Just a few things I think most players of RCT2 will benefit from knowing...

- Scenery affects ride excitement, especially certain flat rides. In a 3-5 square radius from the entrance of most flat rides, all scenery counts to some degree as excitement points. This can be used to your advantage in two ways now. In the original RCT, it was found that putting four 1/4-square scenery items is better for excitement than one 1-square scenery item. This can be taken to a new level in RCT2 because with the use of the shift-key and the mouse up/down, scenery can be stacked. Peeps are known to have 'x-ray vision', ie: they can see one square in all directions, even underground. So now you can put scenery underground (reverse stacking) which effectively doubles the potential for excitement gains!

- Trees are now automatically cleared as needed when building rides, paths and even from landscape changes. It is now easier than ever to build a coaster that winds through the trees, thus taking advantage of excitement bonuses from the trees themselves. Rides that twist through scenery items gain the so-called 'head-chop' bonus, which gives bonuses for and scenery that the rider sweeps by giving a feeling of imminent collision.

- There is a category of scenery at the far-right with a question mark as it's symbol. When making your own scenarios, you get to choose what scenery and theming items will be available to the player. At the top of this window is an 'advanced' button which allows you much more flexibility in deciding which scenery and theming items are included. If only a few items in a particular theme are chosen, these items are put in the 'question' section, like a mixed bin of peices.

Have fun! 

====================================

does it still cost money even though the trees are demolished automatically??? Can you turn this feature off?
 

Yes, it still costs money, in fact, it costs more to demolish WHILE building a ride. I wasn't 100% sure until last night. I was building a log ride in Botany Breakers (TONS of trees) and noticed the cost of each piece as I built. I don't remember the exact figures, but it was something like this: let's say a regular flat piece is $34. If there's a tree in the way, it costs $10 to remove it manually. If you build the track piece over it and remove it automatically, the track piece costs $84, or something like that. I was like WHOA! That's crazy. So just beware when building, clear the trees and such manually, and save money!! 

=====================================

Above all, I would like to see the handymen work much more efficiently. The peeps seem to contend with the wider pathways far better than the workers; I've seen handymen ignore litter that was 1 tile away on a 2x pathway... 

=====================================

Can Someone Explain how do I use the Cable Lift Hill? 

=====================================

First off, it has to be straight out of the station, no curves or anything else before it. Basically, build the track sloped up (no chain lift) to whatever height you want it, then click cable lift hill. After doing this, the rest of the track should turn into the cable lift hill. 

=====================================

I took one of my coasters and put a portion underground, to add more excitement. Well, I got a higher excitement, but my intensity went up. Before it was at 9.70. It went 10+. Strangely, my excitement was still 9+. Is this a bug? 

=====================================

Ok, so open up the sixflags belguim theme park... and find a "foodcourt". Look at the rows of benches... how is that possible? I've tried everything I can think of and i cant seem to recreate such a thing in any of my parks. It doesnt seem to be possible in the scenario editor either! Any ideas? 

=====================================

The only food area in SFB is the open air one with about 4 rows of benches, is this what you mean ?

If so all you need do is make 4 rows of fences, then add the 6 rows of paths ( the fences should now be between the paths preventing them from joining together ) now remove the fences and put in the benches.

Hope this helps

Couger 

====================================

I had to do tall scenery for my Titan 2k2 Coaster to get a "Do Not Stand Up" sign at the top of the 210 foot lift hill

Heres how I did it:


1. Raise the land to maximum height
2. Use the square steel structures..the cubes that have Xs in them..and drag those to just below the desired height.
3. Drag the glass wall from the top of the raised piece of land to the top of the steel tower, and that should do it.
4. Lower the land then delete the steel tower you made.


I may put up screenshots in another forum describing how to build tall scenery and make "Do Not Stand Up" signs 

===========================

I've been exchanging PMs and notes with one of the few people who is great at analysing the 'intelligence' in the RCT games. Between us, we've concluded that the mechanics are much more proactive in RCT2.

