Paths: Difference between revisions

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(added tips by reddit user Javret)
 
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===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 terrain tile (not diagonal slopes or edges). Path tiles automatically connect to adjacent path tiles, forming continuous paths. Sloped paths only connect to paths on the top or bottom edges, 2 sloped paths running side by side never connect. Ground paths cost $10 in the original RCT, queue lines $12, but both were revised to $12 in Loopy Landscapes. YouPaths canare delete pathsdeleted by right-clicking on them. The refund is always $10 regardless of what the path originally cost. The player should be careful not to delete a path when it is above water and guests are walking on it, else they will fall and drown in the water.
 
You can also change the path style or type of existing paths that way. This applies even to underground or elevated paths. There are also different types of structures for support when building paths above ground and for tunnel entrances when underground. Replacing a path with a different type/style costs $6.
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As guests can't turn around in the middle of a path, they need a special point for that: intersections, including ride exits, shops and stalls or benches (if they sit down). On every such decision point, they will choose the direction which is closer to their target, although, they will head straight to it and don't recognise dead ends. This can lead to your guests getting trapped. If they head for a ride, they will sooner or later give up, but if they want to leave the park, it can happen that they are trapped endlessly [[Guest Moods|getting angry]]. This causes your [[Park Rating|park rating]] to drop rapidly, same as if you block the park exit. Therefore, dead ends facing the exit have to be avoided. Remember that guests can decide to leave your park on every single tile.[[File:Pathing.png|thumb|300px|The red marked paths can lead to death traps!]] Also, long or ways with too many intersections to their destination can cause guests to lose happiness or get lost. A path can be as complicated as you want, and, as long as there are no decision points, your guests can't get lost. This is the reason why it is recommended to block ride exits with one-way signs if they are causing problems.
 
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. Make use of do not enter signs. If a peep doesn't need to go down an exit path, they shouldn't go down it.
 
<p class="_1qeIAgB0cPwnLhDF9XSiJM">In RCT3, paths need more attention than in previous games. Peeps get confused when paths are bigger than 2 blocks wide! So, keep to two or less. Try to keep a central design. One big path that loops around or two smaller paths that branch out. Make exits longer than you need for [[roller coaster]]s, that way peeps don't bunch up areas near the exit. Avoid one block wide paths in major intersections. Avoid stairs unless for the excitement bonus as they clog up parks.</p>
===Important Tips===
* The user should be careful not to delete a path when it is above water and guests are walking on it, else they will fall and drown in the water.
 
==List of Paths==