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Enchantia Screenshots 030 Camelot Castle Excalibur
This is Castle Excalibur. It is a huge wooden roller coaster.
Notes: these screenshots are not the best. In some of them, you can see the windows from previous screenshots; I noticed this while pasting them together. I also made a mistake writing the name of the attraction, forgetting the C in Excalibur. I realized this after finishing the collage and didn’t want to redo the screenshots from scratch—these collages are quite tedious—but don’t worry, I have already corrected the mistake in-game.
Finally, the collage has cropped edges, and even an entire part—the night screenshots—has been cut, because FurAffinity gives me a 10 MB limit per image. No, I’m not subscribing to the deluxe plan or anything like that: I already have financial issues and don’t want to waste money on these low-quality collages. I mean, I don’t even pay for YouTube Premium, enduring a lot of unskippable ads, and the Italian ones are truly cringe.
Final note: I haven’t abandoned Pirates of The Lost World. Well, more or less—I’m not even sure myself. I’ve put it in “storage” because I don’t like leaving projects unfinished. However, working on that specific project felt tedious; for some reason, it doesn’t motivate me and even makes me lose the desire to build. For now, it’s on hold; I might continue it bit by bit, or maybe I’ll delete the file—I don’t know yet, we’ll see later. I want to focus on new projects, but I’ve decided that I want to publish screenshots of completed builds, maybe along with some images showing the creation process. If I continue with this project, I want to fully finish it before posting anything new about it.
For my upcoming creations, including coasters and dark rides, I also want to include a stats sheet for each attraction. On the left side of the collage, there is a technical sheet with the coaster’s most relevant statistics. This is unnecessary for statues or flat rides.
I was undecided about which attraction to create and had also considered a flat ride. In the end, I opted for a roller coaster, though I wasn’t sure because coasters aren’t my strong suit. I spent an hour and a half staring at the screen just trying to decide which coaster to build. Ultimately, I chose a classic wooden coaster to stick with a “medieval fantasy wood punk” theme. I felt that a large, fully wooden train would fit much better in a medieval-style setting (even if mechanized), and definitely more than a modern roller coaster or Hytek. Since I don’t consider myself very skilled at building roller coasters, I thought an “old-style” model would be simpler to construct.
The first thing to do was to lay out the coaster track until I created something that truly convinced me. I wanted a main drop of at least 50 meters, because I had in mind a coaster called Sierra Tonante, from the Italian park Mirabilandia. I didn’t remember the name, as it had been years since I last visited the park in person. I looked it up on Wikipedia and… it was only 35 meters? I had lived my entire life under a devastating Mandela effect: I always believed that coaster was 50 meters tall, and discovering the truth only now left me very disappointed. Sierra Tonante no longer exists; it was completely removed in 2008. In its place, a much more modern launcher coaster called iSpeed was built, themed around Formula 1 (specifically Ferrari), for a park area entirely dedicated to cars and engines.
A little curiosity about Mirabilandia: in that area, there is also a log flume, with boats shaped like cars and themed as a “car wash.” There is also a stuntman show themed around a Police Academy, featuring comedic gags that, the last time I saw it live as a child years ago, felt like an Italian sitcom with “idiot carabinieri,” which really made Italian boomers laugh. They also did a collaboration with Hot Wheels, adding a huge orange loop, similar to a plastic Hot Wheels track, which the driver completes with a real car. One really cool thing they did was involve some park subscribers in the show, letting them sit in the passenger seats during the stunts. I remember a girl with glasses who was terrified in the back seat of a car balancing on its two side wheels (I have no idea if this stunt has a specific name; I’m not knowledgeable about cars or stunt shows. If you know more than I do, please let me know in the comments).