They've had a huge salary increase. It's 80 per month in RCT2. But my conclusion is that we will need fewer mechanics per ride (or more rides per mechanic) because now they seem to 'know' when a ride is due an inspection and deliberately head for the ride when it's due, instead of wandering around their patrol areas and happening to 'discover' that an inspection is due.

For their newly found initative, I reckon they are are worthy of the salary rise. 

==========================

they do some more 'with the job' so to speak! 

==========================

Log Flumes will generally get high E ratings.  But people get bored and want to get off if it's more than 4 minutes or so...  Especially with the long rides to the top of the hill.  With Log Flumes, ninety precent of the ride is lift hills and slow turnes and such that get guests bored, just as in real life.<snip> 

Don't forget that you can make Log Flumes less boring now in RCT2 by theming them with tunnels/through buildings etc, and by designing them so that guests get off at the bottom of the lift hill and board the ride at the top. This means that most of their ride is downhill and more exciting. In this example pic the guests splashdown in the lake and get off at the bottom. The logs then travel up the boring hill empty.



As for pricing rides, I tend to quadruple the default price for coasters, treble it for thrill rides, and double it for Gentle. After a while the peeps start to complain that the rides are too expensive at which point I usually halve the price. that leaves them at double the defult for coasters, 1.5 times for Thrill, and par for gentles. If they begin complaining again, I tend to tear down those rides and build something else, which might be exactly the same but allows me to charge the inflated prices.

Finally, park pricing. Peeps turn up with different amounts of cash in their pockets. As far as I can tell it's:
10% X
40% (X+10)
40% (X+20)
10% (X+30)
X varies between scenarios. So what you charge depends on what they are carrying. In the above example, you could decide to charge X+30, but this means that 90% of the peeps generated by the game would reach the gates, turnaround and go home. This means that your guests will come into the park much more slowly, so you need to avoid this situation when you're playing a scenario where you have to reach a target number of guests in a given period. 

====================

i find when making a wooden rollercoaster with a lot of dips to go some thing like 100ft 80ft 80ft 60ft 40ft 40ft will creat large amounts of air time with out it being creating to large a neausea rating, this keeps the speed at about 10-20 at the peaks of the hills 

===================

I can think of a few reasons why your guests might be getting lost or stuck:

- Wide paths are acceptable, but only to a point. When sections of your paths are 4 or 5 wide, people will get confused. I've been sticking to 2 or 3 wide.

- Dead ends (like your little food court in the middle of the coaster) will confuse guests.

- Peeps will complain if you have long sections of path with no rides or stands.

Otherwise that looks like a great start. Nice theming. 

==================

I realized this a couple weeks ago, and I want to save everyone(especially with slow computers) a lot of time. If you are in the game, scenario editor, ride designer, etc., when you press Alt-F4 simultaneousley, it completely exits the game, and you don't have to go back to the main menu!As I said, I've known this for a while, but I just realized some may not know this. 

================

And for those of you who haven't figured it out yet, this is a windows function, not something that is built into the game (so this can be used to kill any program, especially helpful with browser windows that hang). 

================

That is a good idea Morku.... I have tried it myself before. Made a 2 - story food court. I have found that many of the buildings on the 2 floor do not sell well though. I would rather just use a little more tile space and get more customers.

Here might be something to try though. Have a cafeteria at ground level. Then place extra shops underground right beneath it. 

==================

 had some nice food courts and malls in my park untill I found out I reached the max at 255 so I have had to destroy a few so I can finish my park off with rides

==================

Scenery, one of my favourite subjects. Here goes:

All scenery objects have the same increase in excitement rating. Even quarter tiles have the same increase as a full-tile object. Multi tile objects count for as much tiles they are on. Considering this, you can conclude that you can better have lots of quarter tile bushes than one big pyramid. This is very weird but true. Also there is a maximum amount of objects that can be counted into the excitement rating (I don't know exactly how much). 

