BUILDING A PARK
Posted by Luis Vera on 05 August 2018 05:40 PM
The Park Information window is the first window that opens when you start a new game. (You can open the Park Information window at any time by clicking on your park gate, the boundaries of your park, or the Park Information button on the top of the screen.) You’ll probably want to build a few attractions and facilities before you open your gates to guests, but when you eventually officially open your park, this is the place to do it.
This is also where you can set your admission price (unless you are playing a scenario with no gate admission). You will probably return here to adjust the admission price as you add attractions.
The Park Information window is also where you can buy or lease more land for your park.
A.View Park Entrance – Take a look at the entrance to your park. (This is a handy spot to drop off those lost guests you may bump into now and again.) This window has five buttons on the right side, indicated by numbers on the screen shown above.
B. Park Rating – Some scenarios require that your park achieve a certain rating — a sort of overall tycoon score. This tab shows your current park rating and a graph of that rating over time.
C. Guests – Click on this tab to see how many guests are currently visiting your wonderful park, as well as a graph of your park population over time.
D. Admission – Click on this tab to set the ticket price for your park. (The minimum admission price is free, the maximum is $100.) It also displays the number of admissions to your park to date, as well as total income from admissions.
E. Park Statistics – This displays global data on different aspects of your park, including overall size, number of rides, staff, and number of guests in the park.
F. Objectives – Click on this tab to view the goal of the current scenario.
G. Awards – From time to time you might win a special award — it might be quite wonderful, or it might be a badge of shame! Click on this tab to view your park’s awards.
Keep an eye on your guests’ thoughts. If lots of them are thinking about what a great value your park is, maybe you should raise the admission price
Reshaping the land to accommodate the roller coasters, trains, paths, tunnels, gardens, water rides and theme areas comes with the territory, so to speak. To run the most successful parks, you’re going to have to push some dirt.
The Clear Scenery tool allows you to easily remove areas of trees and walls larger than a single square in size. The Clear Scenery tool works much like the Land tool (see “Land and Water Windows” below). First, click the Bulldoze button to open a window where you can you can choose the size of the “brush” you will use to alter the landscape, then click on the landscape to clear all trees, walls, and small scenery items.
Note: This will not demolish large multi-block scenery, rides, footpaths or signs. The estimated cost is shown below the grid-size graphic on the window.
Important: Remember that the Clear Scenery tool is not the only way to remove scenery. You can also right-click to demolish existing scenery while using any construction tool.
Land and Water Windows
The Land tool lets you create hills, dig holes, and change the color and texture of your landscape. The Water tool lets you create bodies of water — a prerequisite to building some types of water rides.
Clicking on the Land or the Water button opens a window where you can choose the size of the “brush” you will use to alter the landscape. Only the Land window lets you assign color and texture to the areas you modify.
A. Brush Size – This shows the size of the area that you will affect by clicking on the landscape. Brush size ranges from one square to a 5-by-5 grid (maximum size in the Scenario Editor is a 7-by-7 grid).To increase or decrease the size of the brush, click the [+] or [-] buttons.
B. Surface Texture (Land only) – Click and hold this button to display the available land surface textures. Move your mouse cursor over a texture and release the mouse button to select it.
You can toggle a texture ON or OFF by clicking on it. When the texture icon has an “indented” look (like a pushed button), then it is ON, and clicking the landscape or raising or lowering an area of the land applies the current texture to its surface. When the texture icon does not have an “indented” look, you do not apply a new texture when you excavate.
C. Edge Texture (Land only) – This lets you choose the texture that is applied to the vertical edges of the excavated land. It is functionally identical to the Surface Texture tool, explained above.
Raising and Lowering Land
When you’re using the Land tool, the cursor becomes a shovel, with an arrow pointing to the center of the grid that defines the size of your brush. When you’re using the Water tool, the cursor looks like waves, also with an arrow pointing to the center of the grid.
To raise or lower land or water, click and hold the mouse button. Push the mouse up and a chunk of land or water the size of your brush will rise up from the landscape. Pull the mouse back down to lower an area the size of your brush. Release the mouse button when you’re done.
When you raise or lower a large area of land or water, the lowest parcels rise and the highest drop first, until every square is on the same level. Then, the area moves as a whole.