Returning to my Wooden Coaster: the ride starts with three initial climbs, followed by some slaloms. I made sure that the curves were fairly gentle. The higher and faster the train goes, the wider and smoother the curves should be; tighter, sharper curves can be used when the train is moving more slowly. It’s also advisable to bank the tracks inward to make the curves more comfortable. In a realistic context, curves that are too fast and sharp are dangerous: the tracks and the train itself can be damaged, causing derailments. Not to mention the “whiplash” effect on the passengers, which can be painful. I experienced this firsthand: years ago, a theme park I visited as a child had purchased a small, low-quality family coaster, more suited for a traveling fair, and a final sharp curve gave me a strong jolt on my right side. Nothing serious, I barely even noticed it.
After building the internal and external structure of the castle, and after customizing the train and the station, I focused on the delay between one train and another. This delay didn’t satisfy me: the train in the station waited too long, and the one behind it as well. If the latter left earlier, it had to stop at the top of the drop until the train in front completed the track, which disrupted the ride’s rhythm. Moreover, the final section felt too little like a “slalom,” more like a clockwise spiral, and I wasn’t satisfied with it. I therefore modified the track and added an “emergency stop” in the middle of the ride, using a modified block section with a quick magnetic launch to give the impression of a continuous ride. This also allowed me to reduce the delay between incoming and departing trains. In Planet Coaster 1 and 2, train delay is set using the minimum and maximum wait times as soon as a train stops in the station. It would be helpful to have an option to tell a train: “leave as soon as the moving train reaches point X on the track,” which would make things much simpler. However, modifying the track slightly disrupted the coaster’s stats: for instance, before the change, the main stat, Fear, was in the green.
On the third lift hill of the first half of the track, I placed the Ride Photo camera. I had to position it there because it was the spot where the game gave the best statistics. However, these stats were partially affected when I modified the track. To house the camera, I built a full mechanical tower, fully integrated with the coaster’s theme.
The castle is a bit “boxy,” but I don’t mind. It’s not too realistic, but neither is it overly cartoonish like some animated castles with absurd architecture and interiors larger than the exteriors, almost like a TARDIS. I never intended to create something fully realistic; it turned out the way it did. First, I built the “skeleton” of the interior rooms along with the entrance queue paths, then I constructed the outer shell of the building around them. During construction, I asked myself: “In a realistic context, how would the interior architecture of a castle be organized? Where would the rulers’ chambers be, and where would the servants’ quarters be?” Then I considered another point: since this is essentially a cinematic set for a Roller Coaster, where should the staff rooms and machinery spaces go? For this reason, the castle is quite large and partially empty: the rooms that are actually used occupy only about 30–40% of the total structure.
What bothers me about the castle are the cornices, which create these lines in some external areas, and I hid the interruptions of these cornices with the Gargoyle cat; that’s why the castle is full of those identical wall-mounted statues. Unfortunately, the cornices were needed to hide some walls that intersect with the internal floors, so there are strips of floor or ceiling that flash through the walls because they are perfectly overlapped, being connected within a construction grid. They also served to hide parts of the roof and protruding pillars.
On the castle roof, for the sake of realism, I placed a small area with the air system, hidden by crates and wooden structures, but not too much—it has to be a believable and realistic system. Inside the rooms, there are two queue paths: the standard red one and the gold-colored Fast Pass one. In the narrative context, the normal queue is for the "peasants," while the Fast Pass queue is for the nobles, and at the entrance of both queues I placed the ticket booth to access the Fast Pass. At the VIP entrance, the exit, and the station, I added turnstiles, obviously custom, because there are none by default in the game. Frontier chose to use automatic glass gates to block entry and exit from attractions, which I find unrealistic and far from functional or safe, so I created my own turnstiles.
Before placing the ticket booth and queue entrances, I created a small elevated entrance square, accessible via a double staircase around a statue of King Arthur in stone and gold. I just realized that I didn’t take any screenshots of the statue… I’m an idiot, I often tell myself that. At the center is the coaster exit. On the opposite side, there is access to the staff area, the generators, and a shop area, which includes the Ride Photos shop. Since I had extra space, I added a coffee kiosk, themed as the “Potions Shop,” where coffee is extended with magical potions. Towards the end of the project, since there was a café but no food options, I wanted to add a second food kiosk. However, due to space constraints and object limits, I decided to install a pizza vending machine (yes, Planet Coaster has pizza vending machines, and not just one). I wanted to give the machine a more mechanical look, like a steampunk device that prepares pizza on-site. I wanted it to use as few objects as possible… but I still used more than planned. The machine works: ingredients are sent through tubes into the machine, which prepares them on-site, while a burst of fire shoots out of the chimney on top of the machine, representing the pizza’s rapid superbaking.
