League of Dreamers: Brainstorming Thread

spacemt354

Chili's
I really have no preference, other than Jungle Book and PoTC, as I've no idea what to do with it. I have a pretty solid grasp on what this land is, so I could probably tackle anything else.
mickeyfan seems to be interested in Jungle Book..so maybe he can take that one. If you have a good idea of the land as a whole, maybe you could do the land descriptions? Like the intro/conclusion/stuff like that? I could do PoTC if nobody else wants it.
 

JokersWild

Well-Known Member
mickeyfan seems to be interested in Jungle Book..so maybe he can take that one. If you have a good idea of the land as a whole, maybe you could do the land descriptions? Like the intro/conclusion/stuff like that? I could do PoTC if nobody else wants it.
I can absolutely do that. Let me know if you need any help on PoTC as well. I'm not sure what to do with it, but I can definitely help a bit if you need it.
 

MonorailRed

Applebees
What you guys like me to work on? Art? A Write up? :confused:

I'm up for anything! :D

I've gotten to thinking about the Jungle Book show in between finals. I like thinking about the idea of having a lot of Indian inspired motifs in the music and the costumes, a la the Jungle Book segment in Mickey and the Wonderous Book (at around 4 minutes)


Feeding off of this, what about a Nemo Musical style Jungle Book?o_O

 

IAmNotAHufflepuff

Well-Known Member
THE ADVENTURERS CLUB:

The Adventurers Club is back, and is ready to delight people once again!

To get to the Adventurers Club, park guests walk into the awe-inspiring rain forest itself, following a rustic path throughout the jungle. Soon, guests find themselves standing in front of the headquarters of the club itself. The building looks a lot the old Pleasure Island building but seeming like the building is falling under a little decay for being deep within the jungle without a cleaning for a long while:

http://www./wp-content/uploads/2014/03/adventurers-club1.jpg Gu

The interior is altered to the Downtown Disney location. Guests enter through the Main Salon, much larger than the older version, now serves as the dining area.


Wait, dining in the Adventurers Club?

That's right, now The Adventurers Club, instead of functioning as a club, now resides as Adventureland's table service restaurant.

The Main Salon also contains a show stage for the Adventurers Clubs hourly show performances, so guests can be entertained as they eat.

The Salon full? Our lovely Cast Members will escort you to a table in the Zebra Mezzanine, the second story of the Main Salon, or the branching left room, the Library, which also has it's own entertainment offers and dining seating.

The cast of adventurers not only perform, but interact with diners as well. Unlike at Downtown Disney, the conversations are kept family-friendly throughout the day, but turn more adult late in the night.

The menu, naturally, consists of more "adventurous" food items, such as Ndkala (a type of African dry fish) and Ntaba (Grilled Goat), both of which originate from the location of most of Adventureland, the Congo. And for Congolese cuisine, who can forget about banana dishes and cassava (a widely consumed Congo plant, don't worry, it's not poisonous..we think...) .

Every night, an hour before the fireworks, the Adventurers Club turns into the adult night-spot it previously was in Orlando, with no one under the age of 18 being permitted inside. The entertainment and the interactions are turned more adult-friendly. At the end of the dinner, the Hoopla is done on the main stage, ending a wonderful night for the people who come in strangers, and leave a little stranger...
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I will be posting the Haunted Mansion tomorrow morning!
 

mickeyfan5534

Well-Known Member
Spirits of the Jungle Book
In a theatre overtaken by the jungle, one that was once used by the natives of Adventureland. As we gather in, the theatre seems to come to life before all of a sudden, spirits dressed in Indian styled clothes run around the stage, before going into telling the story of a young boy lost in the jungle in a magical show of song and dance.
  • 25 minutes
  • 20 dancers
  • 3 singers
  • 2 character performers
  • 5 acrobats
  • 3 floats
  • 1 animatronic
Opening
  • Overture from The Jungle Book
Procession In
  • Colonel Hathi's March
Monkeys
  • I Wanna Be Like You
Snakes
  • Trust in Me
Bears
  • The Bare Necessities
Finale
  • Jungle Book Medley (I Wanna Be Like You/Trust in Me/The Bare Necessities)
 
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IAmNotAHufflepuff

Well-Known Member
THE HAUNTED MANSION:
The Haunted Mansion is an Omnimover dark ride through an abandoned Central African manor, previously home to Jungle Cruise owner and member of S.E.A, Mister Sage, that has now fallen victim to the supernatural.

