ziscor Posted February 22, 2016 Share Posted February 22, 2016 (edited) 5 hours ago, Broxzier said: Enable debugging tools, and you're able to change scenery and rides at any time. There's no need to use ParkDAT or any other to change them. Wow, thank you for that. I never actually used the debugging tools so this is going to be VERY helpful to me. Thank you Broxzier! Also, totally would agree with what Squab said. The way Group Park 2 is being built feels a little messy to me. Edited February 22, 2016 by ziscor Link to comment
Squab Posted February 24, 2016 Share Posted February 24, 2016 Any updates on this project? Group Park 2 is coming to a close because of the attraction limit. This would be a great time to get this started! Link to comment
Broxzier Posted February 24, 2016 Share Posted February 24, 2016 People interested so far: Broxzier, Dan, jensj12 (?), qbbq, Squab, UTMAN, WobblyRails, xbalogan, ziscor Do we all agree on a relatively small map? 100x100 or something. I think we should keep ourselves from building coasters right at the entrance. Maybe we can also make a simple sketch of how the park should be shaped beforehand? Link to comment
ziscor Posted February 24, 2016 Share Posted February 24, 2016 (edited) Also, I always think the way guest AI works is it builds up the guest's preferred ride intensity slowly through their course along the park. I tagged along to a guest once and his preferred ride intensity went from something like '4 and below' to a wonderful '9 and below'! This is why I always build Gentle rides at the entrance, then increase the ride intensity as I go further away from the Entrance. Now that I think about it, I do this because of Chris Sawyer's tutorial... Oh, and should we agree (if at all) on any custom rides we may wanna use? Information before hand might make this park more organised and 'real' than just going with the flow. I also have another suggestion. Can we not go for a mostly flat park? Flat parks are what RCT 2 is infamous for. Edited February 24, 2016 by ziscor Link to comment
Broxzier Posted February 24, 2016 Share Posted February 24, 2016 @ziscor: Wow, I never knew that! I just checked the code and indeed see that the max intensity of a guest has a chance of being increased when exiting a ride. Link to comment
imlegos Posted February 24, 2016 Share Posted February 24, 2016 I think i'll join, hopefully i will be able to get better at working realistically, i'd say a larger version of the NED workbench that Fluxtrance is using in his Westwood Resort would be interesting. As it stands, it's really small. Link to comment
Dan Posted February 25, 2016 Share Posted February 25, 2016 Definitely against having a flat park, I reckon we should generate a few landscaped templates and mutually agree on which to start with. As for custom rides, I'd be all for it as they'd make the park feel a little less generic in places and broaden the possibilities, but not an extensive usage of them. Link to comment
qbbq Posted February 26, 2016 Share Posted February 26, 2016 (edited) Ok, so we need a plan. Let's base our park off of a real world park. I always found Canada's Wonderland near Toronto, Ontario, Canada to be a well designed park. Right past the entrance is a long water feature with shops on either side leading up to a giant mountain. A circular pathway goes around the mountain and paths lead out from the circle to different zones of the park (kiddie area, water park, adventure land, etc). NOTE: The blue/green giga coaster, Leviathan, going out of the "park boundaries" and past the entrance is the newest large addition to the park. I've been on the ride myself and I love it. However, I'm not a big fan of the ride placement as it seems very squished in. Edited February 26, 2016 by qbbq Link to comment
xbalogan Posted February 26, 2016 Share Posted February 26, 2016 On 25/02/2016 at 10:45, Dan said: 18 hours ago, qbbq said: Ok, so we need a plan. Let's base our park off of a real world park. I always found Canada's Wonderland near Toronto, Ontario, Canada to be a well designed park. Right past the entrance is a long water feature with shops on either side leading up to a giant mountain. A circular pathway goes around the mountain and paths lead out from the circle to different zones of the park (kiddie area, water park, adventure land, etc). NOTE: The blue/green giga coaster, Leviathan, going out of the "park boundaries" and past the entrance is the newest large addition to the park. I've been on the ride myself and I love it. However, I'm not a big fan of the ride placement as it seems very squished in. Definitely against having a flat park, I reckon we should generate a few landscaped templates and mutually agree on which to start with. As for custom rides, I'd be all for it as they'd make the park feel a little less generic in places and broaden the possibilities, but not an extensive usage of them. Dunno how I feel about basing it off an existing park... Seems like it would take away from the creative side of thinks somewhat D: Link to comment
