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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 />

56<br />

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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