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NoLimits Roller Coaster 2

I don't know if anyone's been following development, but NoLimits Roller Coaster 2 is releasing soon (probably within the next month or so). For those that don't know, NL2 is leaps and bounds more featured than the original. Unlike the first, you can have multiple roller coasters on one map (YAY!). Through scripting (something I know nothing about) you can build custom rides, allowing you to build whole theme parks that actually look real. The game is so realistic that actual companies that design roller coasters use NoLimits for a visualization of what their end result will be and as such, NL2 is being touted as simulator rather than a game. The game is $45.99 for the Standard Edition and $100 for the Pro Edition (and $59.99 to upgrade from Standard to Pro). I'll probably get the Standard, since the features in Pro are mainly video export features for the roller coaster companies. While I have never been able to make a ride in NL (too advanced for me), I am FLOORED by what people are able to accomplish.

Here is a link to their news section, where they post updates on development. The most recent is from Sunday and features their editor.

http://nolimitscoaster.de/index.php?page=news

Has anyone on NeoGaf played/plays NoLimits?
 
Cool :)
I used to make lot of coasters with a game called Ultra Coaster. Later I fooled around with Nolimits but I never got really into it.
 
Cool :)
I used to make lot of coasters with a game called Ultra Coaster. Later I fooled around with Nolimits but I never got really into it.

Yeah, NoLimits is a very hard game to get into if you want to build stuff. It's very hardcore at what it does. Like I said in the original post, I enjoy it for what others create. LittleBigPlanet is similar for me in that regard.
 
I watched that editor preview and it seems there are some pretty good automation features. I think I saw automatic track banking and automatic support add.
 
I'm all about it. Loved the first one. The best thing for me is seeing what the community makes with it

Totally. With the scripting features the things they create will be incredible. You will be able to create almost ANY kind of ride. Not just roller coasters. It can also be used to make people that walk around (if you want to spend the time to do so). Another cool thing is you can use the scripting for environmental effects. For instance, an old favorite NL ride of mine was called Thunderhead Falls. It was created by "Phyter," one of the devs. The theming was fantastic, but the water and waterfalls that the ride weaved through were static textures. Phyter confirmed another forum that he is remaking Thunder Head falls in NL2 and through scripting the water will now be able to flow. He also confirmed (to me) that sounds can coincide with the scripting so the waterfall can have the proper roaring sound. One final thing that has me pumped is the build area. From what I understand, it's big enough to allow you to recreate most regular sized theme parks.
 
NoLimits is a simulator, not a game. A roller coaster design tool. You won't find anything gamey in it.

Simulators can be games too (sandbox creator in this case). Anyway I think the program's very reasonable price makes it more a game than professional software.
 
Meh, I expected to see a spiritual successor to Roller Coaster Tycoon. Where's my RCT4, Atari.

Though this seems interesting as well.
 
Atari seems to have taken RCT down with it. At least it ended at a high note, right? lol
l5raFdjm.jpg

lol

Simulators can be games too (sandbox creator in this case). Anyway I think the program's very reasonable price makes it more a game than professional software.

Price has nothing to do with it. This is a specialized piece of software for designing super realistic roller coasters and theme park scene-scapes. The scripting system may result in games, but I'd still consider NL2 a tool first and foremost.
 
Price has nothing to do with it. This is a specialized piece of software for designing super realistic roller coasters and theme park scene-scapes. The scripting system may result in games, but I'd still consider NL2 a tool first and foremost.

Who uses this 'tool' though? I guess professional rollercoaster engineers use more specialised programs already. And I don't think there exist such a thing as a rollercoaster hobbyist building 100 feet tall rollercoasters in his garden.
 
Guys, if you are waiting for a good theme park builder after RCT3, no limits is going to do nothing for you.
Just wait that Theme Park Studio is released. The beta for backers is releasing at the end of this month or the next, and all the updates they are showing is looking fantastic.

