General question - how would you transition theming in a park?

Here is a Q for all the great designers here.

What is the best way to transition theming from one area of your park to another?

How is this done in real parks, such that it doesn't just look like one theme ends and another theme begins?

Thanks
 
make a building over the path with one side the theme of one area the other with the new theme, or a little river with a bridge over it to divide the themes.
 
I generally don't.. I just let the one go in to the other... Have some sort of hybrid buildings in the middle that fuse the 2 areas together..
 
How about place a sign, then a small empty "non-themed" area like an empty field, and then place another sign for your new theme?
 
You can create an intermediate zone that combines the two themes, like how New Orleans Square both thematically and physically bridges Adventureland and Frontierland.
 
silverret, does some awesome theme transitions in Grizzly Valley. (What i use for inspiration on how to theme. Separate my themes.) But me personally i use a combo of bridges and pathway buildings
 
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Are you asking for fuzzy transitions between themes or sharp transitions between themes, or both?
The fuzzy ones are of course depending on what themes and trying to mix them together in areas between them. Fantasy -> Sci fi -> Space.
Or find a thing they have in common and build it just there. Pirate keep and medieval keep -> same keep but different banners and details on different sides. [happy]
 
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Are you asking for fuzzy transitions between themes or sharp transitions between themes, or both?

If this was aimed at me as the OP, then I guess both. What I can imagine myself doing is having a ride in my park with some theming on it, and then next to it another ride with different theming. Well how do you merge the two together so it doesn't look like a pirate ship on one side and (for example) a space ship on the other, in total conflict.

Just looking in community creations for example, one poster has done an amazing looking arachnid themed rollercoaster, but then next to the area he has built a mayan pyramid. Now, don't get me wrong,it looks nice - but isn't it odd having those two things next to each other? Or does it not matter? What if you were separating a kids ride area from a big rollercoaster?

From what I remember about a couple of parks I've visited in the uk, theming is patchy at best. Drayton Manor appears to have hardly any theming, with rides in the main area really just plonked down in the space available. Now Alton Towers (its been a long time since Ive been) had the Nemisis rollercoaster quite extensively themed, but that theming didn't (if I remember correctly) extend beyond that ride. Other rides were /are just plonked on the landscape. The old corkscrew rollercoaster looked like it had been assembled by gypsies on the local field using planks of wood and scaffold poles. However from what I remember about Alton Towers there is some quite large distances between some of the ride areas, which is mostly greenery, which I guess does separate the zones somewhat.

I've never been to a big USA park so I can't comment on those.

Maybe the issue for me is that when you look down on your park from above you can see all these things and they look conflicted, but of course as a visitor from ground level you can only see one thing at a time.
 
Here is a youtube video of a complete walk through of Busch Gardens Williamsburg, it is quite long (35:50 - not mine), but might help to answer your question:

[video=youtube;OJlJwLF-gnA]https://www.youtube.com/watch?v=OJlJwLF-gnA[/video]
 
Thanks. So basically lots and lots of trees really is the main thing. And lots of buildings. I also noticed the bridge and also buildings you walk through to get from one area to the next.

The level of detail required is making me fear this game a little lol.
 
The level of detail required is making me fear this game a little lol.
Recreating realistic parks 100% accurately is not the specific objective of the game, just an optional way to play

especially considering this isnt even the full game yet, we have wayyy more scenery to come and also scenarios!
 
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Transitions?

Typically, tall privacy hedges or other plantings (which we don't yet have) and various fences, gates, etc. both themed and un-themed (also currently absent from A2). Also signs you can "write" on, ride-themed signage - customizable with pic and name of your new ride/coaster.

A change in path types is often a good indicator of a change in theme and can be transitioned gracefully in real life - PC pathing is a little abrupt.

In many parks, the first thing that tips you that you've entered a new theme area is the building types and, sometimes, landscaping, types of plants, etc.

Can also be as subtle as when guests turn a blind corner and -- wham! new theme.

Robert
 
You could use walls and terrain suitable for one theme that corresponds to a similar element in the other theme as your entry/exit points.

For example; an "old west" wooden mine entry in the face of a canyon wall could emerge as a subway entry by a wall made to resemble a line of "brownstone" buildings or the brick wall of a warehouse. Somewhere in the dark of the tunnel, like at a blind turn, the rough hewn mine walls become subway tile.

Or the plants of a fantasy forest trail become more "disciplined" until you emerge from a formal English garden or hedge-maze, to bridge a fantasy realm with Victorian or steam punk.
 
On a related note, what do you use as a backdrop to your themed areas? So for example lets say i built a wild west town with sand surface and wooden buildings. When you look through these buildings to what lies behind, what do you see? Real wild west towns would just be open desert and distant mountains, but in a theme park youll have other attractions behind possibly, so what do you do?
 
On a related note, what do you use as a backdrop to your themed areas? So for example lets say i built a wild west town with sand surface and wooden buildings. When you look through these buildings to what lies behind, what do you see? Real wild west towns would just be open desert and distant mountains, but in a theme park youll have other attractions behind possibly, so what do you do?

One trick is to limit the use of 90 degree "roads" or paths/alleys between your structures, or make sure buildings aren't set exactly parallel to your paths. This limits the sight lines between the structures, or down the alleys, because the walls gradually intrude. Use of curved paths also works if they're lined with building/structure elements.

A fake facade at the end of a cross-street can likewise limit your views, without need to actually construct a full building to block it.

For more urban settings, strategically placed signs and billboards can also block the sight lines at certain angles.

For "open prairie" or ranch settings, a scenery backdrop or "matte painting" type artifact might be needed.
 
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