Hello everyone, today I will answer the question about the layout of RollerCoaster Tycoon mobile game. Many people still don’t know how to make underground roads in RollerCoaster Tycoon 3. Let’s take a look together now!
In RollerCoaster Tycoon 3, to make an underground road, follow these steps:
1. Select the underground road tool where you want to make an underground road
2. Click and drag on the ground with the left mouse button to select the shape and size of the underground road to be built
3. Make sure that the inclination of the underground road is not too large, otherwise the roller coaster will not be able to pass
4. Determine the depth and shape of underground roads, including tunnels, grade intersections, overlapping sections, etc.
5. Add lights and other ancillary facilities such as fences and decorations to enhance the experience of roller coaster passengers and enhance the aesthetics of the playground.
Building an underground roadway requires careful consideration of every detail to ensure the safety and stability of the coaster. At the same time, the overall layout and environmental atmosphere of the playground also need to be considered.
The concept of this work is to achieve new effects by strengthening a series of original elements. For example, the map size is "enhanced" - each park in the second generation covers an area of 256x256, which is roughly twice that of the first generation. But in most cases you can't easily enter the additional areas of the game from the beginning, because you are not yet eligible to own the relevant land (the increase in challenge is self-evident). One of the main responsibilities of the player in the second generation is to continuously purchase new properties to expand the size of the park, and then fill in attractive and cool gadgets to attract as many tourists as possible. Correspondingly, the altitude restrictions for building facilities in this game are also looser. You can build more majestic roller coasters and more impressive landscapes, such as that huge observation tower (I don’t know if it can come A London "Millennium Eye" would be so cool:) The graphics engine has played a major role in greatly expanding the game area and greatly enhancing the details. The grand picture of the game is fatally attractive to players, especially novices who have not been exposed to previous games. The picture is more delicate and textured than the previous work, and even the smallest details are not necessary, showing the designer's ingenuity. Even the composition of the picture, which appears extremely complicated due to the twists and turns of the roller coaster, does not appear messy at all. The colors, as always, are both bright and soft, exuding a friendly atmosphere unique to realistic paintings. If sensory enjoyment is the first priority, then the park management content as the second priority may be the real value of this work. Developers have also made a series of innovations in this area. Players will feel that building and managing parks has become easier, which is a positive psychological incentive. Whether it is changes in scene deformation or improvements in option settings in game levels, we are working towards this direction. The free switching of different perspectives allows you to grasp every special aspect of the park more clearly, and you can have a panoramic view of every move of tourists and staff.
We know that a big problem with 2D sandbox games like the "Tycoon" series is its perspective. When you are building something, other objects in the environment tend to block your view. This flaw exists to a greater or lesser extent in the first generation. So what improvements will the second generation make? This game ingeniously allows certain objects to become transparent, and players can even rotate the perspective freely to have an unobstructed view of each special piece of land. Moreover, the game also provides some special visual effect options, such as you can make certain objects disappear or appear immediately. When a player wants to more intuitively understand the layout of his roller coaster, he has the option to make only the roller coaster appear on the map. Correspondingly, he can also make only beautiful scenery and trees appear on the map. This is particularly important when the park is greatly expanded in the middle and late stages of the game, and many roller coasters and dozens of small rides and entertainment facilities appear one after another - it allows players to gain insight into the overall situation from different special angles. Players will no longer have to relive the embarrassing scenes of visual obstruction and inability to control the overall situation caused by too many facilities and too large a scale in the later stages of development in the first generation.
The processing of terrain in this work is also more concise and clear. In certain scenarios, players will be asked to change the level of certain parcels to border the rest of the park. The relevant options in the first generation are relatively complicated, and you have to go through the location options and the number of plots to achieve the goal. In the second generation, you can easily raise or lower the height of the plot by simply dragging the mouse on the plot. This simple operation also shows its power in the processing of some minor things. Previously you had to manually plant trees one by one, but with the option you can easily plant a large number of trees at once. This makes people sigh: in the second generation, technology has developed, the times have progressed, and the productivity of players has also been greatly liberated:)
Whether in scene mode or in the player-controlled scene editor, the above characteristics are vividly reflected. The power of the scene editor has certainly been greatly enhanced, allowing you to create almost any scene imaginable in a theme park. You can freely define various scene parameters and set various types of objects, whether it is vehicles or forest trails, and other players can also freely share the fruits of your creativity. Using the colorful terrain provided by the game and building lakes with islands will give players a pleasant aesthetic feeling, and your park will be decorated in a colorful way. Of course, you can also use these terrain types to make your levels a little more difficult. Chris Sawyer, the main designer of the previous game, used the same level editor to complete the various level designs in the second generation, so you can rest assured of the powerful functions of the editor.
The game also provides a roller coaster editor, so that those roller coaster fans can have a creative addiction again. What’s particularly interesting about this edit mode is that not only does it allow you to design the roller coasters and other rides you want, you can also learn by doing a lot of valuable information about how these things work. For example, you can monitor in real time the amount of G force generated during the operation of the roller coaster, or the different speeds of the roller coaster when it runs on different tracks (displayed through icons), so that you can easily make corresponding fine-tuning of the relevant design.
How to clear Rollercoaster Tycoon: First select an open space on the map to build a roller coaster, plan the track, and make sure it can turn and go straight smoothly. After placing it correctly, click Finish to see the model of the track and roller coaster. Different facilities can be added to attract tourists, and carriages can be upgraded to improve the experience. If you encounter any irregularities in the track, dismantle and rebuild them in time, and you will eventually be able to pass the customs smoothly.