RCT2PC MANUAL FRONT COVER - Exent
RCT2PC MANUAL FRONT COVER - Exent
RCT2PC MANUAL FRONT COVER - Exent
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<strong>RCT2PC</strong>_ManInt-new 8/23/02 9:59 AM Page 56<br />
Managing Your Track Design<br />
If you have downloaded or copied rides from a source outside the game, or<br />
saved rides in a folder other than the default Tracks folder, you can add them to<br />
your available rides using the Track Designs Manager. This simple but important<br />
tool lets you rename and delete rides from the Ride Building window.You’ll<br />
find the Track Designs Manager by clicking the Tools button in the Main Menu.<br />
A. Disk and Game Options – The choices in this menu are About RollerCoaster Tycoon 2,<br />
Options, Screenshot, and Quit. See page 15 for an explanation of these options.<br />
B.Track Design Categories – Click on any category to open a window that<br />
contains all of the track designs in that category (those that came with the<br />
game as well as any you have added). That window is identical to the window<br />
you see when building a ride, and includes an image of each named ride, along<br />
with specifications. Click on a ride to Rename or Delete it.<br />
C. Install New Track Design – Click here to import a saved track design. This<br />
will open a Load File window, where you can browse folders for saved “.TD6”<br />
track design files. Click on a file name to preview it and click OK to install it<br />
into the game. The game will automatically place it in the proper category.<br />
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A B C<br />
DESIGNING A SCENARIO<br />
Tips on Using the Scenario Editor<br />
The Scenario Editor is a powerful tool that lets you create countless cool game<br />
variations that you can share with others. Creating a playable scenario takes time<br />
and patience, but stick with it and you’ll soon be designing fun and thoughtprovoking<br />
challenges.<br />
Because of all the intricacies of the editor, we recommend that you do not<br />
attempt to use the scenario until you are very familiar with playing the game<br />
itself. Even then, you should be prepared to make some mistakes on your first<br />
few attempts.<br />
Think Small. On your first few scenarios, make a tiny park with just a gate, a<br />
path and a little purchased land. Save and play it to see if it works. This way you<br />
can expose some of the challenges without spending hours on a large park that<br />
may not function.<br />
Think Simple. The fun of playing the scenarios is in the users’ ability to create.<br />
If you’ve done all of the thinking for the player, he or she may find it less than<br />
challenging.<br />
Create the Entrance Path First. This is the first place guests will arrive and your<br />
player will seek out. Keep in mind:<br />
• The path from the Entrance must connect to the edge of the map.<br />
• The paths in front and back of the gate must be connected. Place the gate<br />
and then put the paths down on both sides.<br />
• You must mark the spot where the guests will appear on the path that leads<br />
to the front of the park Entrance.<br />
Establish Player-Owned Land Next. Sometimes, if you go full-steam ahead, retrofitting<br />
the basic elements may not synch up with your designs. Keep in mind:<br />
• The path from “off” the map to the Park Entrance should not be owned or<br />
purchasable by the player. The game will automatically set the route to be<br />
non-purchasable if you forget to do this.<br />
• The land owned by the player is a single continuous piece of land. The best<br />
shapes are a circle or a rectangle.<br />
• If the player cannot buy land in the park, they should have construction rights<br />
or the ability to purchase those rights so the separate areas can connect.<br />
• A U-shaped park will confuse your guests and generate a low park rating.<br />
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