bits of path were missing - the entrance and exit over the river were just kind of doorways to nowhere. The ride had semi-sudden lurches once or twice, but overall the execution was fantastic. Even the final turn with the monster was relatively unexpected and pleasing. Overall, fantastic work.

T: This is as close to the real thing as this program can be. The trackwork and supports are exactly like B&M's real life applications and the surrounding park complimented the ride perfectly.

A: Excellent drop, an actual sensation of airtime when viewing due to the perfectly designed hills, several close calls with the sorroundings and an enviromnent that gives the ride an ominous presence. The drop off the MCBR is also excellent.

O: Points for a departure from standard B&M hyper drops, more for the enviroment, and the name is great as well. There is no real weakness on this one and if it were a real world ride it would easily me one of the best on the planet.

Simply stunning! Your are so good at what you do!

T - Very smooth all the way through! Great job!

A - This ride says adrenaline all over it! From the first hill all the way to the end! A very thrilling ride all the way!

O - I have never seen anything like this before! Great job and keep it up!

What a blast!

T: Pretty much perfect, but i didn't expect anything else from you. Waht I liked most were the transition into the first turnaround where all rows got that pop of airtime typical for newer Intamin rides. However, I found that the maximum g-forces in the valleys and on the hills wer hit just a tad to soon, making it seem just al little jerky. Apart from that, very nice!

A: This thing really is a beast! Not only is it extremly high and therefore extremely fast, but it's use of forces and the relentlessness in which the riders experience them is truly magnificent. What i did not like that much was the helix before the mcbr and the mcbr itself. While the first part of the helix is really nice, the second feels a bit slow, as does the mcbr.

O: I loved the mood that the environment creates. The birds were a nice touch, as were the various little objects placed along the track (boats, totem pole, the ogopogo monster). The CS-Park Pack objects with their bright and shining colors felt out of place though.

keep it up!

T - il est tres fluide tres bon track mise a part qu'il un peu fort rapide a certain endroit les visiteur doivent etre écrabouillé dans leur siege. A - Il est super les G sont bien juste pour les visiteur écrabouillé mais ca va . O - Il est tres beau sourtout les wagon et j'adore la station mais il n'est pas tres originale juste pour l'espece de monstre de dragon mais par contre les wagon sont magnifique !

Fun ride with a nice concept. Was interesting to watch from the pathways. I can see why this project took two years. Scenery and station were AWESOME.

Technical would have been a 9 but the first drop felt a tad unrealistic. Overall very good, I liked the tunnels around the station. Wow! Scary ride. Thought the adrenaline levels went through the roof for a hyper coaster. B&M don't do that sort of ending, so good on the originality. Look forward to more from you, Buster.

Incroyable, une fluiditié impréssionnante, des décors très réalistes et c'est très rapide.

T - C'est vraiment très fluide, les supports sont très bien faits, et les forces sont bonnes aussi, rien à dire ici !

A - Très bons airtimes, ils sont longs et donnent vraiment une impression de voler. Les passages entre les camel-backs sont assez surprenant étant donné leur taille, ça procure de bons Gs +. Malheureusement, je ne suis pas amoureux des Grand Huits avec 0, 0.2Gs latéraux, on dirait qu'on va toujours tout droit c'est ennuyant.

O - Un très bon décor, la rapidité joue un rôle important dans ton parcours, tout est passé assez vite dans la première partie et ça doit être bien amusant.

T: C'est magnifique, réaliste, smooth, belle théma. Excellent! A: Le point fort du coaser! De faibles airtime mais long, ça doit etre super agréable et les virages doit provoquer d'excellents G's! O: C'est magnifique, un très bon coaster!

Bravo!

t - the supports looked realistic and the track was very smooth, but i think that it was very very fast at some spots

a - as usuall with these type of ride with the hills it was full of it some well done on that. one thing you might consider doing is making for extreme turns

o - not very original to be honest as there are alot of these right now

Tech: Very fast, very smooth, some of the transitions between the crests and troughs of the first few hills seemed a bit quick for me, but that may be personal preference.

Adr: There was a very, very, large amount of air time in this ride and for me air time = adrenaline, so you pretty much have this part pinned.

Org: 3D's worked well, theme worked well, why you dragged in the old CS park pack stuff is beyond me, it looked extremely out of place and put a damper on whatever theme the coaster had going for it. Othere than that, very original layout, theme, and monster. kudos.