Land and water are raised in 5-foot, 1.5 meter or single-unit increments (you can set the type of unit displayed in the Options menu). You are charged for each square that you raise or lower. You are also charged for applying a new texture to a square of land, which you can do simply by clicking the land with textures toggled ON (see page 25).
You will notice that when you raise or lower land using a large brush, the edges rise straight up with no slope whatsoever. To remedy this sheer cliff look, you’ve got to fine-tune the edges and add a nice slope to your raised or lowered land. To do this, use a one-square sized brush, which lets you adjust each corner of a land square separately. If you position the mouse pointer near a corner of the land square, that corner is highlighted. Click and hold while you move the mouse to raise or lower only that corner. Release the mouse button when you’re done.
Thrill rides and junk food aren’t the only things that make an amusement park great. The atmosphere is also tremendously important, and you must provide carefully planned landscaping and scenery to make your park guests happy. By creating a more appealing environment, you significantly add to the enjoyment your guests derive from the park, and you can also add intensity and excitement to your rides.
The Scenery window includes all of the decorative elements you can use to beautify your park. It has a number of tabs, each of which displays a different selection of scenery items. The tabs that are available to you depend on what scenario you are playing, and what your researchers have discovered.
Click each tab to view and use the items in the corresponding window. (You might have to use the slider bars to see all of the available choices.) Place your cursor over a scenery item to display its description in the lower left corner of the window, and its price in the lower right corner. The cost of scenery items varies by type.
A.Trees – Trees take up one square of land and provide both shade and beauty to your landscape. Once you plant a tree, you must pay to remove it.
B. Shrubs & Ornaments – You will find bushes, fountains, exotic plants, statues and even topiary (bushes trimmed to resemble animals and fanciful objects) in this category. Use them to create pastoral gardens or decorative themes. Not all shrubs and ornaments take up a full square — some occupy only a half or quarter square.
Once shrubs are in place, you must pay to remove them. You recoup a bit of cash by removing statues and fountains.
C. Gardens – Rock-bordered and filled with flowers, gardens come in a variety of colors, combinations, and sizes. Once these are in place, you must pay to remove them.
D. Fences and Walls – Fences, hedges and other decorative boundaries are perfect for edging paths, rides and scenic gardens. These are always placed on the edge of a land square, and you can create double walls (or fences) in adjacent squares. Since fences do not fill an entire square, you can often place another item of scenery quite close to it. You get no refund when you remove these objects, nor do you pay a fee.
E.Walls and Roofs – This tab contains walls and roofs that you can use to make decorative structures and buildings. The wall objects behave like the fences and walls described above. Roofs generally take up a whole square and are designed to be put atop walls.
F. Footpath Accessories – This tab includes such necessities as benches, litter bins, and street lamps. These are vital to your park’s efficiency and cleanliness, and to the comfort of your guests. You can only build these accessories on footpaths — benches only on the flat footpath sections. You get no refund when you dismantle these objects, nor do you pay a fee.
F. Signs – Also found under the Footpath Accessories tab, signs are a unique scenery item that let you put scrolling marquees across your paths, alerting and entertaining guests (and players).
You can only place signs across paths. When you place a sign, the Banner window pops up. Here you can: (1) enter a message up to 30 characters; (2) turn the sign into a NoEntry marker; (3) delete the sign, and (4) change the color of the letters.
G.Theme Items – If you instruct your researchers to think about Scenery & Theming, they will eventually discover new ways for you to smarten up your surroundings. Themes range from Classical to Abstract and appear under separate tabs in the Scenery window. Items fall into all categories, including signs, trees, shrubs, fountains, statues and fancy animated decorations. All in all, definitely worth your research dollars!
H. Rotate – Click here to rotate an item before you place it. The items in the Scenery window will rotate to show their new orientation. There is neither need nor opportunity to rotate some items, including fences, walls and footpath accessories. These and other items automatically orient themselves when placed in your park.
I. Paint – You can recolor some items, including some signs, fences, and theme objects. To change the color properties of an object, click on any of the three Color buttons to display a color palette. Choose a color and certain elements of items that can be recolored in the Scenery window will change to that color. Items that cannot be recolored will be unaffected.
How to Place Scenery
Putting scenery in your scene is simple:
1. Click on the picture of the item you want to add to your landscape.
2. Use the Rotate button to orient the object, if necessary.
3. Use the Color buttons to recolor the item, if necessary.
4. Move the cursor to the area where you want to place the object. The cursor highlights the land with a shadow image of the object that shows its size and the space required. Click to place the object in your landscape.
