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Theme parks style - Printable Version

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Theme parks style - nineflagsinc - Jan 21, 2013

Ok so I was on YouTube looking at different theme parks around the world and I never Notice each park have it own style when I mean that here an example

In six flags magic mountain: the rides are close by and the land is flat such as Knott berry farm their also no Spacing or Separation from the rides or the guess.. I also see that not a lot people build their parks like only like 50 percent I see people because it doesn't turn out good and take a lot work and less detail but also it can be a good if your adding new rides each years and it more of the people whole have crazy coaster ideas but the down falt that the coaster have to be small ugh fail but at lest the more thrills right ;) ugh I think it a nice style because I use but it can be messy sometime but it easy to fix into a good park.Such as cedar point.Thanks cedar point ;)

Anther style i more of the classic old school more building less rides look such as silver dollar dollywood six flags over Texas and ect.
A lot Europeans parks do the same thing I like to call it the theme park mall because basically it another way the park trying to make money it like Disney how their more shops than anything else in the park. But the only good thing I like about the over all style the lines aye less busy rite :/ wrong this is style make more lines more headache for guest and most of the parks MOST is family fun. But this style it a easy way how to make money :) I think it a great style to use in the entry or the begin of your park.

The second to last is more of a bush garden sea world cedar fair style. Lol to but in easy worlds a lot people love this style in rct3 it what a lot people like to build it really common it large rides and more dips like. For example kumba at bush garden how the land it change from location of the tracks. The style it a cool style it a vary detail style but the some disadvantage such as less rides longer lines and my favorites the rides are Scatter out the park woohoo walking skills ;) but over all is a pretty cool style it more common in the southeast than anywhere else's but their more up north.yea I know but I like the style and it pretty cool but it not for me.

Last but not less it the Disney style that what I like to call it. It more like the classic old school but it have it own Unique style like Disney. is always theme such as bush garden and also Universal Studios it also very detail and always theme and it have a story behind. Half of the time- cough-
But anyways it more or less a good style. The worst park about this is that build large coaster you must be very detail and theme so don't make a power ranger roller coaster when your park base of Star Wars. Hmmm a power ranger ride in a star war park :D. Anyways this style is cool style.
When you build this type of park remember this never change a theme in the middle While building another one it get the guess really confuse and no body likes being confuse :D but over all this style might be one of the bet styles every made

Hope u like this topic and hope you guys like and hope it help you guys with building your park and see what kinda style are u thanks


RE: Theme parks style - Blu - Jan 21, 2013

I would say a good theme park is one that has attention to detail. If it seems like something impossible to build in RCT3 (Not because there are different curves that RCT3 doesn't have [Because of the grid]). Themed Rides > Generic Rides. I have learned that in my RCT3 experience. But just because it's themed, doesn't mean it's good. If you just throw together a roller coaster and decorate it with some trees and rocks, it's not necessarily great. First, you have to make a realistic layout. This is achieved by lots of trial and error. Imagine your roller coaster in a real park. Does it look awesome? Or does it look stupid? Keep a theme in mind while building the layout. Think of different scenes where different things happen, or maybe you fly through a tunnel-like structure. Imagine what you would put at every part of the coaster. Also make sure you have some kind of symbol that represents the coaster. In my coaster, The Old Mill, There is a windmill sitting up on top of the rock mountain. Usually you can include the symbol in the logo. What this does is it makes the coaster a little more memorable in a way. When I design coasters, I don't use terraforming tools only because I plan on putting them up for download. There are plenty of custom scenery sets to make some "fake" terrain. Use lots of rocks (I prefer mostly Weber's) and ground covers. In the ride area (The path area near the ride), you can choose between a clean and man-made feel, or you can choose a really natural and lush feel in the woods, or if you could thing of something else, you could make it really unique. Always use terrain textures. That old green grass always makes you think of RCT3. Try to cover up the regular old default stuff with plants, paths, buildings, and most obviously, terrain textures. Although they're nice, I still recommend you use other things like leaves, vines, and rocks to cover the ground. Think of a painting, where you should never leave a space white, unless it's a white object. It's like this in RCT3, but you never want to leave a space untouched. In every spot, think of an object to go there. Don't just leave it empty. Every detail makes your rides more realistic. I've heard some people on this forum say to use lots and lots of CS, and I would agree. Almost every part of my rides are custom made, but there is an exception to this rule. Just because it's a piece of custom scenery, doesn't make it better, nor does it mean you should place it. To make something realistic, you really need to well-execute the design very well. In the ride area, try not to leave a section of path alone. Try to make something surround it so that not even the pathway is boring. If you can't think of anything, you can always make a lake or something and put a viewing area or something nice. Usually flat rides work, but only use one or two next to a single ride. To many flat rides look like a mess. Next, always use custom supports on a roller coaster. The in-game supports are ugly and unwanted by many people. If you leave them, you might make the ride look really bad. Of course, if the ride is sitting on the ground, it's okay. Supports are a big factor to realism. Never over-support a coaster, because in real life, it's basically a waste of money. Use minimal supports but use your brain to think: "Would this ride stay up, or would it collapse?". If there is a section that puts a lot of stress on the track by the train, use a little more supports. Airtime hills don't need more that one or two. If you're stuck with supports, look at pictures of real-life coasters on Google Images or RCDB (Roller Coaster Database). I also strongly recommend neat lighting effects. If there is a forest scene, you can put some sun-ray-like lasers pointing down through the trees. If you are in a dark cave, you can put some dark blue and green lights coming out of the water to create a spooky feel. Atmosphere is a big factor too, and lighting can help a lot. All of these things can make you the best roller coaster someone has ever seen. Good luck!