Here are a few screenshots from a park I no longer have. I saved them some time ago in the slideshow folder and thought to share them here. This was my very first RCT3 park and it’s the default 128 tiles by 128 tiles.
My current park is 254 tiles x 254 tiles and is still a work in progress. I’d put screenshots of it here but, while nearly all the rides, stalls and staff are now in place I’m still adding the scenery and I don’t particularly want to show it to anyone without the scenery in it that I want.
I believe the first screenshot below typifies my old park in that one can see elements of Vanilla, Splash and Wild. The row of Roman/Greek columns show I wasn’t yet aware of the potential of the in-game scenery. My approach to scenery at the time it was to find it in the menus and drop it into the game. Note the animal house at the top left.
In RCT2 it was possible to have water rides but there were no proper pools – one had to make something up to resemble a pool or have the water rides in a lake or pond. Although in RCT3 I missed things like the way ride supports looked and rides such as Cadillac Coaster & Manta Ray Ride, RCT3 pools, and the animals with their enclosures got me hooked immediately. The first time I saw an animal feeding house I wondered what the point was until I realized the animals actually went inside. As you can see I fast caught on to how to build pools. This screenshot shows a little over a half my old pool which sweeps around to the right out of the screenshot …..
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….. here to the other end of the pool. I’ve included this shot because I like it. Let’s go to the right a bit further over Aquarium …..
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….. to a better view of this same end of the pool. Every time I view my old pool I realize I haven’t yet put any pool rides in my current park. This would probably explain why the pool usage in my current park is way below what it was in my old park.
It’s just occurred to me I can use some CS walls to cover that wooden siding in Pool Complex. There are some charming CS rock walls that come to mind. I’m sure I tried this before with regular scenery but it wouldn’t intersect with the pool, it either set above or below the level of the pool.
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My old park averaged 4,500 to 5,500 guests with a peak at one time of nearly 8,000. At the peak I was either a few guests away from 8,000 or a few guests over 8,000 – I don’t remember which. The ratio of guests to pool in my old park was a little better than one in five. If there were five thousand guests in my old park there were over 1,200 in the pool. In my new park without the pool rides if I have 5,000 guests in my park I’d be lucky to have 120 in the pool. My current Pool Complex is nearly twice the size of this one so I really need to get some pool rides placed to see if that fixes the problem!
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Early morning pool fun. I once rode one of these pool rides while named Jonny Watts, landed in this pool and stayed underwater. I watched Jonny Watts swim away and I remained there looking at people swimming by above me for several minutes. That’s the only time I’ve been underwater in this game. I thought at the time that being underwater would happen frequently but that’s the only time it happened and because I thought it would happen again and because the idea of taking a screenshot hadn’t yet occurred to me I didn’t think to take a screenshot while I was under.
These screenshots are a result of discovering I could change the game intro slideshow by using my own park images.
You’ll note in this image the towering ramp going up to Pool Slide. I don’t like spiral pool stairways and hadn’t yet discovered the elevators. Right now as I write I’m not sure I can integrate the elevators into a pool ride. I’ll have to try it and see. This might be one of the reasons I’ve delayed adding pool rides to my current park, because I’m not sure what to do to get guests up to the pool rides.
In RCT1 the ride supports actually stacked and integrated one on top of the other and didn’t disappear when another part of the ride or another ride were located below. In RCT2 the supports could be less relied upon and I noticed they no longer stacked. This screenshot and the one previous well illustrate one of my pet peeves with RCT3: as you can see in the illustrations RCT3 merely needs the slightest excuse to eradicate ride supports. Some of the rides in the park look odd with ride track way up in the sky with minimal or no supports beneath – but what’s to be done ….. ? !
Following are some enchanting guest shots from around the pool:
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This was my very first zoomed-into-the-pool screenshot.
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A lazy afternoon.
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Two children lost in a quiet moment.
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During construction and landscaping I noticed while adding to this pool that if one deletes a portion of the pool you are left with the guests suddenly in their street clothes standing on the ground and that these guests are lost. If one then picks up these guests and places them back in the pool they’ll sparkle for a few seconds as above, appear in their swimsuits and no longer be lost.
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Except for the guy in the blue track pants in front with his back to us, this is a screenshot of a family I was tracking using Custom Family Highlight. The husband, wife and five of their children are here and the sixth child is on his way to rejoin his group here.
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Park guests in a viewing gallery. Way back then I had never heard of Peep Factory. If I had, the guests would certainly have been dressed differently – can you believe some of the tasteless combinations provided at random by the game?!? While not looking like they’re clones in uniform my current park guests and what they’re wearing look more pulled together.
Note the pool in the background at the left. That tree in the view confirms this as a shot of my old pool. I don’t use trees like this in my current park except for inside some of the animal enclosures. I had forgotten how nice these trees look while zoomed down at ground level.
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Well, that’s enough talk of pool. Here’s some intense excitement on sky swing. This image has been cropped from a screenshot.
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High excitement at high noon at the top of a woodie. In the previous shot you can see the location of where I took this screenshot. This shot’s been flipped horizontally so it would display better in the game launch slideshow.
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The same woodie moments later. Note the food court just below the left of center and some missing track in the sky (top left of center) in the distance. It was shortly after this that I discovered I could use the game tools to adjust how much or how little of the rides, park, scenery, etc. I could or could not see in the distance.
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A better view of the food court from near the top of Giant Slide. In view is one half of the food court, with the other half away to the right off the screenshot. This shot would have been taken just prior to my getting tired of Pegasus fountain and putting new scenery in this area. With regard to scenery and terrain Pegasus fountain area and food court were one of the most altered areas of my park while it was up and running.