T: Great tunnels and claustrophobic trenches surrounding the station, but the last run circling the monster feels slightly more jerky than the buttery smooth camelbacks.

A: Great pacing and constant near misses with scenery and headchoppers get the adrenaline pumping.

O: Immediately struck me as a great theme with real-world details that are well thought-out. Pedestrian bridge to entrance/exit must be missing, though. No big deal!

T: You obviously have great expertise to have such precise control over the G forces. I loved all the extra airtime you squeezed on each hill. Themeing is top notch what a cool mini theme park you've created.

A: Excitement levels are maintained through the entire ride. Even the preamble to the main lift is exciting. Great use of tunnel work through the 3D structures after MCB ensures this ride does not lose momentum. Some nice attention to details as well like when the coasters crossover at the MCB and lift hill, the dragon was very scary....

O: You're unique use of G's makes this coaster a very original experience.

T: You did a pretty good job on the technical aspects of the ride, but there were some areas that were kinda rough. I read what you were going for in the description, but I'm not sure how comfortable these transitions would be for the riders. I didn't mark down for it considering, it's what you personally wanted to see, and you did achieve it, so it didn't affect your score. Other than that, your g'forces were in check, transitions other than the hills seemed fine to me. There was room for improvement, but you did a good job.

A: I thought this was excellent, great pacing good forces, lots and lots of airtime. Really good job here, the 3ds added to the overall experience. The first drop was great, as well as the two helicies. I liked how the intensity oof the second half complimented the first. Really good job overall here too.

O: By going for the whole Intamin/B&M combo, your ride was original, and I can't say I've seen anything really like it. You did a good job of keeping the turnaround and helix unique as well. Like I said, the 3ds really added to the ride's originality. Seems like you put a lot of work into this ride, and it deserves a rating that reflects it.

Good Job

O:

Honestly, anyone who assumes the ride style is based off of the coaster type that was used is stupid. READ THE DESCRIPTIONS PEOPLE!!

Rate:

T: For a ride like this, it was a very solid ride, and had LOTS of awesome airtime. The first drop was just incredible, and flowed very well into the pullout and airtime hill. Going through the track in the editor multiple times, I did not find any so claimed "pumps" not even in the helices. Supports were very well built, and the theming placed around the ride looked great (and yes, I was able to run it). This truly IS a B&M on steroids, and could potentially be a concept track for a future B&M.

A: Again, loads of airtime at the start, and finishes with good solid airtime. I thought the fast banking transitions on some of the elements felt awesome, and the snappy force transitions felt fun. The headchoppers/tunnels implemented worked very well, and i loved the monster at the end. One thing I might change is the turn comming out of the MCBR, as it felt a bit slowly executed, and slightly forceless.

O: A highly original layout, and a very original drop used in an original fashion. I loved the theming with the ride, and it deserves a high rating for such effort.

Honestly, there's too much praise going on for the trackwork. To me, it wasn't that special. There were some pretty noticeable pumping throughout, and honestly, the drop would be better for an intamin (Obviously Expedition GeForce). I don't see the style cooperating with a B&M. The supports were definitely overdone, and are too close to eachother. This area really requires the most work. I do have to hand it to you, the layout is spectacular. It's pretty spacious, however you managed to keep a high pace throughout the enitre ride. The forces were great and the airtime was wonderful. I don't see anything else to complain about here. As said, the layout was pretty spectacular. The layout was pretty original, and the drop was interesting. However as a personal opinion I wasn't a fan of it and I wouldn't see it working great with a B&M, but I won't count off against it. Other than the drop there really wasn't anything new or spectacular. Just another mega. Also, I'm a theming kinda guy so I'm plussing your originality and adrena score for its use. It could've been used in more places, but it was pretty cool for where it was. Overall a solid ride, but the tech was a real let-down.

While this was a very good ride, compared to the rest of your work I found it somewhat underwhelming. Part of it might be that it didn't seem quite as polished as some of your other rides, but since I don't know how much total free time you had to devote to this project over the last two years I don't want to judge too much on stuff that simply would have required more work and instead focus on what could have been done differently using the same inputs.

