RCT2 Guide
by Jazz
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Well, I decided, while I have spare time, to make an "RCT2
Parkmaking Guide" to help out new people and a reminder to
other parkmakers (and myself) how to go about building a park, from
beginning to end. Here's my strategy:
Planning:
Probably one of the most key essential elements needed to build
a park. I can't imagine anyone building a great park with no planning
at all. Planning is the first part of making a park. There are a
couple ways to plan, but what I like to do is just take a piece
of paper, and think of ideas. I will just list categories for a
park, maybe base off of things that I'm interested in at the moment.
Here's an example-
1. Classic Medieval
2. Spooky
3. Atlantis
4. Realistic etc...
From there, I will choose one the categories, I usually list about
1-4, which I would like to try. Choosing the theme for your park
is obviously very important, and try to do different themes every
so often, use variation. Now that you have the basic "framework"
of your park, go into the many specifics:
Park Layout- There are so many different types of layouts for a
park. Basically, what I do is draw out the boundaries of different
areas. I then choose what type of coaster I want in each, and maybe
a name. Also, what I like to do is sketch out sections where there
will be architecture, water sources, forest, etc.
Size: Another obvious essential element. So many different sizes,
all the way up to 256x256. Be careful with choosing sizes; it may
seem like it isn't very important when determining... however it
really is. Choose a size that you know you can work with and that
you know you can finish a park with. I usually started with 50x50,
and then slowly progressing sizes as I improved. This method always
works for me, and it's very helpful.
Ride Selections: I basically just choose the coasters and rides
that I know will be of some use in my park. Generally I just choose
everything, maybe a few exceptions.
Scenery Selections: I think a perfect example of scenery selections
is the NE PT bench. If you are looking for inspiration for scenery
choosing, take a look at that bench. I usually just use that bench
for everything most of the time, and expand it's size if necessary.
However if you want to make a custom scenery selected park, you
should always go through the "advanced" sections. Although
it is time consuming, some of the littlest objects matter most.
Concluding Options: At the end of making your scenerio, make careful
note of the final options. I always do "no money", for
my sake. And, choose a good name for the park, based off of your
chosen theme.
Architecture:
This aspect of the game probably takes the longest to improve.
Here are some pointers of how to make a good building:
Layering- Layering is very important. When layering, you usually
try to stay by a pattern. For instance, let's say you're making
a building with marble and brick base blocks. You first deterimine
the size of your strcuture, and then put down that amount of base
blocks as a "base." From there, you layer a different
kind of wall on top of each other, I usually do about 4 blocks high,
and then put the same type of base block that you used on the bottom
of your building on top of all the layerings. You then continue
this pattern for however many floors you want. Although it may sound
confusing, an example to base this off of is the layering of a cake.
You first, at the bottom have cake.... then a layer of frosting...
then more cake.... than a layer of frosting... and so on.
Windows and Textures: When placing windows, all you obviously have
to do is put them in front of the walls. Remember to put the "door"
windows in the proper place when necessary, for instance when it
is leading to a path or walkway. I try to use variation within my
window placement, but not too much though. Textures took me awhile
to get the hang on, and I still have a long way to go to master
it. Basically what I did to get at least pretty good with them is
experimenting. It's good to keep consistent textures within a similar
section for a park. For example, it wouldn't look good to have a
mud building and a mechanical structure next to each other; it doesn't
fit. My personal favorite is marble, but in general, textures os
basically a "trial and error."
Foilage and Atmosphere:
Another aspect that took me awhile to catch the grasp of. With
foilage selection, the main thing you base off your selections with
is the theme in which it is in. For example, palm trees and cycad
bushes go good with a tropical climate. Red fir trees and pine trees
go well together in a "Northern Forest" climate. There
are so many different types of trees and bushes, but in a brief
explaination, just base it off the theme and environment in which
you are working in. Atmosphere is important as well. What I do to
try to make parks atmospheric is by using contrasting gardens and
pleasant statures and fountains, and try to make the park look as
elegant as possible.
Landscaping:
If you are looking for inspiration in how to landsape, Old Red
is the master in this category. This is probably the hardest to
explain, but landscaping is just using the land tool and being creative.
Don't be too random with the land faces, for instance, having land
facing in a different direction every square. Try to keep it smooth
and consistent, and flowing. Waterfalls are important too, make
sure you have a source for the waterfall to, that's an important
aspect that people don't always do. A cool thing I learned to do
is with waterfalls, put the "ice" background behind them.
It makes the water looks more relastic and pure, and it makes the
water stick out more.
Spacing:
Spacing is exactly what it says it is, to keep everything spaced.
Architecture is very important to keep spaced, and you don't want
to have ten buildings in a row all clustered together, in less you
are doing a realistic midway. But other than that I see no exceptions
that I know of to keep all buildings spaced out and organized.
Coasters:
Coaster layouts are the hardest thing to master, IMO. To explain
in a few words, the layouts should interact with the environment
and buildings. The layout should also maintain a steady speed all
throughout, and don't try to go fast on inversions. Try to keep
a moderate speed on loops, in-line-twists, etc. Custom supports
are key too. To make these, you simply eliminate the "default"
supports of the coaster by lowering the land and placing an object
inside. You then lift the land back up, and the support is gone.
From there, you use the pipes and poles to create a custom, unique
way of supporting the coaster. If doing a woodie, you use the slanted
wooden supports, preferably on large helixes and the chainlift.
Organization:
Last but not least, organization. Try to keep everything organized,
neat, and well-planned. It's key to have organized and neat parks,
and try to build the park from a peep's view.
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Well, that's my "RCT2 Parkmaking Guide." Hopefully this
will help out parkmakers around here and to have an outline on making
parks.
~Jazz~
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