Encasing rides in scenery (placing roofs and walls around them) gives them less increase in scenery than letting them go through the same lenght of tunnel underground. 

On rollercoasters in general

Slower lift hills give a coaster more excitement 

====================

Okay, I'm an extreme nazi when it comes to my park help. I CANNOT STAND when they do stupid things. First of all, I NEVER have free-range mechanics. (I'll get into that more later) Also there's no reason to mow grass. It doesn't effect the game one bit.

Handypeople: I always zone them. Initially I keep them to about five 4x4 squares, but when an area gets crowded and heavily puked on, I'll cut that down to three. Yes that's extreme, but in my experience nothing pulls down park rating faster than disgusting paths (Well, a crashing coaster is always worse)... The one thing that I ABSOLUTELY CANNOT TOLERATE is a handyman walking through queue lines. There's no reason, peeps don't puke or litter in line. Therefore, I am very diligent and methodical about placing paths within the handypeople's zones, and placing queue lines so the handypeople cannot go into them. Exit paths, if necessary, are not near queue lines so I can zone the exit path without accidentally zoning the queue lines. I'll occasionally put a free-range handyperson if things get crazy, or I don't feel like taking the time to rezone everyone.

Mechanics: I put one mechanic per rollercoaster, and zone it to only take care of that coaster. EVERY ride gets inspected every 10 minutes. For flat rides, I'll usually place them so a few of them exit near each other, then I'll place one mechanic near and zone it to take care of all of those flat rides. Picky? Yes. But my coasters that are down to 10% reliability still have 1-3% downtime. :-) Now this is very important: NEVER NEVER NEVER CREATE A FREE-RANGE MECHANIC! I thought at first, because I'd zone one mechanic for multiple flat rides, it was a good idea to have them around.... Until I had a large park and was getting the "Coaster has still not been fixed, check where your mechanics are and consider hiring additional mechanics" messages... WHY!?!? I have a mechanic zoned specifically for that coaster! Why wasn't HE fixing it? When I opened up the panel, I discovered that the game had, instead of the mechanic who was zone for the coaster, called the free-range mechanic.. WHO WAS ON THE COMPLETE OPPOSITE SIDE OF THE MAP! Wow. Dumb, dumb, dumb!

=====================

QUOTE  
The one thing that I ABSOLUTELY CANNOT TOLERATE is a handyman walking through queue lines. There's no reason, peeps don't puke or litter in line. 


Well, I don't know about you but in RCT2 I get puke in queue line sometime.... strange because in RCT1 it did'nt do that. Then again pepps seems to confuse queue line for path sometime.

======================

QUOTE (Mad Bird @ Nov 21 2002, 05:50 PM) 

QUOTE  
The one thing that I ABSOLUTELY CANNOT TOLERATE is a handyman walking through queue lines. There's no reason, peeps don't puke or litter in line. 


Well, I don't know about you but in RCT2 I get puke in queue line sometime.... strange because in RCT1 it did'nt do that. Then again pepps seems to confuse queue line for path sometime. 


Heheh, read my sentance again-- I said peeps don't puke or litter IN LINE. Sometimes wayward peeps will wander into likes and puke, or someone getting out of line CAN litter. Also there's the problem with the end-of-line peep causing an error where peeps queuing behind him do not "stick" and keep walking past the end of the line... I guess they can puke and litter too.

But yeah, it doesn happen once in a while. I also don't think peeps get disgusted at puke and litter when they are IN LINE, so I think having handypeople walking through the queues is a big time waste. Occasionally, I'll turn everythign off (pressing 1234567890) to inspect the paths for damaged goods. If I see puke in a line, I'll grab the nearest handyperson and rub his nose in it.