Coasters look like no limits ones but easier to build, and you can build any rides and buildings you want with an easy on the outside but really deep on the inside, custome modules tool. Coaster vehicles work in a similar fashion.

test3a.jpg


Some videos of some of the updates they are showing:
http://www.youtube.com/watch?v=KYAvSfHWZ8c
http://www.youtube.com/watch?v=5pPtbQVfhdo
http://www.youtube.com/watch?v=lYD2CbvKr7k

Water rides is the only thing missing in the first realease, but they said they were going to add them as an update in the future. They are trying to do the hud more user friendly right now.


Sadly RCT seems to be dead and buired :(
 
I doubt I'd build anything myself, I'd just download community creations and ride them.

The first rollercoaster 'game' that has oculus rift support will get my pennies.
 
If there's even one single limit in this game I'm taking it back under the trade descriptions act.

I'd better be able to build a roller coaster to the moon shaped like a penis.

I DEMAND NO LIMITS
 
Hell yeah! I've been waiting for sooooo long for NoLimits 2 to come out! I loved using NL1 since middle school, but I hit a skill plateau in "hand building" where it would take those side programs like the purgatorium or *barf* having to use 3D modeling or mathematics to accomplish what I wanted! So it's good to see that "hand building" will have some easier facilitations in NoLimits 2, and new coaster types such as the 4D model will be tons of fun to play around with! The B&M Diving Machine should also make for some wacky "unrealistic except in a simulator" rides too. Sure you can try making something that's "real" but it's a computer program, so it's not like it's illegal to break the laws of physics some times and launch a ride 500 feet into the air and have -500000G bunny hills.
 
Yes! A few hours ago, after downloading it since morning, I installed NoLimits 2 and have ridden a few of the sample rides! It's looking very nice, the graphical effects are very well done, metal looks like metal now! And the lighting is great too, things appear solid now rather than "cartoonish." I haven't tried the editor yet though. There are many differences, even the shortcuts are different in the simulator view, compared to NL1, so it'll take getting used to.
 
Yes! A few hours ago, after downloading it since morning, I installed NoLimits 2 and have ridden a few of the sample rides! It's looking very nice, the graphical effects are very well done, metal looks like metal now! And the lighting is great too, things appear solid now rather than "cartoonish." I haven't tried the editor yet though. There are many differences, even the shortcuts are different in the simulator view, compared to NL1, so it'll take getting used to.

I have it installed. Haven't played around with it yet. I can't wait to see what the community comes up with. Check this out:

3irF21G.jpg


The smaller box was basically NL1's work space size. The larger box is basically NL2's work space size. Full parks will be made!
 
Downloading the demo now! Had no idea this just came out, I used to be addicted to building coasters in No Limits.
 
On my computer, except for some cases like the Olympia Looping/Tango demo with all the stuff going on, I can pump the effects to the maximum (with some sacrificing to framerate at certain moments), but it's neat to finally hear NoLimits causing the fans to kick in loudly on my computer. V-Sync is a necessity though. My only "gripe" about NL2 so far is how there's some outdated sound effects mixed in with the new ones! A B&M and an Arrow have unique sounds dang it :-p

This new scripting engine though, I can forsee some craaazzzy stuff that people are going to do with it. Fire maybe? Animatronics? If people make dueling coasters with all the effects going on... There's always the fanatics who will push the software in ways I wouldn't think, so I can't wait to see what people come up with. Who knows, maybe I'll even be inspired to toy around with programming just like how I toyed around with 3D modeling thanks to NL1. But nothing I'd be proud to show off ;-) All the work with bezier curves and thinking about 3D objects projected onto 2D surfaces actually payed off when using some other software. So NoLimits hid "education" in a fun package, that's why I love it. But NoLimits 2 seems to be a more challenging beast to tackle.
 
