So, I'm making my own version of Cactus Canyon. This might be considered the first table I've ever done that's a recreation... although, technically Bill Paxton Pinball is a recreation, but since there's no ROM, I don't know if it should be considered a recreation.
Anywhose, as much as I love the versions that are out there (mostly Sheltemke's mod of Lord Hiryu's (I think) table), the more videos I watch of it, the more I'm not pleased with it from a recreation stand-point. There's also some other things I would do differently, or even "new". If there's a newer version of this table somewhere, someone please let me know.
The two big things that stuck out to me were the orbit entrance/exits. When the ball comes out of the right orbit, it's suppose to hit the right flipper, or at least when it pops out of the saloon; in Sheltemke's table it always goes to the left flipper, and if I were skilled enough I could hit Bart all day long since all I have to do is hold the left flipper because it'll just roll up the inlane and I can shoot Bart again. When the ball comes out of the left orbit, it's usually suppose to hit the left flipper; currently there's a chance it could fly across the table to the right flipper or even the right sling.
Now you might be saying, Shoopity, just adjust the walls. Well I started to and that's when I noticed the walls don't line up with the table graphic. That, coupled with some other things such as trying to make this a little easier to convert to physmod or vp10, is what made me finally decide to do my first recreation. Here are some other things I'm doing differently:
- The Beer Mug is now a primitive.
- I am putting a kicker off to the side of the table (BeerBall) that only fires a ball straight up in the air; I then tie in the Z of the beer mug to always match the Z of that ball. When a regular ball hits the beer mug target, BeerBall fires the ball at the same strength as the velocity that hit the target. Now we have a beer mug that has real physics and reacts differently depending on how hard you hit it (that is how the real table works isn't it? It's like the leapers in Scared Stiff right?).
- The Mine is now a full on primitive (not just a box with the picture of the mine on it), but better texture work needs to be done.
- The Train is now a full on primitive, but better texture work needs to be done.
- Bart is now a primitive. I would like some help on how he moves in real life. Is it straight left/right; does he always return to the same spot or random; does the game do something different depending on whether you hit him or just enter the saloon; how much can his hat shift left/right on his head?
- The table size is better matched to the table graphic (previous version was a little squished wasn't it?).
- Walls are better matched to the graphic (other than the table pics in the manual, does anyone have an actual schematic of the table?).
- Table is raised so going into the saloon actually goes below the table (does doing this decrease performance, or make the ball act differently?).
- Saloon kickout is actually to the left of Bart and below the table, not in the orbit.
- Mine kickout is behind the bottom bumper/sling and shoots over said bumper/sling at more of an up-table angle as opposed to straight left.
- Skill bowl is now an oval instead of a perfect circle
- Left ramp reaches its height prior to the U-turn
- Right ramp is flat once it reaches its height
- Bumpers will be primitives
- Saloon entrance is only raised by 10 units; should this be more? The previous version was 25, is it really half the height of a ball?
- Slingshots have animated rubbers. Started with UW's half rubber; adjusted its Point of Origin in Blender; rotate it with a timer; a circular rubber in between the two half rubbers that moves too so there's no gap. Only 3 primitives used (well, 4 including the kicker thingy).
*****Edit******
Here's a link to the WIP table, so you don't have to dig through the thread to find it. It should always point to the most recent version.
Edited by Shoopity, 02 October 2014 - 10:46 PM.




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