How do I make paths like this?

qdex8its5lu11.jpg

https://steamcommunity.com/sharedfiles/filedetails/?id=1249492370

They clearly used the grid to make the grid part but how did they get the huge paths to connect like that and create a coherent plaza?
 

HeatherG

Volunteer Moderator
i would go in the park click on the path tool and right click on it. It would delete it (can always undo it) but it would show you if it was part of a square path (using the grid) or a curved one. I always think if you want to know how to put something together take it apart. ...Or you can ask the person that made that park. I’m sure it took a really long time to get it to work that way.
 
Aren't the straight lines (and custom curbs) just flat rooftops sunken into the pathway? So it doesn't really attaches to the square and the square itself looks like a glitched circle from with an unfilled center hidden under the rooftop.
 
Taking it apart doesn't help. It just produces a situation where I can't...recreate it.

The squares are grid pieces. The large concrete sections are all one single piece of path, somehow attached to multiple squares at once.
 
Aren't the straight lines (and custom curbs) just flat rooftops sunken into the pathway? So it doesn't really attaches to the square and the square itself looks like a glitched circle from with an unfilled center hidden under the rooftop.

No. It's all paths.
 
Okay, quick tut:

Work with grid:
KbjPGiV.jpg


Make shape with squared paths:
EHCB0SE.jpg


Get out of grid mode and place a piece of path between two edges:
ILJGWbd.jpg


Delete that piece of path immediately with a right click, this is the result:
FEZW5w3.jpg


Doing that between all edges:
b6FuIMP.jpg


Now you're not able to recolor every grid-tile, so think about your lay-out:
P4EL7Ld.jpg
 
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select the empty part between 3 surrounding pathes and click "auto-fill".

ups, ❤︎❤︎❤︎❤︎. different game.
 
Just imagine a game where making something like this didn't require abusing glitchy bug mechanics, and was something you could just do. That alone should tell you why this path system is trash.

You should be able to draw the outline of the path you want, and it fills in. Bam. That's it. Routing is calculated within the confines of the path edges the exact same way it'd be calculated within the confines of terrain if people could route directly on terrain, just like in any other game. The game obviously uses path edges as routing limits anyway as it is, with the center being pretty much free reign. I just don't get this system, why they went with this restrictive system. And then you can glitch it to do pretty things like this...but there's no supported way to make things like this normally. it's so, so bad.

I don't remember the name but there's a cruddy budget no-name developer water park game where paths are literally made using a paint tool! Just paint them onto the terrain, and they work. A game from the mid 2000s could do it, why can't Planet Coaster? It just makes no sense.
 
All it takes is some learning.

This is a bug. This is not a supported proper means of making a path. This is a bug in how the restrictive, messy mechanics work, that just happens to make something serviceable. Game design relying on the user finding and abusing bugs to create basic shapes is not a situation where "all it takes is some learning". This system is broken...
 
This is a bug. This is not a supported proper means of making a path. This is a bug in how the restrictive, messy mechanics work, that just happens to make something serviceable. Game design relying on the user finding and abusing bugs to create basic shapes is not a situation where "all it takes is some learning". This system is broken...

Where has the time gone where people would love a little challenge now and then.

You've given up to easy.

So stick to placing grid-style paths and you'll be safe.
 
Ah so, they'd need to create a separate system. Two systems are better than one, eh? [rolleyes][rolleyes]

Uh, yeah, if the overall experience is improved. Are you here to make an argument or are you here to blindly defend the mechanic that is almost unanimously agreed to be poorly implemented?
 
Where has the time gone where people would love a little challenge now and then.

You've given up to easy.

So stick to placing grid-style paths and you'll be safe.


Poor game design...is not "challenge". Guys, if you're here to fanboy, you can stop now, because I'm not gonna back down to your fanboying nonsense. The path system is bad. "But if you play with crappy bugs for an hour you might be able to make something that would take 10 seconds in a game with a good path system, it's a fun challenge yay!" is not going to make the path system stop being bad. [wacky]
 
Uh, yeah, if the overall experience is improved. Are you here to make an argument or are you here to blindly defend the mechanic that is almost unanimously agreed to be poorly implemented?

Unanimously by who? you and....?

Poor game design...is not "challenge". Guys, if you're here to fanboy, you can stop now, because I'm not gonna back down to your fanboying nonsense. The path system is bad. "But if you play with crappy bugs for an hour you might be able to make something that would take 10 seconds in a game with a good path system, it's a fun challenge yay!" is not going to make the path system stop being bad. [wacky]

Ah the fanboy comment. Haven't seen that one for a while. [down]

I don't think the path system is bad. I can get a very long way with it, and it doesn't take me ages. [haha]
And Redhair's example is perfect, it doesn't take ages to build anything like that either.
 
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