On my computer, except for some cases like the Olympia Looping/Tango demo with all the stuff going on, I can pump the effects to the maximum (with some sacrificing to framerate at certain moments), but it's neat to finally hear NoLimits causing the fans to kick in loudly on my computer. V-Sync is a necessity though. My only "gripe" about NL2 so far is how there's some outdated sound effects mixed in with the new ones! A B&M and an Arrow have unique sounds dang it :-p

This new scripting engine though, I can forsee some craaazzzy stuff that people are going to do with it. Fire maybe? Animatronics? If people make dueling coasters with all the effects going on... There's always the fanatics who will push the software in ways I wouldn't think, so I can't wait to see what people come up with. Who knows, maybe I'll even be inspired to toy around with programming just like how I toyed around with 3D modeling thanks to NL1. But nothing I'd be proud to show off ;-) All the work with bezier curves and thinking about 3D objects projected onto 2D surfaces actually payed off when using some other software. So NoLimits hid "education" in a fun package, that's why I love it. But NoLimits 2 seems to be a more challenging beast to tackle.

I don't know if you ever downloaded it, but one of the most popular NL1 rides ever was Thunderhead Falls. It was made by "Phyter", who also happens to be one of the main 3 guys behind the NL series. It was very much like Big Mountain Railroad at DL/WDW. Part of the ride went over a waterfall, however, since nothing more could be done with it, it was a static image. In another forum, when I asked him, Phyter said that in NL2, through scripting, the waterfalls can actually flow and fall. You can also add sound effects for the water.
 
That splashdown for the Dive Machine, it had its own unique sound and effects, so that's an example of how custom sounds can be used. I'll have to dust off my old coaster enthuthiast forum login information (if they're still active) and try downloading some rides then! I remember rides by "Phyter" (as you mentioned) and "Real" were particularly impressive. Indoor roller coasters should be stunning now, music and dynamic lights and such could finally be used to make a "Space Mountain" experience more akin to how it is in real life. I haven't downloaded Thunderhead Falls (it's been some time since I've last used NoLimits 1) so I'll see if I can find that ride and check it out. But I await the moment when people start making rides with crazy fire effects 0_0
 
I would say, probably not. NoLimits is really akin to an "engineering application." It is not a game (no park management, no goals, just using computer aided design to "draw" roller coasters and ride them for your enjoyment.) If you're a roller coaster "dork" like I am, who enjoys analyzing them in real life, it would be a neat program for you. But again, think more along the lines of a 3D modeling program, where you would be able to sculpt something and admire it.
 
I would say, probably not. NoLimits is really akin to an "engineering application." It is not a game (no park management, no goals, just using computer aided design to "draw" roller coasters and ride them for your enjoyment.) If you're a roller coaster "dork" like I am, who enjoys analyzing them in real life, it would be a neat program for you. But again, think more along the lines of a 3D modeling program, where you would be able to sculpt something and admire it.

Dang. Looks pretty cool though, bet people will make some awesome coasters using it.

Doubtful, as this is a sim. Also, no RCT 2 love? It is the best one! Plenty of mods available too.

I never played 2 sadly. After playing the first one to death I skipped 2 because I thought all the customers would be dudes again, guess mods can change that. The peeps in 3 added a huge amount of customer variety that I enjoyed.
 
That splashdown for the Dive Machine, it had its own unique sound and effects, so that's an example of how custom sounds can be used. I'll have to dust off my old coaster enthuthiast forum login information (if they're still active) and try downloading some rides then! I remember rides by "Phyter" (as you mentioned) and "Real" were particularly impressive. Indoor roller coasters should be stunning now, music and dynamic lights and such could finally be used to make a "Space Mountain" experience more akin to how it is in real life. I haven't downloaded Thunderhead Falls (it's been some time since I've last used NoLimits 1) so I'll see if I can find that ride and check it out. But I await the moment when people start making rides with crazy fire effects 0_0

Unfortunately Thunderhead Falls (as far as I know) was only found on CoasterSims.com (now defunct), but I'm pretty sure it's being remade for NL2 using advanced features. Apparently it's quite easy to import old rides to the new game. I haven't looked, but I wonder if NL2 has the same feature that allows you to import roller coasters from RCT 1. If not, you could just as easily import it from RCT to NL and then NL to NL2. That was the easiest way for me to actually make roller coasters in NL1.