The cave is located immediately after the first drop and is a small rocky islet, where the cave and a small piece of enchanted forest are found. The wizard’s tower is intentionally whimsical; its symbolic animal is the frog, because the wizard who lives there is a frog, which can be magically transformed at will by the current court wizard. I built a telescope on the roof, which can be rotated using internal controls. Since the wizard’s tower is a magical structure, the interior is larger than the exterior.
The paintings, the black rectangles in the corridors and rooms of the castle, are wall screens surrounded by wooden structures I built using generic poles to make them look like paintings. In Planet Coaster 1, with the Halloween DLC featuring a haunted house, there were paintings, which were TV screens with frames matching a horror mansion. I wanted to use screens to create paintings instead of designing something myself with various objects (also because, as I’ve said, I cannot draw), simply because it would have cost too many objects compared to the limit and because I cannot draw. Every player can put their own custom Images and Videos on the screens. Yes, in Planet Coaster 1 and 2 there is a folder where you can place videos, images, and music to use in-game; I used it in Planet Coaster 1 as well, but the system was inconvenient in the first game, and even worse in the sequel. Moreover, unlike games like "Parkitect," where images can be shared and reused by other players via workshop blueprints, in Planet Coaster this is not possible: you have to get the link to the material and download it to your PC, which is somewhat inconvenient. In Planet Coaster 1, I used fanart randomly taken from DeviantArt and Furaffinity for mascot posters, and other random images from Google Images or Pinterest for custom paintings, especially a lot of Lovecraftian horror content for the haunted houses. I have now deleted all of them, keeping only two AI-generated songs and two free-to-use items created by two Channel5 users. Therefore, the screens are black paintings, allowing users to put whatever they want on them, and they take up very little space in the object limit.
The station, as I like to do, is fully customized. On both sides, there are poles with lights and handrails between rows of seats, which I find very useful and convenient for passengers. The track entrances are protected by fences because, as usual, for the sake of realism, people sometimes do foolish things without reason. There are staff-only entrances leading to other rooms or sectors of the tracks, which in turn provide access to the coaster’s walkways, of course closed to the public with nets that act as “safety barriers” and can be opened by staff using hooks. The operator’s station is also fully customized to maintain a medieval fantasy theme. By default, the “bare” booth is white and hi-tech. The space in the station with the cash registers is just filler: in the game, the areas on the sides of the station that contain the waiting counters for visitors are empty, so I try to fill them for aesthetic purposes. Alongside the gates, I also add screens with the passenger counter. In Italy (I don’t know if elsewhere too), if a few seats remain empty, it is common to let the first small group of people pass, or someone alone, in order to fill all the seats.
The dining hall is where most of the characters are located. At the table sits the family of the castle’s Regents, with a large snake serving as the butler. The court wizard is on a floating chair, which is connected to a new animatronic arm to create the levitation effect. Behind the table is a giant painting that covers the entire wall.
At the end, for the final parts of the construction, I filled the path with light poles and created the two large signs with the coaster’s name, which, as I mentioned before, was written incorrectly, but I have already corrected it. The last addition consists of simple wooden towers with quick access for maintenance or passenger evacuation in case of emergency. I filled the remaining available slots within the object limit with artillery cannons.
And with this, I’ve said everything about the new faction and the new attraction. My next project—provided my brain doesn’t come up with something new out of the blue—is not a proper attraction, but something crazy. Here’s a little hint: think of the novel (and the mediocre film based on it) “Mortal Engines.”