BACKSTORY:

Mr. Sage (Sage is French, the official language of the Congo, for wise.) was once the proud owner of the Jungle Cruise company. Every day, countless tourists would board his company boats to go on tours to explore the beautiful wonders of the Congo rain forest. Unfortunately for Mr. Sage, the nature spirits of the Congo didn't like his business all too well, feeling that the tourists intruded on their natural domain. One night, the spirits warned Mr. Sage to stop sending guests into the rain forests and leave them and the creatures of the jungle free from observation. In an act of arrogance, Mr. Sage refused, wanting to keep his
business afloat. The spirits got angry at him, and poor Mr. Sage was sent flying out the manor window into the river below, into the mouths of two hungry crocodiles. The spirits, in an act of revenge, continue to haunt his former manor, now falling into disrepair, before unknowing tourists (park guests) enter the halls of the mansion.


QUEUE:

Entering from the left side of the old village streets through a rusted, yet large gate, park guests find themselves in the Jungle Gardens, a tropical paradise full of cascading waterfall, beautiful flowers, and wide jungle trees providing shade from the heat. Up on top of the hill that the gardens rest on, one can see Mr. Sage's manor in all it's glory, only the place is falling into decay. Rust spots fill the walls, and part of the roof has caved in on itself. One can wonder how the gardens are still beautiful, but the manor is a wreck. The queue weaves it's way through these gardens, before entering the manor through a side, cavernous entrance. Tiki torches light the rocky cave, as bat chirping can be heard from above. Strangely enough, the end of the cavern leads into a large circular chamber (called "The Stretching Room" in other Haunted Mansions.)...

PRESHOW:

Suddenly, once the room is filled with park guests, the cavern entrance into the Stretching Room shuts. A eerie female voice speaks..

She claims herself to be the "Ghost Host", before telling us about the backstory of the mansion, as shown above. The four paintings on the sides of the room seem to stretch upwards, one showing a picture of Mister Sage on a Jungle Cruise boat, one of the angry nature sports interrogating him, one of Mr. Sage falling into the jaws of a crocodile, and the last one of the old manor, now swarming with fiendish spirits. Unlike in other Haunted Mansions, the Stretching Room isn't an elevator, but the paintings are the objects actually moving upwards. The Ghost Host beckons us deeper into the old manor on a ghoulish tour of the haunted estate. The other side door opens and the guests enter the final part of the queue, through the mansions basement.

QUEUE AND LOADING:

Now, guests find themselves in a large, yet broken down basement. Light-bulbs sway back and forth and flicker randomly. Vines overtake the walls, showing how nature has taken over some of the manor. Paintings morph from pictures of Mr. Sage and his boating company, to pictures of some of the spirits haunting the manor. Past the basement, the paintings get more grand as we enter the Portrait Hall, where we then board our Omimover Doom Buggies. The Ghost Host provides the safety spiel on a loop as the cars embark to take unwilling tourists into the haunted halls of the manor.

THE RIDE:

SCENE 1: (Portrait Gallery)

The Doombuggies turn to a wall of paintings. The Ghost Host comments on Mr. Sages love of art as the paintings transform into more sinister images, similar to the end of the queue line. The Doombuggies turn into the next show scene.