Following the closure of coastersims.com this website was created to be the new de facto NoLimits community website (the devs post in the forums frequently).
http://nolimits-exchange.com/
 
Following the closure of coastersims.com this website was created to be the new de facto NoLimits community website (the devs post in the forums frequently).
http://nolimits-exchange.com/

Oh yeah! I remember Coaster-Sims.com from back in the day. I didn't know it closed already, dang. And nolimits-exchange, I remember that site from long back, looks totally different now :-p I remember posting some rides a long time ago, and well, the video game community has nothing on the hautiness of the roller coaster enthuthiast community, haha ("You should play soccer like other kids instead of wasting our time with your rides.") I think that's why I haven't checked back on those sites in so long, that overall tone pervades the coaster enthuthiast community somewhat, but it wouldn't hurt to go back and download some rides. I did try importing some of my rides into NoLimits 2, some were fine. Others had weird issues like making it to the top of the lift hill, then falling back down to the station(!) so it's hit or miss so far. Other times, the train is too long. I haven't gotten around to using the editor yet, but after poking around it seems to be very different from NoLimits 1, rather daunting.
 
Is there a video or something that shows the creation process of building a coaster for this game/sim? I download the demo and it looks pretty damn amazing, but if you need a degree in engineering to make stuff there is no way I would be able to do stuff. I use to play a simple coaster game on the Dreamcast called Coaster Works and it was an amazing little game. It was just about building Coaster, nothing else. It had a simple single player game and as you progressed you could build bigger coasters with more parts as you advance through the game.

I am just a coaster enthusiasts and enjoy riding and looking at how they are designed etc.
 
Is there a video or something that shows the creation process of building a coaster for this game/sim? I download the demo and it looks pretty damn amazing, but if you need a degree in engineering to make stuff there is no way I would be able to do stuff. I use to play a simple coaster game on the Dreamcast called Coaster Works and it was an amazing little game. It was just about building Coaster, nothing else. It had a simple single player game and as you progressed you could build bigger coasters with more parts as you advance through the game.

I am just a coaster enthusiasts and enjoy riding and looking at how they are designed etc.

If NL2 is too daunting for you, Theme Park Studio (coming later this year) might be the better option. I've personally never been able to make a coaster in NL ever. It's too advanced for me. I let the experts do their thing. It's the same thing with LBP. There is no way I can even come close to making anything good in either game. I'm just not skilled/creative enough. TPS is basically a much prettier RCT.

Oh yeah! I remember Coaster-Sims.com from back in the day. I didn't know it closed already, dang. And nolimits-exchange, I remember that site from long back, looks totally different now :-p I remember posting some rides a long time ago, and well, the video game community has nothing on the hautiness of the roller coaster enthuthiast community, haha ("You should play soccer like other kids instead of wasting our time with your rides.") I think that's why I haven't checked back on those sites in so long, that overall tone pervades the coaster enthuthiast community somewhat, but it wouldn't hurt to go back and download some rides. I did try importing some of my rides into NoLimits 2, some were fine. Others had weird issues like making it to the top of the lift hill, then falling back down to the station(!) so it's hit or miss so far. Other times, the train is too long. I haven't gotten around to using the editor yet, but after poking around it seems to be very different from NoLimits 1, rather daunting.

NL1 had an added option for realistic friction. Some coasters made prior to that update needed to be either updated or have the new friction unchecked. I think in NL2 the realistic friction is default and can not be changed. That's probably your problem with your older rides. Also, I linked this thread on nolimits-exchange.com, hoping maybe the devs (Phyter, RideOp, and Ole) hop over for a visit. Do devs have to go through the same registration set-up as regular posters?
 
Do devs have to go through the same registration set-up as regular posters?

Oh I am unsure about that, you mean to sign up for NeoGAF? I do remember it took a month for my membership to be activated here as a regular poster.

And wow, NoLimits-Exhange.com does seem to be the place to check out regarding NoLimits, I used to go to the more general coaster enthuthiast websites but this one is more focused on the simulator, so thanks for the tip! (It wasn't like this years ago so it seems to have grown to be this way now.)
 
Oh I am unsure about that, you mean to sign up for NeoGAF? I do remember it took a month for my membership to be activated here as a regular poster.

