Scenario Editor - Park Skirts?!?

Doesn't your "Floating in Space" request cover that? It's in the top three (they should be able to implement this pretty easily) part of the list.

Space would be an all black skirt, with a distant sun, stars and planets, but it would never have a "sunrise" or "sunset" it would be perpetual twilight!

No skirt would be for any biome, to help fix the new glitch caused by swapping skirts [up]
 
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I played the winter landscape holiday scenario in the career mode today. I noticed that this scenario did not use the winter hills background. It was an open sea horizon back drop! It does exist, can we reach it in any customization menu?? [woah][weird][shocked]
 
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I played the winter landscape holiday scenario in the career mode today. I noticed that this scenario did not use the winter hills background. It was an open sea horizon back drop! It does exist, can we reach it in any customization menu?? [woah][weird][shocked]
You mean Festive Funlands in Festive King Coaster's Crackers? It looks like the standard Arctic skirt to me. Although some spots look like the ocean in the distance, even in the Scenario Editor I can't get close enough to really tell.
 
Flat Map option would indeed me a great idea, but it would be even better if we would simply get a map maker so we can design our own maps to use.
 
What is the reason for the skirts anyway? It would be nice if all the land could be unlocked up to the edge with the clouds or whatever those are. Why did they make the park sizes so tiny compared with the rest of the map? Building the entire Walt Disney World with Epcot or Cedar Point is difficult or impossible with even the park size maxed out. I vote for a beach skirt as well. Grass, beach, ocean.
 
its for background atmosphere and scenic looks. If the maps were that large and filled up with stuff...the game would be pretty much unplayable on most PCs. You can get a lot into the max size map if you plan it out...even good recreates like an EPCOT. Getting all of WDW in one map...I don't think any game would have the size capacity for something like that.
 
There are sim games with much larger areas to build on, for example train sims can have miles of routes on a single map. But PC can only handle a square of land? Even No Limits 2 and maybe Theme Park Studio appear to have larger park sizes.
 
There are sim games with much larger areas to build on, for example train sims can have miles of routes on a single map. But PC can only handle a square of land? Even No Limits 2 and maybe Theme Park Studio appear to have larger park sizes.

Any of them have rendered people that walk around in them ? I know TrainSim doesn't as the people are like a model railroad people, they don't move
The crowds in Planco is why there's a limit to park sizes, the more people added the bigger the lag issue becomes, less yer running on a CRAY, which I highly doubt, you can't have a park "as big as you want" with millions of sims inside of it, hell most can't even have a few thousand & their systems crawl to single digit FPS
 
There are sim games with much larger areas to build on, for example train sims can have miles of routes on a single map. But PC can only handle a square of land? Even No Limits 2 and maybe Theme Park Studio appear to have larger park sizes.
Any of them have rendered people that walk around in them ? I know TrainSim doesn't as the people are like a model railroad people, they don't move
The crowds in Planco is why there's a limit to park sizes, the more people added the bigger the lag issue becomes, less yer running on a CRAY, which I highly doubt, you can't have a park "as big as you want" with millions of sims inside of it, hell most can't even have a few thousand & their systems crawl to single digit FPS

RCT3P's scenario editor allowed the park to be expanded in any direction, creating land as it went. It's "skirt" was procedurally generated inside of a 2D surround -- whatever limit there was on park size (I never reached it, but I wasn't trying) wasn't caused by the skirt. And since both RCT3P and PlanCo were made by the same team?

Also, given proper Level of Detail optimization (essentially, anything not on screen or too far away to see [like people at a distance] either shouldn't be allowed graphics load or should be using a lot less) neither more space nor more people should contribute much to graphics lag. We already know PlanCo has optimization issues that would be improved with better coding (like queued guest killing resources by repeatedly and uselessly pathfinding to drink/food/restrooms/benches) -- how many more of these are dragging down FPS? Because, done right, bigger parks shouldn't, nor should bigger crowds.
 
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an Ocean would be amazing to create Islands. and just a Flatland with a Backdrop. Or a Shore to make Piers.
 
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