Notes: these screenshots are not the best. In some of them, you can see the windows from previous screenshots; I noticed this while pasting them together. I also made a mistake writing the name of the attraction, forgetting the C in Excalibur. I realized this after finishing the collage and didn’t want to redo the screenshots from scratch—these collages are quite tedious—but don’t worry, I have already corrected the mistake in-game.
Finally, the collage has cropped edges, and even an entire part—the night screenshots—has been cut, because FurAffinity gives me a 10 MB limit per image. No, I’m not subscribing to the deluxe plan or anything like that: I already have financial issues and don’t want to waste money on these low-quality collages. I mean, I don’t even pay for YouTube Premium, enduring a lot of unskippable ads, and the Italian ones are truly cringe.
Final note: I haven’t abandoned Pirates of The Lost World. Well, more or less—I’m not even sure myself. I’ve put it in “storage” because I don’t like leaving projects unfinished. However, working on that specific project felt tedious; for some reason, it doesn’t motivate me and even makes me lose the desire to build. For now, it’s on hold; I might continue it bit by bit, or maybe I’ll delete the file—I don’t know yet, we’ll see later. I want to focus on new projects, but I’ve decided that I want to publish screenshots of completed builds, maybe along with some images showing the creation process. If I continue with this project, I want to fully finish it before posting anything new about it.
For my upcoming creations, including coasters and dark rides, I also want to include a stats sheet for each attraction. On the left side of the collage, there is a technical sheet with the coaster’s most relevant statistics. This is unnecessary for statues or flat rides.
I was undecided about which attraction to create and had also considered a flat ride. In the end, I opted for a roller coaster, though I wasn’t sure because coasters aren’t my strong suit. I spent an hour and a half staring at the screen just trying to decide which coaster to build. Ultimately, I chose a classic wooden coaster to stick with a “medieval fantasy wood punk” theme. I felt that a large, fully wooden train would fit much better in a medieval-style setting (even if mechanized), and definitely more than a modern roller coaster or Hytek. Since I don’t consider myself very skilled at building roller coasters, I thought an “old-style” model would be simpler to construct.
The first thing to do was to lay out the coaster track until I created something that truly convinced me. I wanted a main drop of at least 50 meters, because I had in mind a coaster called Sierra Tonante, from the Italian park Mirabilandia. I didn’t remember the name, as it had been years since I last visited the park in person. I looked it up on Wikipedia and… it was only 35 meters? I had lived my entire life under a devastating Mandela effect: I always believed that coaster was 50 meters tall, and discovering the truth only now left me very disappointed. Sierra Tonante no longer exists; it was completely removed in 2008. In its place, a much more modern launcher coaster called iSpeed was built, themed around Formula 1 (specifically Ferrari), for a park area entirely dedicated to cars and engines.
A little curiosity about Mirabilandia: in that area, there is also a log flume, with boats shaped like cars and themed as a “car wash.” There is also a stuntman show themed around a Police Academy, featuring comedic gags that, the last time I saw it live as a child years ago, felt like an Italian sitcom with “idiot carabinieri,” which really made Italian boomers laugh. They also did a collaboration with Hot Wheels, adding a huge orange loop, similar to a plastic Hot Wheels track, which the driver completes with a real car. One really cool thing they did was involve some park subscribers in the show, letting them sit in the passenger seats during the stunts. I remember a girl with glasses who was terrified in the back seat of a car balancing on its two side wheels (I have no idea if this stunt has a specific name; I’m not knowledgeable about cars or stunt shows. If you know more than I do, please let me know in the comments).
Returning to my Wooden Coaster: the ride starts with three initial climbs, followed by some slaloms. I made sure that the curves were fairly gentle. The higher and faster the train goes, the wider and smoother the curves should be; tighter, sharper curves can be used when the train is moving more slowly. It’s also advisable to bank the tracks inward to make the curves more comfortable. In a realistic context, curves that are too fast and sharp are dangerous: the tracks and the train itself can be damaged, causing derailments. Not to mention the “whiplash” effect on the passengers, which can be painful. I experienced this firsthand: years ago, a theme park I visited as a child had purchased a small, low-quality family coaster, more suited for a traveling fair, and a final sharp curve gave me a strong jolt on my right side. Nothing serious, I barely even noticed it.