QUOTE  
I undesrtand what you mean but having the exit close to the begining of the queue line nake the peep rides continuously (and that mean more cash!). Also when I have a big coaster I generally assign a mechanic (like you said) and a Handymen devoted of maintaining the exit and entrance and whatever path is very near to the coaster. 


Oh but I do.... in a way. I guess I didn't make myself clear as to what I meant, so here's a picture:



Grey=path, yellow=queue, red=ride, cyan=food, magenta=garden, brightgreen=other scenery...

This is how I always make my paths. I also line those paths with stuff, alternating bench-trash-bench-lamp-... The blue hatching is the handyperson's zoning. Notice when they exit either ride, they have to either pass by the entrance to one of the rides, or pass by food stands. I also usually try to position the exits to coasters at dead ends of these paths, so the peeps have to pass by the entrance of the coaster again. Call it the "Six Flags" method. Actually, if it were the Six Flags method, I'd dump the peeps into an area of suvenier shops, tshirt stalls, etc. :-)

=========================

To remove supports under any road : use base blocks, place them right under the road, and voila no more supports  

========================

I think the reason for that is, although Mr. Sawyer enabled double-wide paths, people will use tripple-wide and even quadrouple(sp?)-wide paths. You see, the key word is double. People have taken this new AI for grandet and over used, thus making guests confused. 

I haven't done the math, but I suspect an average guest will change directions at 1/3 of "intersections" they come across. But with the new double-wide paths enabled, a guest will come across thousands of intersections in just an hour or two, so the number of intersections a guest will turn at had to be considerably reduced. But they still will get confused by all the intersections, wich, by the way, will end up being infinite if you don't have at least one single-wide path. 

So, there is not much we can do about the problem, unless CS does something about it in an expansion or patch. 

==============================

QUOTE (nofx242 @ Nov 26 2002, 04:09 PM) 
peeps also get lost on double stairways 

The problem with double stairways is that they aren't actually double-wide stairs. Side-by-side staird don't "join up", so they are treated as separate paths. When the peeps reach the end of the stairs, it's treated as an intersection and if they turn towards the other stairs, again they are hit with an intersection. 

======================

Well that makes sense, thanks for the clear answer. And as usual, it is a pleasure to read your post Magenta! I have noticed that single stairs work fine with single paths and have also wondered why the double stairs seemed to short circut our little peepsters.  

======================

Of course you can always use the trick of FAKING paths wider than double width. We used to do it in RCT1 when we created paths separated by gardens/grass to give the illusion of double wide (see illustration, "=" & "||" are paths, "G" are gardens/grass):

====================================
G G G || G G G G || G G G G || G G G
====================================

Do the same thing in RCT2 but use Double Wide paths instead of Single Wide, and you end up with very nice (Cedar Point looking) Four wide paths.

P.S., instead of the gardens/grass you can use a fence to divide two abutting double wide paths. Just make sure that if you place gaps in the fence (e.g. where the "||" path is in the above illustration), that you "notch" the double wide paths so that you don't end up with a 4-wide path (see illustration below, "~" is a fence, "X" is the gap where the two parallel paths are touching):