SCENE 2: (The Library)

The Doombuggies then enter a high, large library. Signs of spirit activity are even more evident. Some of the books seem to float around in mid air, startling busts, and swaying ladders give the room a dark, eerie feeling. The Ghost Host narrates here, along with most of the other rooms in the attraction. The Doombuggies travel into the next room of the manor

SCENE 3: (The Grand Staircase: Ascent)

The Doombuggies ascend higher into the manor via traveling on a rickety staircase. Creaks can be heard, signaling the age of it. As we go up one floor the stairs get more alarming. Besides our ride path, the rest of the stairs are upside down and sideways, with green footprints splattered all over them. If you look carefully, you can see other Doombuggies exiting from the Map Room, descending down into the lower levels. The Doombuggies then enter a long hallway.

SCENE 4: (The Endless Hallway)

This is a short scene. A candelabra aimlessly floats in the middle of the hall, swaying. The Doombuggies turn into the next scene.

SCENE 5: (The Ballroom)

Mr. Sage had a ballroom used for special company events. Now, the ballroom is used for dozens of celebrating spirits. Pepper's Ghost holograms of spirits fly and dance all around the room. The Doombuggies watch this action from a balcony looking into the ballroom. Spirits are seen reading, drinking, and having a wild time. The Doombuggies now enter another open room.

SCENE 6: (The Map Room)

The Map Room is where Mr. Sage used to plan his grand adventures across the globe, as part of S.E.A.

The room looks sort of like this but without the globes in the middle of the floor.

Map-Room_PC.jpg


The spirits now start to get angry at our presence at the manor. Ghosts fly right over our heads out from walls. Furniture seems to levitate off the ground. By use of projections, the landmasses on the maps swirl around one another. The Doombuggies exit the room.

SCENE 7: (The Endless Hallway: The Door Corridor)

We find ourselves back in the Endless Hallway. Dozens of doors run on the sides of the hallway. The doors open by themselves, bang, and from inside, we can hear the ghoulish moaning of the ghosts. We take a turn into another room which we have visited before..

Scene 8: (The Grand Staircase: Descent)

Remember that part where you could see the Doombuggies? This time, you are on the other side of that. The Doombuggies descend down back into the lower levels of the mansion, just before exiting into the pitch black night outside

Scene 9: (The Gardens: Grimm Grinning Ghosts)


The omimovers seem to have entered the backside of the Jungle Gardens at nighttime (the room, although themed to look like the outdoors, is still enclosed in the show building). The spirits begin to sing the diabolical, yet familiar tune "Grimm Grinning Ghosts.". This version has a bit of an African beat to it, to keep with the Adventureland theme and to make the ride a little different than other Haunted Mansions. In the scene itself, dozens of spirits fly over our heads, and a waterfall (actually a mist screen) projects floating jungle creatures created from the nature spirits themselves. Random ghouls pop up from now dead and rotten flowerbeds, similar to Magic Kingdom. Doom buggies then reenter the manor through a cavernous hole in the lower wall.

Scene 10: (The Hitchhiking Ghosts)

The Hitchhiking Ghosts (animatronics) point to the left, with their fiendish grins. Following that is the identical mirror sequence as other HM rides, where it seems like a ghost has entered your Doombuggy. The Doombuggies then enter one last scene.

Scene 11: (Return)

In another hallway, the Ghost Host bids her farewell, but tells us never to come to the home of the spirits again. We then disembark back in the cold, eerie basement. Guests take escalators back up to the surface and the village.

Guests then enter a merchandise location called Ghoulish Gifts, selling Haunted Mansion and generic Adventureland merchandise of all sorts. After making their purchases, guests return to the village of the Congo, having escaped from the 999 spirits... who look for one more.
 
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spacemt354

Chili's
THE HAUNTED MANSION:

The Haunted Mansion is an Omnimover dark ride through an abandoned Central African manor, previously home to Jungle Cruise owner and member of S.E.A, Mister Sage, that has now fallen victim to the supernatural.