ziscor Posted February 26, 2016 Share Posted February 26, 2016 (edited) Sorry, but gonna have to agree with @xbalogan here. Following a form of blueprint takes out a huge chunk of the creative factor. Every turn would become a "Alright, who's gonna make that section of the park?". We could definitely find inspiration in that park. This would make a great project for another topic of itself, though . Edited February 26, 2016 by ziscor Link to comment
qbbq Posted February 26, 2016 Share Posted February 26, 2016 Oh I certainly don't mean copying the design of a specific park but rather, using their layouts as inspiration for our own park. Link to comment
Broxzier Posted February 26, 2016 Share Posted February 26, 2016 I think we should always use at least build 2-tile wide paths, with the exception of one-way paths like ride exits. What I usually do is build a 3 tile wide path (sometimes more) for the main routes, and 2-wide paths for area's. @Dan: I don't think starting off with a predefined height park is a good idea. Starting off with a flat map at default base height would probably be easier to work with. Link to comment
imlegos Posted February 27, 2016 Share Posted February 27, 2016 I think what qbbq is saying is that we should take inspiration from the way the park is laid out, with a main street leading to a central area with different scales of ride intensity in each direction. Link to comment
Broxzier Posted March 13, 2016 Share Posted March 13, 2016 (edited) I haven't seen Utman in a while, but I guess we can start without him? I suggest we start out with a flat park, and plan out some things before building anything rides at all. Perhaps we could do some paths already, at least one to the center of the park for example. Players: Broxzier, Dan, @jensj12 (confirm please), qbbq, Squab, UTMAN, WobblyRails, xbalogan, ziscorCooldown (5): - I'll make a very simple map now, but feel free to discuss everything about it, even the placement of the entrance. Park: Rapid Group Park 1.0.sv6 Edit: Maybe we could make a sketch of the map first? Edited March 13, 2016 by Broxzier Link to comment
jensj12 Posted March 13, 2016 Share Posted March 13, 2016 I'm in for now, dunno how much time I'll have to build/discuss things, but it should increase in 4 weeks and again after 2 months. I was also thinking about another rule (depending on park size): everyone may only build 1 (big) coaster per park (not per 2 turns). Perhaps even mark the terrain you want to build the station on (usually at the side of the park) the turn before you build it so we have some time to discuss. Link to comment
UTMAN Posted June 9, 2016 Author Share Posted June 9, 2016 Hey Guys! Wow, it's a loooong time since I've been at this site. Unfortunately University took all of my free time and had to stop playing thins fantastic game. However I remembered that I started an idea about a rapid park. Are some of you guys still interested about this challange? Link to comment
imlegos Posted June 9, 2016 Share Posted June 9, 2016 When suddenly March 12 returns! Link to comment
UTMAN Posted June 10, 2016 Author Share Posted June 10, 2016 Well since nobody else replied, that will make us 3! We'll start and maybe others start to join one by one. And by this, i'll claim the park. Also If people decide to join us, the cooldown increases slowly as the participants number grow. Now it's 1, since we are 4. And the formula is 4/2-1=1! Claimed: UTMANPlayers: Broxzier, jensj12, imlegosCooldown (1): - Link to comment
UTMAN Posted June 10, 2016 Author Share Posted June 10, 2016 (edited) Okay, I finished. I made a park entrance and a couple of starting rides. Also a few stalls. How is it? I used the Group Park 3 workbench, if it's not a big problem Claimed: -Players: Broxzier, jensj12, imlegosCooldown (1): - UTMAN (1) , Rapid Group Park 1.01.sv6 Edited June 10, 2016 by UTMAN Link to comment
cascadia Posted June 10, 2016 Share Posted June 10, 2016 Adding myself to the list: Claimed: -Players: Broxzier, jensj12, imlegos, Cascadia Cooldown (1): - UTMAN (1) , Link to comment
jensj12 Posted June 10, 2016 Share Posted June 10, 2016 Claimed: -Players: Broxzier, jensj12, imlegos, Cascadia Cooldown (2): - UTMAN (2) Since we have more players now, a slightly higher cooldown Link to comment
UTMAN Posted June 10, 2016 Author Share Posted June 10, 2016 (edited) Sure thing, but with you joined the cooldown timer increases to 2 turns!Claimed: -Players: Broxzier, jensj12, imlegos, Cascadia Cooldown (2): - UTMAN (1) , EDIT: Nice Jenjs, at the same time. This kinda makes a question, If people are on the CD list, and someone joines after they are in the list, should their timer increse? Edited June 10, 2016 by UTMAN Link to comment
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