You can demolish scenery and paths that are in your way by clicking with the right mouse button on the object on the landscape that you want to remove.
Note: Most items are restricted to certain locations. (Signs, for example, must be built across a path.) The cursor will not highlight if you are unable to place the object in your current location. If the cursor highlights but you still cannot place that particular item, a text window will pop up that explains why. (Hint: Sometimes rotating the object will make it fit.)
How to Place Elevated Scenery
If you need to place an object, such as a roof or a wall, at an elevation above ground level, hold the Shift key once your cursor is over the area where you want to place the item (but before you click the mouse). Now, as you move the mouse, the object will rise in the air or even drop below the land surface. Click to place the object at the desired location and height.
Alternatively, place the cursor over a scenery object that you want to match the height of (for example, a section of roof) then hold down the Ctrl key to “lock” your cursor to that height. Then, move the cursor around and you’ll see that whatever you are building will also appear at the same height.
This can be combined with the Shift key: hold down Shift and Ctrl simultaneously to raise or lower the scenery a bit (and lock it to that height) before building it.
Footpaths and Queue Lines
You will get to know the Footpaths window well during your RollerCoaster Tycoon 2 career. The humble footpath is the lifeline of your park — without proper paths, your guests can’t find your park attractions, and without proper queue lines, guests can’t ride your rides.
Placing basic paths is as simple as clicking a connected line of squares on your landscape. Raised paths and tunnels are somewhat trickier, but not that difficult once you get the hang of it. Click the Footpaths and Queue Lines button to open the Footpaths window.
The top two buttons in the Footpaths window let you choose the type of path to build.
A. Footpaths – These give your guests a way to move between areas of your park. Use them to connect virtually everything in your park.
B. Queue Lines – These are used to connect a ride Entrance to the main path. You should not use a queue line for any other purpose, as it might confuse your guests. Every ride must have at least one section of queue line attached to its Entrance. The more popular the ride, the longer its queue line should be. The first section of the queue that you place adjacent to an existing path becomes the entry to the queue line.
Clicking and holding either the Footpath button or Queue Line button displays your current choices of path styles. Depending on the scenery you have researched, more path types may be available.
Click on the path type, then move your cursor over the style you want and release the mouse button to select that style.
At the bottom of the Footpath window are two buttons that allow you to specify the path building mode.
A. Conform to Ground – This is the default path-building mode, and lets you build footpaths on flat and diagonally sloped land, but not on irregular surfaces. To place a path segment, position the mouse cursor where you want a new (or differently paved) path, then click. Right-click to remove existing sections of a footpath.
For longer paths or large sections of pavement, you can hold the mouse button and drag the cursor over the terrain. Release the mouse button when you’re finished. You are charged for every path section you place, and receive a partial refund when you remove a footpath or queue line.
B. Free Path – This allows you to construct supported paths that defy the slope of the land. Use this mode to create raised paths, bridges, tunnels, and piers. The higher or lower you build a path, the more expensive each section. You are refunded a standard rate when you remove a path, no matter what it cost to place it originally.
To build an elevated path or tunnel, click the Free Path button. Your cursor will become an outline square with a yellow arrow in it.
Move your cursor to a side of the outlined square to make the arrow point toward it. This is the direction that the first path piece will face when you click the mouse.
Position the cursor on the square you want to build from, not on. For example, if you want to build a queue line attached to an elevated ride Entrance, position the outlined square on the Entrance and move the cursor until the yellow arrow points away from the Entrance.
Once you click the mouse to place the first piece, several new buttons become available.
A. Direction – These arrows determine the direction of the next section you build. To change the direction of a path segment, click the appropriate arrow button. The path will highlight to show you what the next segment will look like when you place it.
B. Slope – The three slope buttons control the inclination of the next section of path. If no next section of path appears (you see only the pointer arrow), it means that you cannot build the section with the slope you have selected in that location. You may need to use the Demolish button to back up a step and alter the slope.
C. Build This – Click on this button to build the next path section. Before you build, check the cost of the section listed at the bottom of the button. The more support a section needs (the higher a bridge or the lower a tunnel), the more expensive it is to build.
D. Demolish – This removes the path section you have just built — not the highlighted section (which isn’t built yet). You can also use the right mouse button to remove sections of any type of path, as well as most objects in your way.