BACKSTORY:

Mr. Sage (Sage is French, the official language of the Congo, for wise.) was once the proud owner of the Jungle Cruise company. Every day, countless tourists would board his company boats to go on tours to explore the beautiful wonders of the Congo rain forest. Unfortunately for Mr. Sage, the nature spirits of the Congo didn't like his business all too well, feeling that the tourists intruded on their natural domain. One night, the spirits warned Mr. Sage to stop sending guests into the rain forests and leave them and the creatures of the jungle free from observation. In an act of arrogance, Mr. Sage refused, wanting to keep his business afloat. The spirits got angry at him, and poor Mr. Sage was sent flying out the manor window into the river below, into the mouths of two hungry crocodiles. The spirits, in an act of revenge, continue to haunt his former manor, now falling into disrepair, before unknowing tourists (park guests) enter the halls of the mansion.

QUEUE:

Entering from the left side of the old village streets through a rusted, yet large gate, park guests find themselves in the Jungle Gardens, a tropical paradise full of cascading waterfall, beautiful flowers, and wide jungle trees providing shade from the heat. Up on top of the hill that the gardens rest on, one can see Mr. Sage's manor in all it's glory, only the place is falling into decay. Rust spots fill the walls, and part of the roof has caved in on itself. One can wonder how the gardens are still beautiful, but the manor is a wreck. The queue weaves it's way through these gardens, before entering the manor through a side, cavernous entrance. Tiki torches light the rocky cave, as bat chirping can be heard from above. Strangely enough, the end of the cavern leads into a large circular chamber (called "The Stretching Room" in other Haunted Mansions.)...

PRESHOW:

Suddenly, once the room is filled with park guests, the cavern entrance into the Stretching Room shuts. A eerie female voice speaks..

She claims herself to be the "Ghost Host", before telling us about the backstory of the mansion, as shown above. The four paintings on the sides of the room seem to stretch upwards, one showing a picture of Mister Sage on a Jungle Cruise boat, one of the angry nature sports interrogating him, one of Mr. Sage falling into the jaws of a crocodile, and the last one of the old manor, now swarming with fiendish sprits. Unlike in other Haunted Mansions, the Stretching Room isn't an elevator, but the paintings are the objects actually moving upwards. The Ghost Host beckons us deeper into the old manor on a ghoulish tour of the haunted estate. The other side door opens and the guests enter the final part of the queue, through the mansions basement.

QUEUE AND LOADING:

Now, guests find themselves in a large, yet broken down basement. Lightbulbs sway back and forth and flicker randomly. Vines overtake the walls, showing how nature has taken over some of the manor. Paintings morph from pictures of Mr. Sage and his boating company, to pictures of some of the sprits haunting the manor. Past the basement, the paintings get more grand as we enter the Portrait Hall, where we then board our Omimover Doom Buggies. The Ghost Host provides the safety spiel on a loop as the cars embark to take unwilling tourists into the haunted halls of the manor.

THE RIDE:

SCENE 1: (Portrait Gallery)

The Doombuggies turn to a wall of paintings. The Ghost Host comments on Mr. Sages love of art as the paintings transform into more sinister images, similar to the end of the queue line. The Doombuggies turn into the next show scene.

SCENE 2: (The Library)

The Doombuggies then enter a high, large library. Signs of spirt activity are even more evident. Some of the books seem to float around in mid air, startling busts, and swaying ladders give the room a dark, eerie feeling. The Ghost Host narrates here, along with most of the other rooms in the attraction. The Doombuggies travel into the next room of the manor

SCENE 3: (The Grand Staircase)

The Doombuggies ascend higher into the manor via traveling on a rickety staircase. Creaks can be heard, signaling the age of it. As we go up one floor the stairs get more alarming. Besides our ride path, the rest of the stairs are upside down and sideways, with green footprints splattered all over them. The Doombuggies then enter a long hallway.

SCENE 4: (The Endless Hallway)

This is a short scene. A candelabra aimlessly floats in the middle of the hall, swaying. The Doombuggies turn into the next scene.

SCENE 5: (The Ballroom)

Mr. Sage had a ballroom used for special company events. Now, the ballroom is used for dozens of celebrating sprits. Pepper's Ghost holograms of spirt fly and dance all around the room. The Doombuggies watch this action from a balcony looking into the ballroom. Sprits are seen reading, drinking, and having a wild time. The Doombuggies now enter another open room.