=== G ==== G ==== G ===
=======================
~~~ X ~~~~ X ~~~~ X ~~~
=======================
=== G ==== G ==== G === 

Edited by aetherwave - Nov 26 2002, 01:40 PM 

================

I am certain the maps do get updated for all the peeps the moment you open new (or trash old) rides. Immediately after opening a new ride I have seen peeps look at their maps and then head directly for the new ride. 

==================

When a peep animates that he is looking at the map, the peep re-evaluates the path he is taking and finds the "best" route to where he is trying to go (or if he is headed in completely the wrong direction); or if he is not headed anywhere in particular, to a ride he has heard about/seen.

==================

lots of people seem to ask about scenery affecting ride excitment, well i have done some research, and heres what i found,
scenery placed anywhere near the ride will increase excitment, i have done a lot of testing on this and i found when i built a ride (especially coasters) i never put any scenery around them, (usually in the ride builder) this would then give me a "raw" excitment rating,* tehn i would put them into a game and gain a new "Base" excitment rating without any additional scenery ie. just what was around anyway, and i found that a ride with a raw e of anything over 8, would increase a Base e rating by about 0.7-1.1, then i placed my entrance, exit and queue lines (making sure they the q line especially went over and under certain parts of the track, so the peeps could get a good view of the ride as they queueueueueued)**, this increased it by a further 0.5 or so, to give a "Path e rating" then i removed the path, and repeated the same thing with tunnels, eg. deleting a bit of the track, raising the appropriate land, then replacing the missing parts of the track, and this increased the base e rationg by about 1, then i put the the paths back in, and loaded up with scenery (i mean literally loaded up with scenery, eg. every available square in the rides vacinity had some form of scenery (usually relevant to the theme of the ride) and this boosted the the overall rating to an astonishing 12.2 for a floorless twister coaster. if you then manage to build another coaster that intertwines with the base coatser, it pushes the raw e rating up by about 1.5, (still for a raw rating of 8+), my personal best doing all of the above is a floorless twister coaster with overall e rating of 13.86, not bad huh?
ofcourse this wont work for all rides, but i did for most of the different types of coaster available, and here is what i found: (all overall ratings are potentially)

raw= 3-4 base = 4-4.5 overall= 5.0-5.5
raw= 4-5 base = 5-5.5 overall= 6.0-7.0
raw= 5-6 base = 6-7 overall= 6.5-7.7
raw= 6-7 base = 7-8 overall= 8-8.5
raw= 7-8 base = 8-9 overall= 8.5-9.5
raw= 8-9 base = 9-10.5 overall= 11-13
raw= 9+ base = N/A overall = N/A

(i havent managed a coaster with a raw value of 9+, i found that once i got to about 8.8, if i tried to add more track (even just an extra helix), the excitment went down and intensity went up). but please try!

ofcourse everything above is approximate, but these are the values that i have spent the last two weeks or so testing, and am quite confident.

Sox

*my best is 8.77
**works especially well with go karts

===========================

One thin about barfing I can tell you: First aid stalls don't work. They only serve very small numbers of sick people, and even when I place a FAS (First Aid Stall) right at the exit of a nauseating ride, most sick (even very sick) peeps just walk past it, and then drop their barf a small distance from it. I think the FAS is a waste of money, as you should better spend it on a good handyman team. One of the other solutions that stops puking a bit is placing benches near the exit of a ride, so it keeps the sick people, and their puke near the ride exit, so the handyman only needs a small patrol route, plus the sitting on the bench seems to decrease the sickness a bit.

===========================

Having the top thought of "I feel sick" is a sign that your park is doing well. It means that guests are getting braver and braver, and going on your most nauseous rides. It's nothing to worry about, in fact it's a more positive than negative thought.

However, you do need to make sure that they aren't actually sick. Because then you get negative thoughts by peeps about 'disgusting paths'. To reduce peeps being sick you need benches, toilets, first aid stations and drinks stalls outside the exits of nauseous rides, with food stalls nowhere near. And handymen patrolling the exit areas frequently to clean up any vomit puddles left behind. 

=============================

You need to draw peeps into the park. To do that, you need some headliner rides that pull them in. What you want is something with high excitement, but costs you very little to build. Shuttle coasters tend to fit that bill well. You can then add other things for the peeps to do by building thrill rides. I usually skip any of the expensive coasters until I have a well established cash flow.

