Blizzard | Intamin Blitz Coaster | NoLimits 2 | HD POV

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  • Опубликовано: 14 окт 2024
  • Here's a little layout I thought up on a road trip near the start of the summer shortly after finishing my last project. This coaster was my take on the official Intamin Blitz layouts (you can find them here: • Official NEW Intamin B... ) and was an effort to try to improve upon them in compactness and pacing while having the same forces [Turn on CAPTIONS for element-by-element force info]. Also, this was completely hand built and I think it might be the smoothest hand building I've done yet!
    Download here: nolimitscentra...
    (I have basically become addicted to watching it go round and round for hours so be warned!)
    STATISTICS:
    Height: 29m / 95ft
    Top Speed: 87.5km/h / 54mph
    Length: 851m/2790ft
    Footprint (including park area within): 4200m² / 45,200ft²
    Footprint (excluding park area, just the coaster): 3200m² / 34,400ft²
    Massive thanks to Robbie for the ultra smooth recording!
    (Note: This is a slightly modified version from the original in the download, with a 3km/h slower launch and slightly altered banking to make it more comfortable. If curious about the original version's forces etc. [which is the one in NLC] you can go here for the old pov: • *OLD POV* Blizzard | C... )

Комментарии • 33

  • @jacksongrace
    @jacksongrace  3 года назад +16

    TURN ON SUBTITLES FOR ELEMENT BY ELEMENT INFO! (took like an hour and a half to do, plz, they're actually pretty cool)
    [Format: Element name (Vertical forces, lateral forces) ]
    Note: Most positives range from 3g to 3.5g

  • @sgtrainicorn5796
    @sgtrainicorn5796 2 года назад +6

    Sooo hard to get these rapid transitions right but this work is immaculate! “Zero-g roll ...0g” took me out 💀

  • @effiodiego
    @effiodiego 3 года назад +6

    wow that was literally rapid fire. i love the slow heartline roll in between, it's like you take a breather before things pick up once again.

    • @jacksongrace
      @jacksongrace  3 года назад +1

      Thanks! Also idk if you noticed this, but it goes right over the pathway, so you could look down at people below you and say hi to them :)

  • @First-Drop-Studios
    @First-Drop-Studios 2 года назад +1

    Congratulations on 400 subs! 🎉🎉🎉

  • @ImDredd4ever
    @ImDredd4ever Год назад

    Another smooth and wild ride.

  • @LegenderioOfficialChannel
    @LegenderioOfficialChannel 3 года назад +5

    Amazing coaster

  • @lsky4446
    @lsky4446 2 года назад

    Wonderful Work! Lots of bunny hill type airtime. You're Talented. 😁👍

  • @mkenoly1
    @mkenoly1 3 года назад +1

    That ride is badass!

  • @doctorasmr3384
    @doctorasmr3384 3 года назад +2

    Wow that’s honestly such a good coaster. Don’t know how you manage to make it look so smooth. When I bank my coaster, it looks a bit jittery but yours are really smooth.

    • @doctorasmr3384
      @doctorasmr3384 3 года назад

      @@jacksongrace do you have any tips? I genuinely don’t know how to make them look so smooth or how to make elements like the wave hill

    • @jacksongrace
      @jacksongrace  3 года назад +2

      @@doctorasmr3384 Sure! Generally how I hand build is that I will first do the general idea of the element, adjust the vertices to make the g-force comb generally even, then insert a few vertices and adjust those to get the shape of the element mostly down (making sure the g-force comb is mostly even). Then I will insert vertices in between each of them, correcting the roll vertices when moved by inserting the vertices, and then finally depump. If it changes the shape too much, I'll control-z, add a couple more vertices, adjust, and depump again. Keep in mind that this is just a general thing, maybe I'll repeat some step a couple more times, or redo an element, etc. Also for rolls, I do a thing where if I want to go from maybe 70 degrees to 20 degrees smoothly but have everything outside that to not be wavy or be affected. I make them both strict, then put a unstrict 63 degree roll close-ish to the 70 degree one, and put a 27 degree one close-ish to the 20 degree one. Then with a little adjusting, you can make it so that the strict vertices are undetectable (no jerk), and if you did it right, if you unstrict those vertices, you should barely even notice a difference. Hope this helps!

    • @jacksongrace
      @jacksongrace  3 года назад

      @@doctorasmr3384 Also thanks for the comment! I have another coaster I am just about to finish for a contest in like 3 hours that I've been working on like non stop for that last week and a half and I can't wait for you to see it! :)

    • @jacksongrace
      @jacksongrace  3 года назад +2

      @@doctorasmr3384 Actually one more tip. When making/adjusting elements, instead of moving the vertices and then the rolls to fit those, first do the rolls (with a very general idea of the element), and then adjust the track to match up with those. Also when doing that, to make there be no laterals, instead of adjusting the vertex that is the spot you are trying to fix, adjust the one after it. For example, if you are doing an over bank and a certain vertex has a bump upwards (sudden laterals upwards), instead of moving that vertex down, move the NEXT vertex UP to make it so that there are no laterals on the original vertex. Then fix the vertex you just moved by adjusting the next one, then the next, etc. until you have reached the end of the track. This may seem like it would take a while, but actually I found it much quicker because you almost never have to redo a section or puzzle how to make a certain element, it just makes itself. (sorry for these paragraphs XD)

    • @doctorasmr3384
      @doctorasmr3384 3 года назад

      @@jacksongrace I really really appreciate the time you spent to explain this to me, and I feel really bad because I didn’t understand much of it and realised too late that you don’t play on Planet Coaster 😭 really sorry but thank you for taking the time to do that! Had to subscribe at least :)

  • @professormedia6851
    @professormedia6851 3 года назад +1

    The supports look good, the only thing I'd say is change the colors on the parts that connect to the track to the track color, other than that they look very much like the real thing.

    • @jacksongrace
      @jacksongrace  3 года назад +1

      Ah I see, thanks for pointing that out! I'll make sure to do that for future Intamins (I kinda wanna give another go at this sort of thing sometime in the future)

  • @flyingmelon657
    @flyingmelon657 3 года назад +3

    omg this is good

  • @robertdawson291
    @robertdawson291 Год назад +1

    Is this place real because if it is where are the other rides and why is in the middle of nowhere?👍😁😎

  • @ilikerollercoasters4757
    @ilikerollercoasters4757 3 года назад

    Very cool

  • @bocahdongo7769
    @bocahdongo7769 2 года назад

    It should've been very claustrophobic to work on. How much it take space may I ask? I did 325x120 ft and it's hard to breath

    • @jacksongrace
      @jacksongrace  2 года назад +1

      The total area is about 300x150ft (45,200ft²) including the park area in the center, but the roller coaster alone takes up about 34,400ft². It's not really my most compact coaster though (that'd probably go to "The Golden Chariot") since I first made it up in my head instead of planning it out in nl2.

  • @coastercosmo6154
    @coastercosmo6154 3 года назад +1

    what is the model in the game?

    • @jacksongrace
      @jacksongrace  3 года назад

      Sorry for responding late. It is the "rocket coaster" model :)

    • @coastercosmo6154
      @coastercosmo6154 3 года назад +1

      @@jacksongrace ok thanks!