SCENE 6: (The Map Room)
-------------------------------------------------------------------------------------------------------------

Rest of post coming later today.




Very nice job! Pirates will be coming in a few hours.
 

Flippin'Flounder

Well-Known Member
Working on QS right now. Haunted Mansion is great, I like how you kept elements from the classic mansions, while making it unique. Are you going to write up an exterior? I think that would be cool.
 

spacemt354

Chili's
Pirates of the Congo

Backstory
570663aa76fb7fa0fdf1e378ea420f98.jpg

In the late 1800s, pirate captain Domingo Fernandez set sail with his crew from Spain on his cherished ship, "La Belleza" (Beauty), to discover the New World and the treasures of the Caribbean. Halfway through his journey though, a terrible storm on the Atlantic tossed his ship east and the crew had to abandon the journey. With some navigational errors and their ship destroyed, they ended up on an island along the Congo Rainforest coastline of Central Africa.

Captain Fernandez and his crew, searched around this desolate and abandoned island for any source of food or communication with the outside world, to no avail. After a few days stranded on the island, a ominous pirate ship appeared on the horizon and approached the land and traveled back beyond the island. Fernandez and crew followed the ship in hopes of discovering civilization...and as they approached a bridge which appeared to lead to solid land, they saw the ship attempt to enter a cave. The shipwas met with massive canon fire from another opposing ship and surrounding area. An epic battle ensues in the open water, and the crew attempted to escape the canon fire as they saw a lighted mansion through the dense jungle. Suddenly, they were lifted into the air and hear a bellowing voice telling them to not go any further....Fernandez and his crew were never heard from again.

Some say their spirits still roam the island, and there's still a mystery as to what is so valuable on the island itself.

Queue and Entrance

main.php

After traveling though the untamed jungle you reach the entrance of the attraction. A large cave surrounded by water stands in front of you as the boats approach the loading dock. At this point in the attraction, you really don't know what to expect. The queue is mostly winding through caves and jungle settings until you get to the loading dock. And you have information about the story of Captain Fernandez. But that's about it. Little information is given to the guests on purpose, so that they make up their own theories as they go. All you know is that you're about to go on an adventure of discovery to and see what lies within this desolate island.

Attraction Description

The beginning of the attraction takes place outdoors, much like several Disneyland attractions such as it's a small world, however most of the ride will take place indoors. The ride vehicles are boats similar to ones used in previous PoTC attractions. 5 rows and roughly 3-4 people per row.

Scene 1 - The Island
As you leave the loading dock, you enter a misty setting with the sounds of the jungle surrounding you. Your boat turns to the left as you face the ominous cave. As your boat attempts to enter the cave you can hear voices off in the distance and loading of canons as you venture on this tame water. Suddenly a canon blast to the left of of your boat and a thunderous roar of the water flying vertical and sprinkling some with water. Two more canon fires as your boat picks up some speed. Just as you're about to enter the cave you see off in the distance a large pirate ship approach out of the trees and fires on your boat. It narrowly misses and you enter the cave.

Scene 2 - The Cave

Pitch blackness surrounds you as you enter the cave. You hear a voice in the distance telling you that those who enter the cave are in for adventure and are warned that Dead Men Tell No Tales. You feel the boat dip and suddenly you careen down a 25 foot drop and splash down into a new scene.

Scene 3 - What Lies Within
rsz_skeleton.jpg

You feel the wind gusts around you as you enter the cave and see several skeleton pirates on the water's edge. Even a skeleton pirate trying to steer his ship away from a storm. The creepy voice echos year again that "Dead Men Tell No Tales" and you feel the boat rock up and down, as if you're in a storm. The boat then ascends briefly again, only to plummet another 15 feet for another splash down as you turn to the right and into the next scene.

Scene 4 - Pirates Canyon
As you turn the corner you see several audio-animatronic Pirates in the cave discussing a plan to head out to a village in the Congo. You hear one of them say they want to steal from "that ol' scoundrel Sage" as he apparently has valuables in his mansion.

