Megaworld Park/Scenario Guide: Difference between revisions

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{{Sgreminder}}
First, '''PAUSE THE GAME. Hire a large number of [[handymen]] and assign them where necessary.''''' (This can be done with pause on, which might prove very useful, and Open RCT2's auto-placement feature makes it even faster.)''
 
<nowiki> </nowiki>Keep addingBuild stalls until you have each about 20 bathrooms,several food/sweet standsstalls, and drink stalls, and severalbathrooms Informationthroughout Kiosksthe and Souvenir Stalls to provide umbrellas when it rainspark. Place some benches and bins near the exits of the park's roller coasters, as most of them are very intense and nauseating. Use "No Entry" signs to block off ride exits to prevent guests from getting lost or wandering into dead-end paths such as ride exits.
 
After you have covered the basics, start fixing the park's rides. Examine every ride and set its inspection interval at 10 minutes. Shorten the queue paths of all rides longer than 3 minutes. Lengthen the queue paths of several of your roller coasters including Vampire, Thunderlooper, and Runaway Mine Train. Check the settings of all of your rides, as some have very long waiting times between the cars creating unnecessarily long queues.[[File:Megaworld_Park_finished.png|thumb|Scenario finished by [[User:Sucinum|Sucinum]].]]
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Consider demolishing and replacing both Viper and Purple Peril, but follow the tips below should you wish to keep them.
 
The roller coaster in the desert area, Viper, has too high of an intensity rating. You can fix the problem by flattening hills and removing some inversions; the batwingcobra roll before the second to last helix section is an obvious candidate because it can be replaced with a small banked right curve. Be sure to add a brake line near the end to reduce the chance of Station Brakes​ Failure [[crash]]es; you may instead reduce the ride to running a single train, but doing so will reduce its capacity. The ride's excitement rating can rise to about 8 with only minor edits, so you do not need to spend a long time tweaking it.
 
As with Viper, edit Purple Peril by removing some inversions. This will decrease its nausea rating, although the rating will remain relatively high; be sure to put a handyman on patrol and some benches on the exit path. Reduce the ride's train length to 5 cars and add a helix at the end to ensure the trains enter the station below 30 MPH (48 km/h), and adjust theits timing so that all trains leave with full loads.
 
Like Purple Peril, Spinner has a high nausea rating and a risk of brakes failure crashes. You will need to remove the ride or edit it considerably. ​You can make it less nauseating by replacing the spinning cars with non-spinning ones, although you would render its name meaningless and reduce its excitement rating in doing so. To make the ride safe, you will need to relocate its station; the position of its final drop before the original station is ideal. Failing that, demolish the ride and build a new coaster in its place.
 
Batflyer is prone to stalling at the bases of its lift hills in the event of a [[Ride breakdowns|safety cut-out]] breakdowns. You may reduce the ride's vehicle count and increase theits minimum wait time to prevent vehicles from piling up, or you may run the vehicles as 2 car trains. Either strategy will work. You may also rework its layout or demolish it.
 
Vampire is mostly safe, but it can experience crashes following the [[Ride breakdowns|restraints stuck closed]] breakdown. If a train enters the station and experiences this breakdown before the other has left, the other train will not be able to re-enter the station until the broken down train is fixed. If the repair is not completed in time, the other train will ricochet off the one in the station and get stuck on the track, where it will eventually be crashed into. This can be addressed by removing the upward helix before the final curve and adding a chain lift to the crest of the last hill.
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