Floors for buildings and other suggestions

I would like for floors to be an option for buildings and not just for appearances, but functional floors that the AI can recognize as pathways. For example I have built a castle that has an interior rampart that I've put a pathway on, but it just does not look good. Also I've built a little café for the milkshake facility and it just looks awful to have grass and a single pathway to it.

So things I would really appreciate, and some of these I know are already suggested for buildings are:

AI recognizable floors for free walking

And a free paint combination for pathways

When placing building parts for buildings allow full 360 degree turns

Allow multiple instant placing of parts. Like dragging a wall out

Make items resizable. I am sure they didn't allow this, because bigger might pixelate, but at least allow us to make something smaller.

Anyway other than those things. I'm loving this game and water themed rides would be great too!
 
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I would like for floors to be an option for buildings and not just for appearances, but functional floors that the AI can recognize as pathways. For example I have built a castle that has an interior rampart that I've put a pathway on, but it just does not look good. [...]
Indeed.

To authorize to make the floors, we need :


  • A "plaza system" = Thay way we don't have holes in the middle on every floor
  • An option to have square edges for the path (and not only rounded) = That way we don't have a holes on the sides on every floor
  • New path textures (Such as parquet or floor tiles, for example)

Add to that list the possibility to make invisible the curbs from the "natural path", and you have nothing new under the sun !
Always the same features list that we need for the path system. [yesnod]
 
That's an interesting idea.... What if we had both the option of creating paths with the CURRENT system.. AND some kind of "paint" system. Not literally paint... But you know how you "paint" something on the microsoft program, you can adjust its sides and the angles freely with just your curser? It can be in any size, turn, or whatever... I have no idea if I'm making any sense.
 
That's an interesting idea.... What if we had both the option of creating paths with the CURRENT system.. AND some kind of "paint" system. Not literally paint... But you know how you "paint" something on the microsoft program, you can adjust its sides and the angles freely with just your curser? It can be in any size, turn, or whatever... I have no idea if I'm making any sense.
The "painting system" for paths has been requested for a long time (before the release of the alpha 1 in fact) but it seems they took a different direction for the tool paths, so I think it's complicated for them to add this feature (even if I agree that it could be just amazing)

But, they still can improve the actual path system to allowing us to make "flooring" (and all the other possible things with this list like "gardens" with the invisible natural path, and "big plaza" by removing holes in the plazas)
 
I like all these ideas being tossed around here so let me add four ideas here I think everyone will like:

1) Add guest-scenery avoidance so we can make plazas and just place buildings on them without worrying about guests walking through walls
2) Add scenery girders for ceilings... public buildings don't have large free standing ceilings (many girders are hidden, but quite a lot aren't)
3) Allow for players to make regular paths 3m, 2m, and 1m to fill in gaps (and allow players to use larger path segments to completely fill in odd gaps)
4) Allow for players to select square, angular (triangular cut), or circular path edges like the RCT3 pool system did
 
Correct me if I am wrong, but isn't the natuaral path supposed to look like the texture under it?

Yes it is, but the problem with that is that it turns into a standard wood path when it's elevated so it's still impossible to use in a building if you want a proper floor. Surely all they need to do though is use the same concept as the natural paths uses but to detect the presence of a floor underneath rather than the ground.
 
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