After building the internal and external structure of the castle, and after customizing the train and the station, I focused on the delay between one train and another. This delay didn’t satisfy me: the train in the station waited too long, and the one behind it as well. If the latter left earlier, it had to stop at the top of the drop until the train in front completed the track, which disrupted the ride’s rhythm. Moreover, the final section felt too little like a “slalom,” more like a clockwise spiral, and I wasn’t satisfied with it. I therefore modified the track and added an “emergency stop” in the middle of the ride, using a modified block section with a quick magnetic launch to give the impression of a continuous ride. This also allowed me to reduce the delay between incoming and departing trains. In Planet Coaster 1 and 2, train delay is set using the minimum and maximum wait times as soon as a train stops in the station. It would be helpful to have an option to tell a train: “leave as soon as the moving train reaches point X on the track,” which would make things much simpler. However, modifying the track slightly disrupted the coaster’s stats: for instance, before the change, the main stat, Fear, was in the green.
On the third lift hill of the first half of the track, I placed the Ride Photo camera. I had to position it there because it was the spot where the game gave the best statistics. However, these stats were partially affected when I modified the track. To house the camera, I built a full mechanical tower, fully integrated with the coaster’s theme.
The castle is a bit “boxy,” but I don’t mind. It’s not too realistic, but neither is it overly cartoonish like some animated castles with absurd architecture and interiors larger than the exteriors, almost like a TARDIS. I never intended to create something fully realistic; it turned out the way it did. First, I built the “skeleton” of the interior rooms along with the entrance queue paths, then I constructed the outer shell of the building around them. During construction, I asked myself: “In a realistic context, how would the interior architecture of a castle be organized? Where would the rulers’ chambers be, and where would the servants’ quarters be?” Then I considered another point: since this is essentially a cinematic set for a Roller Coaster, where should the staff rooms and machinery spaces go? For this reason, the castle is quite large and partially empty: the rooms that are actually used occupy only about 30–40% of the total structure.
What bothers me about the castle are the cornices, which create these lines in some external areas, and I hid the interruptions of these cornices with the Gargoyle cat; that’s why the castle is full of those identical wall-mounted statues. Unfortunately, the cornices were needed to hide some walls that intersect with the internal floors, so there are strips of floor or ceiling that flash through the walls because they are perfectly overlapped, being connected within a construction grid. They also served to hide parts of the roof and protruding pillars.
On the castle roof, for the sake of realism, I placed a small area with the air system, hidden by crates and wooden structures, but not too much—it has to be a believable and realistic system. Inside the rooms, there are two queue paths: the standard red one and the gold-colored Fast Pass one. In the narrative context, the normal queue is for the "peasants," while the Fast Pass queue is for the nobles, and at the entrance of both queues I placed the ticket booth to access the Fast Pass. At the VIP entrance, the exit, and the station, I added turnstiles, obviously custom, because there are none by default in the game. Frontier chose to use automatic glass gates to block entry and exit from attractions, which I find unrealistic and far from functional or safe, so I created my own turnstiles.
Before placing the ticket booth and queue entrances, I created a small elevated entrance square, accessible via a double staircase around a statue of King Arthur in stone and gold. I just realized that I didn’t take any screenshots of the statue… I’m an idiot, I often tell myself that. At the center is the coaster exit. On the opposite side, there is access to the staff area, the generators, and a shop area, which includes the Ride Photos shop. Since I had extra space, I added a coffee kiosk, themed as the “Potions Shop,” where coffee is extended with magical potions. Towards the end of the project, since there was a café but no food options, I wanted to add a second food kiosk. However, due to space constraints and object limits, I decided to install a pizza vending machine (yes, Planet Coaster has pizza vending machines, and not just one). I wanted to give the machine a more mechanical look, like a steampunk device that prepares pizza on-site. I wanted it to use as few objects as possible… but I still used more than planned. The machine works: ingredients are sent through tubes into the machine, which prepares them on-site, while a burst of fire shoots out of the chimney on top of the machine, representing the pizza’s rapid superbaking.