I'm not altogether positive what the motivation behind making this particular coaster was. Generally if a lot of time and effort is put into a project I'd expect it to either be for hyper-realism (like DC's recent upload) or because you've got a creative, original idea for a coaster. Ogopogo is sort of neither, for me at least. Most of the shaping and the overall style of the layout are pretty different from anything B&M ever tried: the low, fast airtime hills, the low-to-the-ground curves (I can only think of Dominator as having anything even similar to that) are pretty atypical, fun though, I kind of how I wish they would design more rides. However, this layout doesn't really get extra points in that regard either, because apart from the differences in profiling there isn't much about this ride that grabs me as particularly inventive. The first drop is quite good, sort of an attempt to see what an Expedition GeForce style drop would look like on a B&M speed coaster, but after that it commits the same sins I call most real speed coasters out on as well: nothing but a series of hills designed to produce as much unified airtime as possible strung haphazardly together, with a turning maneuver thrown in every once in a while that does very little for the rider's sake and is there more just to turn the train around. Things like the figure-eight into the brake run might look cool from off-ride, but for me stuff like that is rather pointless in the context of the overall ride, more like filler elements so the ride can have the appearance of doing something without actually going anywhere (figuratively speaking). So in that sense the layout has me thinking 'meh', there's not much new to hold my interest after reaching the midcourse brake except for some nice building fly-throughs... at least as long as I'm sitting in my computer chair and not riding it in real life. The surroundings are competent, but again I think somewhat uninspired. A lot of time was clearly spent building a CS Park Pack park inside the coaster's field that doesn't add very much to the ride. The environment is nice and atmospheric, but given some of what you'd tried in the past I was hoping for something a little more over-the-top. I'll do my best to appear impressed at the bird technique since it was originally your idea, even though I just saw it a few weeks ago.

Sorry, didn't mean to let this come off as so critical, actually I did enjoy it more than this review sounds like (8.00 is a good score no matter who you are) but I know how much you're capable of so I figured I'd focus on that rather than let you hear all the good stuff you already know. One small technical thing, but you should have had some traditional friction brakes on the final run instead of just magnetics and then tires. I know a lot of other manufacturers just use only those two things, but so far B&M have not been one of them.

I agree with mgizozlodu. This is definately no where near perfect and was to me, a dissapointment. I watched your thread and from the pics that were shown it looked to be a very promising ride. To me it just didnt seem to have that "B&M fun". You were never able to catch your breath and just have fun with the ride. It was constantly screaming along the track with some awkward transistions that just didnt seem to fit the bill. Any way ill get on with my analysis.

T: Transistions were bumpy and awkward in some parts, mainly the drop and airtime hills following. The G forces seemed very odd. You went from 4 to about -.3 in no time flat and then the hill sustained those G's untill the bottom in which they would sky rocket to about 4.7 in some cases.

A: It was non stop, like i said i never had a chance to catch my breath. Which in all honesty is why you lost points in this category. I was under the impression that B&M hypers were intense yes, but always gave the rider a calm break such as on airtime hills when you reach the top and have a chance to get ready and scream again. This ride didnt seem to have that effect. To me this ride would do better under intamin standards.

O: The scenery was great and gave the coaster atmosphere and originality.

I see a lot of ratings for this ride that call it flawless, and i hate to be the one who bursts your bubble but it is nowhere near perfect.

T: The track overall was very smooth in the respect that there are very few rough, by which i mean unusually abrupt transitions. In the other sense there are many rough transitions, namely at the pullouts of your airtime hills, where the forces change from negative .5 or so to at times up to 4.4 to 4.5 positive in less than a second. This quick transition can be just as dangerous as extremely high g-forces alone. Also you should try to have the forces vary throughout your airtime hills and valleys, which provides for a much more stimulating experience for riders than simply hitting a certain force and keeping it constant for a few seconds. This can easily be accomplished by drawing out the transition into the airtime hill and sharpening the tip of the hills so that there is a very wide range of g forces experienced for a longer period of time and the ride would then feel much smoother. There were at least three small pumps in the turns immediately before the MCBR. And even when using FVD's it is possible to fix this, so please do not blame it on them. there was also a small jerk in the track coming into the final brakes, also fixable. And trying not to beat a dead horse the first drop could have been smoothed out a lot, and i will leave it at that.

A: Due to the aforementioned drawn-out, constant-forced airtime hills, the adrenaline factor of this ride is not as good as i could be. This is a matter of opinion of course but in the end it is the opinion of the riders that really counts if i'm not mistaken. Head choppers were also a high point, but seemed as though it might have been over-done just a little.