And wow, NoLimits-Exhange.com does seem to be the place to check out regarding NoLimits, I used to go to the more general coaster enthuthiast websites but this one is more focused on the simulator, so thanks for the tip! (It wasn't like this years ago so it seems to have grown to be this way now.)

After the closure of Coaster-Sims (I think the devs favored it when it was around), NLE became the main community site. The only thing that needs fixing is their search function. It's either not clear or not there, but there seems to be now way to sort by best rated to worst. You can set a range (i.e. 7.5-10) but the result is a jumbled mess with the results scattered. So you still have to dig a bit for the best rated coasters. It's a bit annoying.

I was thinking the other day it would be funny (if not cool) to see Giant Bomb do a quick look for NL2. They seem to enjoy quick looking obscure simulators. It would be funny to see them try to make a ride.
 
I'm still gawking at the new simulator. There's little details like the track switching animations, the flying coaster station mechanisms, materials that look shiny do look shiny (and even certain materials reflect light in different ways). There's even an effect where the sound of the train as it goes by actually depends on the cars (like, it gets louder and quieter and louder and quieter as each car goes by). The box-track actually looks welded together.

But as I said, there's still some older sounds that don't fit in, for instance the lift hills has the old and new sound going on at the same time, the brake closing sound is the old one but there's a new brake opening sound. But that's the only nitpick I have, those outdated sounds.

I have to agree with those speculating that VR support would be fantastic, I've actually ridden some of the sample rides in real life and there's some moments where I get that "gasp" at certain parts, like the drop into the Pretzel Loop on the flying coaster, even though it's just a simulator (could be that it's calling up memories of riding the actual ride). The new physics/friction gives the rides that "real" feeling that there's momentum and weight to the trains.
 
I actually use Roller Coaster Tycoon 3 just for the coaster builder, so I'm super interested in this.

Is it difficult to get into?

Oh yeah. This is WAY more hardcore than RCT. Try the free demo to see if it's something that you would enjoy . I only bought the game (just like NL1) to download what the community makes. NoLimits is incredibly daunting to make a roller coaster (let alone a decent one). The only time I was able to make a fully functional one in NL1 was when I took advantage of the RCT import feature (which is not in NL2, I think). This feature allowed me to make a roller coaster in RCT1 and import it to NL1. However, due to RCT's VERY simplistic roller coaster detail, my roller coaster was a total mess. I spent quite some time smoothing out a majority of the ride, it became such a bore of of a thing. At that point I gave up and let the masters do their thing. And boy, the things they create are fantastic. Not only are they great at making coasters, but the 3D environments they build around the rides are stunning. With NL2 giving you the option to have multiple coasters on one map and the ability to script working non-roller coasters (i.e. flat-rides, log flumes, etc.), whole parks can be built. If you have the skill-set and feel like RCT lacking in detail and graphics, NL2 may be your answer. I can't wait to see what the community whips up.

I haven't downloaded Thunderhead Falls (it's been some time since I've last used NoLimits 1) so I'll see if I can find that ride and check it out.
I found a good video (overview and POV) of Thunderhead Falls on YouTube. Man, this looks so archaic to what NL2 offers. I can't wait to see what the NL2 version of this will look like, especially with the waterfalls actually flowing!

http://www.youtube.com/watch?v=FdVGFGSoPWI
 
Wow at that Smiler recreation!

I've been playing the demo for this and love all the improvements, but haven't purchased it yet. Probably will soon.

I haven't personally ridden the real one, but I saw a video of the same ride in NL1 (from the same creator, I think). I couldn't believe the difference in quality. I know NL2 is much better graphically than NL1, but seeing the videos back to back, it was stunning.

Edit:

NL1: http://www.youtube.com/watch?v=64QZ2NQfb20
NL2: https://www.youtube.com/watch?v=bdrGS7HJ-KY&feature=c4-overview&list=UURHF8Ka7aDrbcHHJiCoLIrg https://www.youtube.com/watch?v=aavH29BMLaI&feature=c4-overview&list=UURHF8Ka7aDrbcHHJiCoLIrg

WOW!
 
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