
THEME PARK
4/7/08
2/26/08
EVALUATION CRITERIA
- War, although terrible, is probably the single most exciting event a person can experience. It is this thrill and exhilaration that I hope to mimic, and by accomplishing this in a safe environment where there is war but not death, the attraction is almost unbearable.
-The closest experience to war that I could imagine was with paintball guns. Unlike laser tag, getting hit with an actual, non lethal projectile is something that you can feel, and it is not something that you want to feel again.
- In order to make this concept of war even more attractive, I decided to design the theme park on a massive scale. Up to 1000 people can be fighting at once.
- Along with excitement, I also wanted guests to feel a sense of camaraderie and brotherhood. It is only natural for people to experience this in battle.
- Since the entire theme park is based around an arena that only has 3 or 4 battles a day, I felt that it was important to create the waiting level in order to entertain guests while they waited. It is this level that I hope to make most of my profit from.
- I also wanted to make the park easily accessible to visitors. One of the most discouraging aspects of any theme park is actually getting there. But the system I have designed allows for easy access and painless departure.
-The closest experience to war that I could imagine was with paintball guns. Unlike laser tag, getting hit with an actual, non lethal projectile is something that you can feel, and it is not something that you want to feel again.
- In order to make this concept of war even more attractive, I decided to design the theme park on a massive scale. Up to 1000 people can be fighting at once.
- Along with excitement, I also wanted guests to feel a sense of camaraderie and brotherhood. It is only natural for people to experience this in battle.
- Since the entire theme park is based around an arena that only has 3 or 4 battles a day, I felt that it was important to create the waiting level in order to entertain guests while they waited. It is this level that I hope to make most of my profit from.
- I also wanted to make the park easily accessible to visitors. One of the most discouraging aspects of any theme park is actually getting there. But the system I have designed allows for easy access and painless departure.
2/20/08
ROBIN HOOD'S WAR PARK
Robin Hood’s War Park is a combination of elements that are derived from the elements of a theme park, with some minor adjustments. The park includes an arcade and interactive gaming center, restaurants, bowling alleys and it’s most prized attraction; an enormous paintball arena themed after the war between Robin Hood and the Sheriff of Nottingham. The parks’ main purpose is to give people of many ages an opportunity to experience the thrill and horror of war on an epic scale and as close to the real thing as possible. This exhilarating experience alone will keep audiences coming back for more. Like a traditional theme park, Robin Hood’s War Park provides guests with a contained experience that can only be re-visited by re-visiting the Park. Shall we take a tour?
PARKING

Even though the park itself is huge, the amount of space needed for parking is eliminated due to the fact that the parking garage is on top of the arena. Its innovative design utilizes the advantages of vertical construction in order to compensate for limited space in a crowded area. Entrance into the park is simple, unlike the complex system of roads needed to enter many traditional theme parks. There are four easily accessible ramps leading from the street up to the parking garage. The parking garage itself is ten stories high and provides more than enough parking for both visitors and staff. A small fee of $10 must be paid upon entering the garage. This is a comparatively small fee considering that most people will be traveling in large groups. After parking their cars, visitors descend to the bottom floor of the garage and make their way down a large winding staircase into the Waiting Level, which is the second level of the park.
THE WAITING LEVEL
CHOOSE YOUR SIDE
TICKET AND SUIT OFFICE
In order to prevent theft, battle suits are only given to people after they enter the building. They range in size to small, medium, and large and are made to fit loosely. The suits are fed by a vertical conveyor belt to each Ticket & Suit Office from an underground staff facility. This underground facility is charged with the duty of rinsing and disinfecting; so when the suits reach its perspective thrill seeker, they are clean and sanitary. The material used allows for paint to easily wash off. Robin Hood suits are blue, Sheriff suits are red, and each suit is numbered for tracking purposes.

BATTLE PREPARATION
Once inside the building, guests follow the crowd past a large wall and into the second waiting room where a series of 18 lines separated by a metal bar await your choice. Here, guests gather their party together and prepare themselves for battle by putting on their suits. The lines are only there to ensure organization and unity until the countdown finally occurs. Once the countdown is over and the sides are equal, the doors to the building close. The war has now begun.
THE CIRCUMSTANCES
TIME TRAVEL

Once the circumstances have been conveyed, the lights illuminate once again and the 18 doors begin to open. The doors are monitored by a staff member. Each door leads to a Time Travel Pod which travels down a long stretch of track to the opposite side of the building. Families and groups will remain together throughout this experience. Each pod carries up to twenty people. Each line leads to a door, and once a party reaches their perspective door, they move inside the narrow pod. The door closes behind them and they start their trip into the past. Lighting, sound effects and the motion of the pod provides guest with the feeling of time travel. Television monitors overhead turn on and give a brief tutorial on how to use the weapon and basic strategies of survival. The pod then increases speed until it reaches the other side of the building. To hasten the amount of time needed to transport all members, multiple pods will be moving down each track.
WEAPONS AND DISTRIBUTION
WAR ! ! !
The rules of the game are simple. If a person gets hit, they must hold up their hands and move to the Dead Zone. The Dead Zone is located on the outskirts of the battlefield. After getting hit, visitors must make their way up one of the many ramps leading into the Dead Zone. From there, they can move up and down the Dead Zone, viewing the action from behind one way panels of
glass. Positioned in towers high above the action is a group of staff members that monitor the kills they see. The contrasting paint is clearly visible on the suits, and if someone continues to fight despite the fact that they’ve been hit, the staff member will disarm their weapon using the transmitter gun. Robin Hood sympathizers begin the battle in Sherwood Forest. The forest contains many artificial trees, rocks, bushes, ramps, huts, dips, and countless other objects that make Sherwood Forest what it is. In contrast, Sheriff sympathizers begin the
battle inside Nottingham Castle. They too will have their own collection of objects such as wagons, watchtowers, bridges, exc. that can be used as cover. Another duty of staff members is to further simulate war by controlling such actions as falling trees and
blowing debris in the air. The battlefield is so massive and littered with obstacles that at the start of the battle, no side can see the other. A side can only win the war by capturing the other sides’ flag and bringing it back to their side.
The main purpose of the theme park is to simulate the exhilaration of war in an authentic and safe environment. This thrill alone is enough to inspire guests to return, and with more people.
The main purpose of the theme park is to simulate the exhilaration of war in an authentic and safe environment. This thrill alone is enough to inspire guests to return, and with more people.
Subscribe to:
Posts (Atom)