Entrances - Part 3
~Burying Entrances (DragonsIOAŠ) in Megaparks~
by Charlene
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The most important concept to learn about building entrances
with this trainer is the final ownership of the land (i.e. owned vs
not owned). In order for the entrances to work properly:
1) The land under the entrance pathway and the land under the
entrance booths (one each to the right and left of the entrance
square) are on land that is NOT OWNED.
2) The squares
beyond the entrance and all of the park where you plan to build must
be OWNED.
The newest DragonsIOA
trainer makes it very easy to make this
happen since you are now able to change the ownership of all types
of land based on the type of "dirt" used.
This is a step-by-step walk through to bury a single
entrances in a blank mega park (workbench).
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Starting with a blank megapark workbench with the entrance in
the desired location, invert the land [F12, "land
tools", "invert map"], then Return to RCT. Change the
land type under just the entrance booths and the paths between them
to a unique land type (I used snow).
For this example, I only selected the land directly under the
entrance, but you may select as much of the area between the
entrance and the edge as you would like. (I did this for a reason
shown a couple of steps down.)
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Change the land ownership of all grass to "own" and all snow
to "not own" [F12, "land tools", select land type of
"snow", select "not own", then "change
ownership", then select land type "grass", select
"own", then "change ownership"]. Return to RCT. The
fences are removed from the pathway between the entrance and the
edge of the map. This will allow you selectively bury only those
three squares.
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Bury the entrance [F12, "land tools", then in
the lower right corner select "use this height", then
increase the setting to at least 6 more than the base height,
then "flatten land"].
Invert the land back to normal and change the land under the
pathway to the edge of the map to match the unique land type over
the entrance (snow).
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Change the ownership of the unique land again to "not own"
[F12, "land tools", select land type of "snow",
select "not own", then "change
ownership"].
The fences return between the entrance and the edge of the
map. NOTE: there is no archway where the paths connects at
the entrance. To do this, the land directly in front of and directly
behind the entrance path need to be raised. (And yes, if you want to
plan ahead, this could all be done by marking the squares you select
in the first step). The entrance will be functional, but looks
strange as peeps appear to walk through solid walls.
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Adjust the land heights and types along the pathway to the
edge as desired [F12, "land tools", "invert
map", then return to RCT].
After adjusting the land, re-invert the map to normal
[F12, "land tools", "invert map", then return
to RCT].
Notice that the arch is now formed where the paths
connect.
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Finish decorating the owned land around the
entrance.
Always be sure to save the game (preferably under a new name)
and check the entrance to make sure it functions
properly.
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NOTES:
If you want to remove the ugly fence between the
owned and unowned land, you can always use the latest version of
the saved game modifier to remove them.
If you don't bury the entrances under at least 6
levels of dirt, there is a possibility that you can see a "ghost"
of the entrance from certain angles. You may also run into a
problem where the program tell you that you can't raise the dirt
because the entrance is in the way. This is usually because the
entrance was not completely covered. It is always easier to take
away dirt than it is to add it back if you started out too
short.
If you are working in a partially completed park,
be sure that you do not have any paths adjoining the abyss at any
point except where you want peeps to enter. Changing ownership of
land can cause paths to connect to the edge of the map in multiple
unwanted places, so be sure that the edges are free of
paths.
Tutorial Copyright © by Charlene (CJK). Not to
be reproduced without permission.
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