The cave is located immediately after the first drop and is a small rocky islet, where the cave and a small piece of enchanted forest are found. The wizard’s tower is intentionally whimsical; its symbolic animal is the frog, because the wizard who lives there is a frog, which can be magically transformed at will by the current court wizard. I built a telescope on the roof, which can be rotated using internal controls. Since the wizard’s tower is a magical structure, the interior is larger than the exterior.
The paintings, the black rectangles in the corridors and rooms of the castle, are wall screens surrounded by wooden structures I built using generic poles to make them look like paintings. In Planet Coaster 1, with the Halloween DLC featuring a haunted house, there were paintings, which were TV screens with frames matching a horror mansion. I wanted to use screens to create paintings instead of designing something myself with various objects (also because, as I’ve said, I cannot draw), simply because it would have cost too many objects compared to the limit and because I cannot draw. Every player can put their own custom Images and Videos on the screens. Yes, in Planet Coaster 1 and 2 there is a folder where you can place videos, images, and music to use in-game; I used it in Planet Coaster 1 as well, but the system was inconvenient in the first game, and even worse in the sequel. Moreover, unlike games like "Parkitect," where images can be shared and reused by other players via workshop blueprints, in Planet Coaster this is not possible: you have to get the link to the material and download it to your PC, which is somewhat inconvenient. In Planet Coaster 1, I used fanart randomly taken from DeviantArt and Furaffinity for mascot posters, and other random images from Google Images or Pinterest for custom paintings, especially a lot of Lovecraftian horror content for the haunted houses. I have now deleted all of them, keeping only two AI-generated songs and two free-to-use items created by two Channel5 users. Therefore, the screens are black paintings, allowing users to put whatever they want on them, and they take up very little space in the object limit.
The station, as I like to do, is fully customized. On both sides, there are poles with lights and handrails between rows of seats, which I find very useful and convenient for passengers. The track entrances are protected by fences because, as usual, for the sake of realism, people sometimes do foolish things without reason. There are staff-only entrances leading to other rooms or sectors of the tracks, which in turn provide access to the coaster’s walkways, of course closed to the public with nets that act as “safety barriers” and can be opened by staff using hooks. The operator’s station is also fully customized to maintain a medieval fantasy theme. By default, the “bare” booth is white and hi-tech. The space in the station with the cash registers is just filler: in the game, the areas on the sides of the station that contain the waiting counters for visitors are empty, so I try to fill them for aesthetic purposes. Alongside the gates, I also add screens with the passenger counter. In Italy (I don’t know if elsewhere too), if a few seats remain empty, it is common to let the first small group of people pass, or someone alone, in order to fill all the seats.
The dining hall is where most of the characters are located. At the table sits the family of the castle’s Regents, with a large snake serving as the butler. The court wizard is on a floating chair, which is connected to a new animatronic arm to create the levitation effect. Behind the table is a giant painting that covers the entire wall.
At the end, for the final parts of the construction, I filled the path with light poles and created the two large signs with the coaster’s name, which, as I mentioned before, was written incorrectly, but I have already corrected it. The last addition consists of simple wooden towers with quick access for maintenance or passenger evacuation in case of emergency. I filled the remaining available slots within the object limit with artillery cannons.
And with this, I’ve said everything about the new faction and the new attraction. My next project—provided my brain doesn’t come up with something new out of the blue—is not a proper attraction, but something crazy. Here’s a little hint: think of the novel (and the mediocre film based on it) “Mortal Engines.”
Category Virtual Photography / Scenery
Species Unspecified / Any
Size 4579 x 804px
File Size 6.11 MB
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