For entrance pricing, check how much the incoming peeps normally have. Then set your price a little below what most peeps usually have. This allows them to get in the park with some cash left over to buy food and souvenirs.

For food and souvenir pricing, never go with the default. Jack up the price and if peeps start complaining, and then back it down.

In a pay-one-price park, a bank machine is something you want to avoid. Peeps will leave when they run out of money. You want that to happen! That gains you more peeps entering the park to pay their entrance fee.

Somebody else has suggested that you avoid building rest rooms. This causes them to have to go, but with nowhere to go, they leave instead. I've never tried it, and I don't know the effect on the park rating, but it something to consider.

===============================

Whenever you build a coaster, be sure to add an on-ride-photo. They bring in tons of cash. 

Like Magenta said, the cash machines can hurt you in a pay-at-the-gate scenario. The number of peeps allowed in the park at the same time is based on the number of attractions, so unless you can constantly build attractions to keep up with the peeps coming in, the cash machine is a bad idea.

============================

I'd add to this that you should always keep checking guests thoughts. If a few are thinking that a ride or food or drink or souvenir is good value you should raise the price. And the converse applies, if guests are thinking they won't pay that much.

As a rule of thumb, as soon as I build a new ride, I double the default price for gentle, treble for thrill, and quadruple for coasters.You should always avoid banking money and trying to pay off your loan. The maximum number of gueats who will come to a park goes up with every ride that you build, so you must keep building, building, building... There's never enough time to sit back and admire your work until the scenario is won. 

=========================

Be careful of shuttle coasters, for they tend to break down alot, and have higher operating costs. 

=====================

Many of the things already said have merit... though you may want to be careful about simply not placing cash machines. In scenerios that require a large number of guests in the park, placing cash machines will keep them in the area, and spending as well... If you wait too long, you won't get enough guests in the park fast enough to cover the departure rate. (This cursed my first attempt at Amity Airfields.) Also, not having restrooms has a very negative effect on your park rating (which is one of the factors that places an upper limit on the number of guests in your park, as well as affecting your park value).

The smaller coasters also tend to be cheaper, so don't be afraid to use one that is long enough to carry multiple trains, and get more people through at once. 

======================

QUOTE (RCTParRoThEaD @ Dec 8 2002, 10:25 PM) 
Be careful of shuttle coasters, for they tend to break down alot, and have higher operating costs.  

But the key thing is the net income per hour that they can generate. At the start of a scenario, you are normally not rolling in cash. As such, you cannot afford the more expensive coasters. When you look at the income generated less the operating costs, short run shuttle coasters really pull in the bucks. 

===============

Back to your original question: placement.

Placing food/item stalls is one of the tricks of the game. You want to avoid placing food stalls near high-nasuea rides, however drink stalls near their exits will do slightly better due to the increased thirst that accompanies nasuea.

Remember that a guest is more likely to buy something when they have just experienced a positive thought, and vice versa. When a guest thinks that a ride is great or well priced, then a stall near the exit will experience increased sales. If they think that it isn't thrilling, or want to go on something more intense, sales will decrease. Same thing for pricing on an item. If it is a "really good value." they will probably buy something on their path. This works wonders when combined with the salty/sweet food increasing thirst. A better price on popcorn and will lead to increased profits from drinks (which might be higher priced), for example.

And, my $.02 on shuttle coasters. Yes, they are cheap, easy to build, and occupy relativly little space. But in a entrance-fee park, the operating costs will skyrocket verses the peeps they bring in, and their breakdown rates appear to skyrocket after the first year. 

====================

Greetings all. So here I am designing my park finally, but I seem to have run into a problem. I can't seem to find out how you can combine multiple paths side by side with benches in between each of them without the paths actually joining together! Kind of like a food court bench/picnic area...I'm so lost! I've tried everything, but my paths keep joining together! AHHHH....an example of this (sorry I don't have a screenshot yet) is under REAL PARKS/Six Flags Belgium at the top left near the ride "Turbine" there are paths with seats connected to them, yet the paths aren't connected....oh please someone help me, I am such a newbie!!!! 