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Ah-h-h-h. I’ve been unsure of exactly from which folder game launch slideshow was getting some of my screenshots. Just found it with a file name search and placed some shortcuts so I don’t forget it again! Here’s a night image of my current park. It’s my second completely flat park and I just love it! I seem to be favouring flat parks in RCT3. There are ten animal enclosures, one pool complex (above center), two food courts (above and left of image center to left of pool complex), and this photo beautifully hides the fact that, at the time I took this screenshot I hadn’t yet placed all that many coasters in the coaster area, out of view to the left – there is a big empty field there behind the rides that you can see which I think is why I aimed the camera in this direction. This night shot also hides the fact that, except for inside the animal enclosures, the park is completely lacking in scenery. At the top right is a huge reflecting pool with water rides on it. This is all in sandbox, of course.
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These screenshots are so early in the construction of this park that perimeter miniature railway shuttle is only partially built. I notice the railway track in the lower right in this image although this screenshot was taken three days prior to the one above. This early in my park's development all the animal enclosures still have regular turf on the bottom. I’ve since put suitable terrain for each type of enclosure/animal. The horse enclosure now has mowed lawns for the horses to run on and suggests they’re racing horses, that sometimes polo is set up in the enclosure and that we keep stables in the park. The pandas have pines and are on a mixture of grass & flowered grass, and the camels & kangaroos are on something called mud but fortunately there is some green grass in what the game calls mud.
The primates in this park are so prolific I’ve a few times seriously considered moving them out and putting bears in their place, except that the baby primates are so cute and the primate feeding houses are unique and are my favourites along with elephant feeding house and giraffe feeding house. All of the park enclosures are electric so that they look consistent throughout the park.
I imagine when I get to it, now that I know what’s possible with scenery and with all this great CS we have now I could actually build stables near the horse enclosure so I’d actually have stables in the park.
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Here’s that reflective pool that I was writing about. The big empty field with nothing in it yet is just visible in the upper right. There are five water rides in the reflective pool: windsurfer, bumper boats, canoes, rowing boats and jet skis. The raft slide ride in the foreground actually had to be cut down by about 75% in RCT2 because when I converted it into an RCT3 ride it converted to about 275 tiles in length.
I’ve also discovered why some rides can’t be converted from RCT2 to RCT3. When using Track Decoder to reconstruct a ride that won’t convert I notice that that ride when exactly duplicated with decoder will be out by one or two tiles somewhere along its length. I assume this is due to RCT2 ride loops covering three tiles and RCT3 ride loops covering four tiles. What a shame that sometimes a favoured ride won’t easily convert simply because of the loops.
My new park has had a maximum of some 5,000 guests. Of course, 5,000 guests in a park 254 tiles x 254 tiles looks like 100 guests. After 5,000 I deleted all the guests and returned to developing the park.
I haven’t yet tried running guest generation rate at 200% in my new park like I always had up and running in my old park. If I did that I wonder if I’d get 8,000 or even 10,000 guests. Perhaps the game generates less guests per tile the larger the park gets.
I miss the crowds of guests I used to have in my 128 x 128 park.
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This is about a half or maybe three quarters of my current pool complex at night. There are four desert gardens on an island just above center and several safari trees about the complex. The Neptune fountains are out of view to the right. I note the park entrance plaza at the top right which places this phase in entrance plaza development to where I temporarily tried roman/Greek columns for scenery. They have long since gone, replaced by pines, CS fountains, and a couple of Doughnut’s Universal Studios globes. The information booths are in the entrance plaza. There are ten and they serve the entire park.
With no park income the rides and stalls lose an incredible amount of money each month. From time to time I wish I could take this park out of sandbox and run it as a career park just to see if it would make money or lose money. In park currency my current park worth is 1,300,000. Considering what’s in the park this doesn’t seem like much and I don’t know how that would compare if the same park was not in sandbox.
However, I see that mechanics, the highest paid staff in the park, receive 65.00 in wages. There is no indication if this is daily, weekly or monthly but the staff wages do seem extremely low so plainly the park worth and all other park financing follow a different set of values from those in real life.
If we assume wages are paid by the week and multiply the mechanic’s wage by 10 to get a more realistic (not ideal, but realistic) figure of 650.00 per week, perhaps the park value multiplied by 10 could be assumed to be 13,000,000. That’s still not a lot considering what’s in the park.
Let’s take the keeper’s wage of 18.00, assume it is weekly and multiply it by 35 to get a more realistic wage comparable to the mechanic’s. Doing this the keeper’s new wage would be 630.00. If I then multiply the in-game park value by 35 I’d come up with a new park value of 45,500,000. This still doesn’t seem like the right figure but I think this figure is closer to what I believe the park value should be.
Maybe I could simply in my head add two zeros to every number I see. Keepers would get 1,800.00 a week, mechanics would get 6,500.00 a week, (I know, I know, sodas would cost 200.00, hot dogs would cost 250.00, guests might have to pay 30,000 to get into the park) but my park would be worth 130,000,000.
Ah-h-h-h ….. just look at that park worth number!
I think we’re almost there.
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Note the almost complete lack of guests in the pool here in my current 130,000,000 park.
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Last screenshot, I promise! Fun with zoom-in. I was looking over the park once and noticed somebody walking inside a ride that I had put on test and then forgot about. As you see it was a staff member at work.
I’ve been about a week, on and off, putting this together and I hope you enjoyed it.