Paths: Difference between revisions
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{{Underconst.}}[[File:Footpath.jpg|thumb|111px|An [[Asphalt Path|asphalt]] footpath]]
Paths allow your [[Guests and Staff|guests and staff]] to walk around, and are required to be placed before
==Guests and Paths==
An unlimited number of guests can walk on a path in any direction, and they never bump into each other.
Guests will follow a path until an intersection, entrance, exit or until the end, they can't turn around in the middle of a path. Unless you provide guests with maps, the direction the guests take is purely random. Guests with maps will head towards their destination rides/stalls, and avoid paths leading to dead ends. The flow of people can be directed away from dead ends by placing 'No entry' signs.
Guests never leave a path unless you delete paths or they fall off a ride exit onto the ground (or you pick them up and place them off a path). Those "
==Building Paths==
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In RCT1 and RCT2, paths can be constructed using the path builder window, in the center of the topbar. There are 2 kinds of paths: [[Queue Lines]] and normal paths.
Queue lines are built from ride entrances and allow people to queue for rides. In the
Normal paths allow normal movement, but Queue Lines can also function as general paths if they don't lead to a ride entrance. In the original RCT, there were 5 different kinds of path design. The selection was expanded in Corkscrew Follies and further in [[Loopy
Queue lines won't connect to adjacent queue lines,
Normal paths always connect to other adjacent normal paths. In RCT2 and RCT1, the creation of 2 paths side by side will form a wider
===Path building options===
Paths can be built in 2 ways in RCT1 and 2. A first, direct method allows you to place path square by square, but only on flat and sloped
You can also change the path style or type of existing paths
The second method allows you to select the head tile
In this method, you can add elevated paths by selecting the slope up/down options. Elevated paths cost more than normal paths, depending on the height. Supports can be customised in Loopy Landscapes, up to 5 options are available. Paths have a maximum support height of 20 in RCT1
By building into a
===Pathing Systems===
Guests getting lost can be a huge problem in RCT1 and RCT2, since their artificial intelligence is very limited. Most of the
Many scenarios start with a suboptimal path system which can lead the player into continuing it that way - but often enough, it's a wise choice to remove it and start over. Paths leading to areas devoid of attractions and stalls should be removed or blocked off, because guests walking on them will get tired.▼
▲Many scenarios start with a suboptimal path system which can lead the player into continuing it that way - but often enough, it's a wise choice to remove it and start over.
=== Important Tips ===
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==Trivia and Tips==
* In [[RCT1]], there is a bug where when you place a sloping path directly in front of a ride exit at the same height, guests magically float up on to the sloped paths even though the path is not connected. Mechanics cannot enter by this way though, so make sure paths always connect to ride exits.▼
*In RCT1, if you convert a queue line with guests already queuing on them into a normal path, queuing guests will continue to stay in line until the line moves. Then they will walk all the way up the queue line (as like normal paths) and reach the entrance, only to turn back and resume walking normally. This is the same behaviour as seen when closing the ride the queue leads to.▼
*Guests never vandalize objects or puke when on an underground path.▼
▲*In RCT1, there is a bug where when you place a sloping path directly in front of a ride exit at the same height, guests magically float up on to the sloped paths even though the path is not connected. Mechanics cannot enter by this way though, so make sure paths always connect to ride exits.
▲*In RCT1, if you convert a queue line with guests already queuing on them into a normal path, queuing guests will continue to stay in line until the line moves. Then they will walk all the way up the queue line (as like normal paths) and reach the entrance, only to turn back and resume walking normally.
▲*Guests never vandalize objects or puke on an underground path.
*If you delete an elevated path the guests on it will drop to the ground or a lower path. Delete an underground path, and the guests on it will "drop" into the void and simply vanish.
*To prevent the queue line from prematurely connecting to a normal path, start from the desired end point and head towards the entrance or delete an adjacent path and build the queue line until you reach the desired
*Queue lines also have a tendency to connect to an adjacent ride exit or stall, causing them to end there.
*[[Mechanics]] never enter a queue line by themselves. So if you decide to make use of a queue line as a path, do not connect them to exits.
*The only staff who purposely leave paths are handymen who have the option to mow grass.
[[Category:Descriptions]]
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