=====================

Try putting in a single path and on the side where you want the paths to be next to each other add a wall. Next add the benches. Now put in a second path right next to the first one, on the other side of the wall, and the benches there too. Then delete the wall pieces, and there you have it!

=======================

Do you get 2 entry arrows for each gate? You can have up to 4 gates, so I'm just curious. If the max allowed for entry points is two, why have more than 2 gates?

=======================

The maximum number of entry points is two. The reason you can have up to four entrances is beyond me. 

======================

Perhaps because the entrance is also the exit? 

======================

The way Mr. Sawyer has written the game, stalls are meant to be individually and evenly scattered about your park for maximum useage and profit. Clustering them into food courts increases the distance of food and comfort to the next mall for the peeps and can affect their happiness levels. It also creates too much competition within the court between stalls. But that shouldn't stop you from an artistic purpose in at least creating one central food court just for looks and dazzle. I love them. Just be sure to still liberally sprinkle individual stalls evenly about your park.

Drinks stalls and bathrooms outside high nausea rides are beneficial to sick peeps. Placing souvenir stalls near the exits of high excitement rides increases sales.

=========================

The railings can't be changed on the existing que lines. I have used other items like the low rock wall placed next to the path to hide the other railings.

======================

Guest named "Mr Bean" will drive VERY slowly on the Go Karts.

========================

Just out of interest, can I presume dirty paths also drop the park's rating?  

Yes - even if the path is never seen by any guest! In one of the challenging WW scenarios, it is your job to fix a rundown theme park. I immediately cleared a huge portion of land from the entrance to middle, away from the mess. I then built a very clean, safe, and beautiful park. Few guests were coming in to the park and the Park Rating was 017 (yes, only 17 even though the acceccisble park was perfect). Guests in the park loved everything - the rides, the scenery, the food. The park even won awards. Yet the Park Rating remained only 17!

For several hours I couldn't figure out the problem, then I thought that maybe all the inaccessible, unseen (and distant) parts of the park might have something to do with. So I turned handymen loose in those areas and my Park Rating shot up to 999. 

======================

Here are a few suggestions I use to maximize my object selection:

1 - When choosing walls, choose only the 16 ft and 8 ft sections for the solid wall pieces. The 32 ft pieces are graphically identical to two stacked 16 ft pieces which will free up a few extra wall choices for you.

2 - If you use quarter tile baseblocks, you can use four of these to make a full baseblock. The catch here is that it is much more time consuming to build, but those extra scenery slots may be worth it.

3 - As above, where available, quarter tile roof pieces can be used in place of the full tile ones. Again be warned, this will ad significantly to your parkbuilding time.

4 - Decide on tree and flower selection for your park before you make your workbench. This can free up a large number of spots.

====================

A few things to add

You know the wooden walls (the mine ones) Well, there are recolorable ones, and ones with the typical wooden roof. well, if you set the ones with the typical wooden roof to the sandy colour, they look almost exactly same as the typical ones. That saves a whole roof set (about 7 pieces of scenery)

Also, in RCT2, there is the yellow unrecolorable quarter tile flower, well just recolor the regular quarter tile flower yellow and it's exactly the same thing

The only real way to keep to the limits is build mini parks focused on a single theme. If you are making a forest park, you don't need a pyramid.  Obviously, this limits what theme park you want to make, and everyone wants to build a megapark once in a while, but mini parks seem like the way to go.

==============

You should always eliminate one vertical "Large Cogwheel" and one vertical "Small Cogwheel" object. 

If you use the Rotate Object button to turn the remaining vertical cogwheels 180 degrees, they will function exactly like the cogwheels you eliminated. 

============

After I have whittled down trees, walls, baseblocks and added my objects, there are times the ? tab will not show all the objects. My workaround is to create a tab (it takes 5 mins) with the scenary that I want and that gives me room for the rest of the items I chose. There is a pinned topic in technical information discussion on how to make the tabs for those of you who can't. It's been simplified from the original instructions. 