Scene 5 - Yo Ho A Pirate's Life for Me

You travel with the Pirates as they gather their belongings, sharpen their swords, and journey out into the jungle. They sing the classic song "Yo Ho, Yo Ho! A Pirate's Life for Me" and their jovial attitude brightens up the attraction for a brief moment. Yet little do they know the congo spirits have other plans for them.

Scene 6 - Attempted Escape
As the pirates set out to leave the cave and head east, the spirits announce that they are bound to the cave and cannot leave. They attempt to leave but you can see and hear off in the distance flashes of light and canon fire. As you turn the corner you see that the pirates have been turned back into skeletons and the voice again bellows "Dead men Tell No Tales" as you approach darkness.

Scene 7 - The Spirits
The Spirits now want to take you as well, however at the last moment, you are thrust up an incline and out of the cave as your boat is "pulled" up by a large ship nestled on the outside of the cave.

Scene 8 - The Reveal
Captain Fernandez and his crew reveal that they were requested by the spirits to remain on the island to help ward off any people destined to enter the cave. Whether there is treasure or not in the cave, people should steer clear of it or face the same fate as the pirates. Your boat ventures outdoors yet again to the unloading dock where guests disembark and return to Adventureland.


I'll probably come back to this later tonight to touch it up, but this is the rough idea. If anyone has any suggestions or wants to add anything feel free to!
 
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spacemt354

Chili's
Alrighty so we have the green...we still need to do the red to finish the project.

Flippin is doing the other restaurant...but we still need 2 shops (not a lot of detail though according to DMO) and then a paragraph or so on the backstory to the land.


Detail: Much like Hollywood Boulevard, detail is going to be extremely crucial. Here, your Adventureland is going to be themed as an old village that has been reclaimed by the jungle. All marks of humanity have been gone to parts unknown. You can make up your own backstory regarding this theme, or just expand on what I've told you.

You must have at least two shops and two restaurants. Here, the emphasis is going to expand more
on the attractions than the dining and shopping, as will be proven in the following requirements.

Show based on Disney "jungle" film: I was so very enthralled with the Golden Mickeys, that I've decided to propose another show: an adaptation of one of three Disney "jungle" films: The Jungle Book, The Lion King or Tarzan. It's up to you which one to adapt.

Pirates of the Caribbean: Just go crazy with this one. I want this version of Pirates to trump all other versions.

The Haunted Mansion: In keeping with the tradition of having the Haunted Mansion in different lands, the Haunted Mansion shall make its home in your park here in Adventureland.
 
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spacemt354

Chili's
Atlas Cove
C32-62_Van_der_Aa_Congo.jpg
Atlas Cove is an old fashioned gift shop in the heart of Adventureland. In it, you can find antique treasures and historical references that explorer's through the territory would use to navigate the land such as compasses, maps, hiking equipment, and so on. As can be seen by the rotting exterior and worn interior, the glory days of this gift shop have long past, but guests can enter as explorers themselves for unique memorabilia from this new concept of Adventureland.

While the items are enticing for guests, the real "treasure" lies in the easter eggs throughout the hut, as guests with a sharp eye and keen historical Disney knowledge will realize that an emblem hung up on a wall of the hut is of a certain society called SEA (The Society of Explorers and Adventurers) To the guests who spot it, the emblem reminds them of the connected Disney universe and storytelling throughout the parks and resorts.
latest
 

Flippin'Flounder

Well-Known Member
The Lost Isle
After years of rotting in the Jungle after the Spirits took over, the local fruit stand Aloha Isle has been reclaimed by pirates, who also found some old recipes called Dole Whip and Citrus Swirl. One of them decided to open the place back up and sell the old recipes.
 

spacemt354

Chili's
Thank you Flippin for the shop.

Alright so I think we are set for the most part aside from an intro paragraph or two. The due date is 3am EST (12pm PST) but I don't really plan on being up until 3am. Anyone going to be up that late?

Also I think to continue on with last challenge, an overview map of the land might be good to start off the presentation. i know it's last minute, but I can handle that if you'd all like.
 

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