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Paths for a big park


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Single width paths are the most optimal for pathfinding. Two-tile wide paths are good too, just be careful with stairs as they count as two extra junctions. Any more than 2 does work, but can result in peeps taking much longer paths than necessary.

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30 minutes ago, groope said:

And what about the formation ? As far as I know it is the best to avoid dead end paths so use square formation so the guests can easily find the exit if they wanna leave

Just try to limit the amount of junctions and your guests should be fine

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  • 1 year later...

It's also linked to the effectiveness of your grid- guests seeking a route will get lost if a junction they need is too far away.

 

Never did solve what was the optimal pathing- it can get problematic with a 'finished' park whatever you do due to all the ride entrances/exits (Including shops and services), times you had to use stairs to rides, park size etc etc.

 

Again not tested it but I've found forcing guests past an info kiosk or two at problem areas and the park entrance may help due to maps (not sure if a guest with a map can not get lost so easily).

 

Another tip avoid transport dead ends where the transport is the only way back and - including in combo with this- where you can make ride exit paths part of the circuit of paths in the park, if you can't use no entry signs on them (sparingly or you may run out of signs re limits). The more exits where you can avoid having path only going to the exit the better, this seems to help.

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  • 3 weeks later...

Never go beyond two wide on paths or you get routing fails on guest AI.

Boulevard design also works nicely.  (Boulevard design are two paths separated by a small narrow physical barrier with periodic crossing, usually at the junctions.)  Such designs allow a line of shops, and gardens on the inside, and rides on the outside.  

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On 01/12/2019 at 20:14, Ruedii said:

Never go beyond two wide on paths or you get routing fails on guest AI.

Boulevard design also works nicely.  (Boulevard design are two paths separated by a small narrow physical barrier with periodic crossing, usually at the junctions.)  Such designs allow a line of shops, and gardens on the inside, and rides on the outside.  

Indeed. Splitting a two-wide path with occasional intersections in this way is a clever trick, especially if it's proving problematic, as Ruedi mentions you can use the boulevard method- basically a three or four wide option with the odd shop etc and no path in the middle one or two, paths on the two outer edges or if you want a double split path another way is you can use fences or walls then delete them so that the paths don't join, again leaving occasional intersections.

 

Double fully joined paths can look a bit more realistic though so if they work in your park feel free to use them. You could of course boulevard or split double paths in very busy areas so you get four paths but they're spread out and limited to two-wide with the occasional junction. If you want the illusion of a larger paved or similar area you can paint the land or use scenery to fake the pathed area being bigger than it really is, again this can look more realistic for example in front of a major coaster's station, although of course peeps won't walk in the 'faked' parts.

 

Sometimes shops and attractions too close together can leave guests going round in circles or back and forth- watch your guests' movements around your park and you should be able to find and fix any major problem areas/bottlenecks/ confusion zones.

Edited by RollerBoaster
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