Personally, I win scenarios 'ugly', then have fun making the parks look nice afterwards!

Any Tips On Preventing Tight-spacing Of Rides?
Started by
CleoSombra
, Jun 10 2008 08:51 PM
13 replies to this topic
#11
Posted 13 June 2008 - 08:40 AM
#12
Posted 13 June 2008 - 03:46 PM
Heh, I used to do that too... Do your best to win, then make it better.
Good point!
Good point!

#13
Posted 27 June 2008 - 11:41 PM
this may be off topic, but i remebred that every time i entered a sencerio, the list of rides you can use changes.
#14
Posted 29 June 2008 - 02:25 AM
Chances are, if the thought may be off topic, chances are... It probably is.
Anywho...
In the bench development, there is the option of the "Random Shuffle".
This is so that the game/scenario DOESN'T open with the same attractions,
saves you the time of having to decide what is available when the scenario opens,
and makes it a little different each time the scenario is opened.
It's not a programming oversight.
But back on topic...
Something I do to save space is put my food courts underground. If you have a mountain, I like to figure out how to get a decently sized food court under it, while I have an attraction on the surface, directly overhead. Or the station for a tracked ride might be underground, and the footpaths lead to the station. The room is enormous, and creating things like proper brake runs is no longer a problem due to space.
Also, I'll put an attraction over the midway, like a major track element of a coaster, or a flat ride, so that the paths lead down on either side. Or you might try stacking rides, (shift/drag) using rides with the same sized footprint, such as the bumper cars under a flying saucers attraction. Hint: Put the queue on the same side of the midway, that the station ENTRANCE is. Peeps seem to "home in" on the entrance, and if the queue is on the opposite side, they won't find it easily.
Once you get over our 2-Dementional thinking, and start taking advantage of the space that is available, you can add so much more to your parks, at levels that have always been there, but left unused.
Alright. I don't usually spam my projects on other people's topics. But I do have a few examples of underground work, stacking, and other space-saving tricks in one park. You can DL it here on RCT Space. My runner up park, "Little Egypt". View it with transperant scenery, and underground mode or invisible virtical and horizontal surface views. There's much more to it than just what you see in normal viewing modes.
Hope this helps by example.

Anywho...
In the bench development, there is the option of the "Random Shuffle".
This is so that the game/scenario DOESN'T open with the same attractions,
saves you the time of having to decide what is available when the scenario opens,
and makes it a little different each time the scenario is opened.
It's not a programming oversight.
But back on topic...
Something I do to save space is put my food courts underground. If you have a mountain, I like to figure out how to get a decently sized food court under it, while I have an attraction on the surface, directly overhead. Or the station for a tracked ride might be underground, and the footpaths lead to the station. The room is enormous, and creating things like proper brake runs is no longer a problem due to space.
Also, I'll put an attraction over the midway, like a major track element of a coaster, or a flat ride, so that the paths lead down on either side. Or you might try stacking rides, (shift/drag) using rides with the same sized footprint, such as the bumper cars under a flying saucers attraction. Hint: Put the queue on the same side of the midway, that the station ENTRANCE is. Peeps seem to "home in" on the entrance, and if the queue is on the opposite side, they won't find it easily.
Once you get over our 2-Dementional thinking, and start taking advantage of the space that is available, you can add so much more to your parks, at levels that have always been there, but left unused.
Alright. I don't usually spam my projects on other people's topics. But I do have a few examples of underground work, stacking, and other space-saving tricks in one park. You can DL it here on RCT Space. My runner up park, "Little Egypt". View it with transperant scenery, and underground mode or invisible virtical and horizontal surface views. There's much more to it than just what you see in normal viewing modes.
Hope this helps by example.
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