O: There was a few points of the ride that were very good in this area. I definitely enjoyed the interaction with the station building/queue area near the end of the ride. The turns prior to the MCBR were definitely the most original portion of the ride.

Overall, good but with some definite room for improvement. Keep them coming and in the future pay more attention to the track and the basic ride experience before attempting to "enhance" it with incredible scenery.

T- The track work was great, the supports were great, the layout was good, the objects were great. I love how you were able to have the air time carry through the whole hill. Amazing park layout.

A- The track layout mixed with the park layout was great which added to the Adrenaline.

O- The layout was somewhat its own, but the park layout definitely made this ride its own.

Overall- Nice work. I love the elevated walkways to the station. Keep up the great work. I would love to see more.

BT: Flawless. I think the pumping described by the rating right below is due to the FVD design: IE in the valleys, as the track gets flatter , the full 1 earth g kick into hte overall forces as well and thus the track is shaped with a bigger radius. I myself cant find anything wrong.

A: Very High. This is basically a B&M Hyper with all the usual elements, but its on steroids. A very fast, very intense coaster.

O: This coaster is very original in the sense that it sorta differs from your usual B&M layout. Great env, btw. There was kind of a mismatch between the simple and colorful CS parkpack objects and your own custom made ones. Other than that one cant really complain though.

Wow... this ride was just visually stunning!

BT- I'm torn on what rating to give this section. The forces were very realistic, and the layout was out of the ordinary. The trackwork was somewhat of a let down. With all the scenery, the ride looked perfect. However when I turned the scenery off and sat in the back row, the track flaws really showed. There was quite a bit of minimal pumping and minimal banking jerks. I'm not a fan of the first drop. It wasn't fluid enough, in my opinion of course. The shaping on this was the main problem that I saw. The airtime hills were way too drawn out and shaped more like the hill after Kingda Ka's tower. It really did not display any B&M form. The other thing that I noticed was that the radius of the pullup to the lift is way too tight and abrupt. It should've been either more gradual (larger radius) or had a slower approach. The ride was definitely over-supported. It caused the ride to look cluttered and un-realistic.

On the other hand: The environment and the 3ds were flat-out gorgeous! It made the riding experience nice.

Ad- This could've been much higher had the track been more exciting. The ride just seemed like it happened. There was no sign of true creativity until the turn before the MCBR and everything after that. The first drop was exciting in a way, but it just seemed bland in another way. The hills were too drawn out for any good airtime (which I know is how the older B&M hypers lacked, but I figure this is a newer creation) and they didn't do anything for the ride. There was nice speed throughout and the interaction with 3ds provided a thrill.

O- Ummm... Nothing too original except the environment and 3ds.(Which were amazing) The track was pretty much typical, excluding the turns before the MCBR and the post-MCBR section of the ride.

Sorry if you're not pleased with this rating.

Where is this parc ?

BT : Flawless, this doesn't apply to the track only but to the 3DS. I just thought you slightly overdid it with the small buildings, some seemed put there only randomly without any no purpose.

AD : The interaction with the environment and especially those headchoppers where extremely addictive. At first I thought what's all the fuss about this ride but it's certainly because I missed a lot as after each new ride I was discovering something new. It's great to gain some valuable points when the ride was not giving 100% at the beginning.

OR : I gave already some of the comments usually reserved to this category in Adrenaline. The park seems so real and some small details like the open barrier between the entry and exit of the ride seemed so appropriate as the attendance was pretty low.

Take your time to deliver something so brilliantly achieved for your next creation. Bravo.

Great Job at pushing the edge of B&M!

T: the only thing i did not like was the first hill after the lift. I would of liked a taller on with a shorter more intense air time moment.

A: that first drop was AMAZING!!!!

O: i liked it, i also liked how you had the end of the ride curve around the queue!

AMAZING RIDE!

T: overall the ride was smooth, but the shaping was way off. I think the pullouts of your hills are way to uncomfortable, especially when choosing B&M hyper track, you would expect a different shaping.

A: Sure was a great thrill this track, pacing was good all the way through the end.

O: Well for the shaping being something else to what B&M usually does you would get a 10 here, but in this case it was more like another Mega Coaster with a different shaping. Nothing new here.