================

Ok. Pay attention now. THERE IS AN EASY WAY TO GET AROUND THE "?" TAB LIMITS. When you first start selecting scenery, start off by choosing any of the scenery groups, in the non-advanced window, then, once you've got the scenery groups you want selected, go into the advanced mode, and DESELECT any scenery that you don't want from those groups. This will allow you to place EVERY non custom item you need under it's respective tab, leaving the entire "?" tab free for custom scenery. 

==================

As for rides, especially with Wacky Worlds, many are "arted-up" duplications of standard rides. Decide which type of ride you want (like which type of wooden coaster) and forget the rest. Pre-planning goes a long ways here. 

================

Part One : Element Speed

One problem that I see with many coasters in RCT(2) throughout the community is speed. Many elements are taken too slow or too fast, and result in a bad design. While the ratings may agree with you, it really looks bad to the viewer (or judger in the case of spotlights and competitions). One important thing to remember is that there is a happy medium for speeds of all elements. Taken too fast, they can go by too quick, almost resulting in a boring ride (for the fact that you have no idea what youre doing). But taken too slow, they can drag the ride along and also make it boring. Hitting the right speed for the elements makes for that happy medium where the element shines out. Here is a list of what I believe are some nice speeds to hit.

Large Loops-NEVER go below 52. Ever. 55-60 is the Happy Medium for this element.
Small Loops-NEVER go below 35 when traveling in a small loop. Go past 45 and youre pushing it.
Corkscrews-Below 30 is pushing it for a corkscrew. Take it past 40 and thats going a little too fast. While acceptable, 45 is too fast. Corkscrews have a very small range in speedthey can easily be taken too slow or too fast.
In-line Twists or Barrel Rolls-Ive found that about 35-40 is the HM for this element. Now, low to the ground barrel rolls can be taken slower, as sometimes you want the hanging affect. But this element high off the ground shouldnt be taken slowly.

That basically hits the main speeds for the elements. Now Ive done all that without looking at rct2, so the speeds may be off a M.P.H or 2. but their pretty close. 

===========

Though I could say HM for Barrel rolls would be 28mph~38mph... 

============

They're very leniant(sp?) elements. You can probably hit them at 60 a couple times with no real harm done. 

===============

Making (large) buildings in RCT2, without getting mixed up!

-1. Make a layout
Make a layout of the building in a different ground type then the surroundings. Then, using yet another ground type, mark the highest points of the building. By doing this you can find the exact location where a certain piece must be placed by simple counting!

-2. Make one wall 
Build one of the walls of the building in the preferred style, so you can see the effect. If you want to have a ride inside, this also is the time to do it. You do the ride first, so you can still adjust the layout, if needed, and then the one wall (preferably where the ride reaches its highest point)

-3. Put the roof on top 
Before you build the other walls, place the roof. This is also the stage to build towers in the building or place scenery on the (if it's flat) rooftop etc.

-4. Now build the other walls

Your building is ready!!

If you are not happy with the roof(or scenery on top, or towers) on seconds thoughts, just remove a few of the lower wall tiles so you are able to see the layout and, again by simple counting, you can make your adjustments.

Mama Bear

===============

When you have paths that run right next to each other they snap into one big wide path. Sometimes you want to keep them separate or put benches in there for like a food court. The trick is to put up a wall next to one path, then build the second path on the tile next to it right up against the wall. (if you are using benches they can be installed at this point) And then remove the wall...

The paths don't join! It's RCT magic!

==============

I am sure all of you have seen your coaster running on block brakes and watch your train stop at the lift. Trains do not normally stop at the top of a lift to wait out the block brakes syetm. The solution to this is very simple, but can only be used on costers with trans that are long enough. When you go to crest at the top of the hill simply remove the chain lift. This will remove the block brake from the lift hill. If you wish you can put a lift on the first downward piece. These crest lifts can also be used as block brakes that do not affect the speed of the coaster. Simply use the lift at the crest of a hill, and as long as the train is traveling at or faster than the lift nothing will happen to the speed. This is great if there is some sort of hill before you station area. 

================