Whuhuu, I´ve found a mistake;) I don´t think that you want to be accelerated with 1.7 g if you have an amergency stop on the lift;) Otherwise absolutely cool coaster, what I liked most where the passages above the water, overall in the front row on the left side. The self-made objects are well done, I think you did a very good catwalk. I liked the queue line part where you go 270° in a circle and you can watch the train passing very good. The airtime of the ride is well dosated like it´s right for this type of coaster. I wouldn´t say that it´s the best ride here, but propably one of the best. Very good work!

You did an excellent job on this ride. This ride had the feeling of a pro ride. One that I would find at a top park. There's very little to criticize about the ride. I agree you overdid the supports a lot. Keeping similar spacing as the lift would have been better. There's one main support that you setup as a head chopper. This main support is deemed for failure (meaning it would eventually break) and I marked you down on that.

Some things that can be improved on (I didn't mark you down on these but they are places to improve on): 1) One of the turn circling around the station is "wobbly". There are a couple of adjustments and counter adjustments in the turns banking angle, when the turn could be solid and constant. 2) There's no buildings for the LIM's and the lift chain 3) The catwalk's could use a little more support, I would not want to walk on it in it current state. 4) Too many flanges on the supports. Many of the support tubes could be longer. Think the length of the longest semi-truck trailer.

Wow, I love when people make awesome B&M Mega Coasters..

BT: Pretty much the only reason I'm marking you down here is because of the hills. About 1/4 and 3/4's of the way into them, there's a bit of a pump, not just on one of the hills, but a few. So I went on YouTube and checked out a POV of Nitro to see if it was accurate or not. I could see where you were getting it from, but to me it just seemed a bit exaggerated in your coaster. I dunno, it may just be me. Other than that, magnificent coaster.

A: Love it. Executed nicely. I'd love to ride this in real life :)

O: Pretty good! It had a great beginning: coming out of the station, through the bog into the lift, only to see the epic skybox. The monster at the end was a nice touch, too ;)

Overall, great job!

T: HOLY CRAP! The layout was awesome, the supports were near perfect, and the 3ds were EXCELLENT! Sadly, there was one pump at the bottom of the first hill :(. Also, there were freaking logos on the restraints, which was flippin' sweet!

A: This ride's airtime had to be the most on any roller coaster ever! (Which is a definite plus). The headchoppers would make me jump out of my pants! The environment raised the adrenaline exponentially. The turns would be so exhilirating! This Would be my favorite roller coaster in real life!

O: I gave this a 10 for the simple reason that NO ONE DOES THIS! The effort you put into this was like no other!

This ride is the best ride of the exchange, and i hope everyone knows that, and I hope this stays at the top forever unless another one of your master creations tops it. Great job!!!!!!!!!!

BT - If i'm entirely honest, I thought this was a bit meh. I felt it was lacking something, although I can't put my finger on it. Track wise it's flawless, but I still felt there was something missing. The Envionment was nice and I like how well the track flows. The supports were really over done, although in some places you had some great head chopper, like you also had with the track, which was a nice touch. I dunno what it was, but I felt that this ride wasn't anywhere near what I was expecting.

AD - Not bad here, you ticked all the boxes in terms of forces, you had great positive forces and a nice selection of airtime to go with it. I also noticed a few head choppers which was nice. I liked the tunnels also.

OR - Well technically speaking theres nothing new bought to the table in terms of elements. I was expecting some radical new design with loads of brand new and imaginitive ways to make riders "barf", but we didn't get that. I love the skybox and the environment, I thought it was very nice indeed. So good job there, the station and surroundings were nice also.

Overall, it's flawless in terms of track and adrenaline scores, but I just thought there was something missing and I can't put my finger on it. It's like it's missing that Buster Flare that we're all so used too.

Absolutely frickin' sweet. Good technical skills don't even begin to describe this piece of whatever-it-is. Since it'll be easier for me, I'll note down what I felt were a few weaknesses with your ride:

-I felt that, for a B&M, the supports were slightly over-done. -The environment wasn't as breathtaking as your previous ride, Forester. -The Park-pack objects seemed to clash with the other scenery. -The second half, after the fantastic drop out of the MCBR, was lacking the bite of the first half.

And that's as far as I can go. I have no qualms about any other aspect. I mean it wasn't your best ride, but that might be down for my fan boy views of Forester. XD