RomaVentura - A small european Themepark

Hello everyone!

This will be my first creation, i am willing to share. So before we start let me give you some background.

My building skills are on an beginner to intermediate Level and i would go for a parkstyle that is semirealistic. This means i will have some realistic approach to coaster and more, but will not go all out on the backstage stuff, like building access, backstage areas for coasters and so on, but i will try to be realistic in style and design, when it comes to things, what guests actual should see.

Presets
Map/Setting

Somewhere settled in the borders of the former Roman Empire, to be more precise the Gaul side of things: Like nothern France, west Germany or even Southbritain. We have a little Town that is hungry for Tourism. While they had before some archaelogical digsites including archaelogical trails, the tourism is going back in 2020s, so a local investor deceided to buy a rather small patch of land and transform into an 'adventure park', what ever that means. To get some goverment funding, he decided to put the old Roman identity to use and theme the park around it.

As a starting Map i picked actually a scenario Map: Key to the Coaster (Temperate Biome)

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As you see, there is not much land to work with.


Challenges

- Keep the natural Structure intact: This is not a 'no terraforming' park, but i want to workaround the natural heights/landmarks of the park. This means i need to workaround the bodies of water and the small hills, I may/will modify them to a certain degree to fit the park for it, but not outright flatten the whole land. If i need to remove a tree, i will not delete it but resettle it. Yeah, so soft rules on this, but i think you all get the drift.

- No Kerbs/Curbs: Yes, they are ugly and we know it. So my Job will be to make them invisible through out the whole park. There are areas where Kerbs will make sense, as they act to as a border, so here i need to find ways to coverthem up with custom Kerbs.

- No Clipping: Clipping is sometime a bit unavoidable, but i will keep it to necessary minimum. Example: A Worker clipping through a wall/door to reach a backstage area is fine, a guest clipping through scenery/walls not. (there may some exceptions due to item count / flow, not every lamppost will have a barrier.

- Keep the Mythology idea/work within the budget: I will aim probably aim for two lands, the first is locked on Mythology theme (Roman), the rest is fair game, but the park is RomaVentura and i need to keep this identity intact, but after that, there is no restriction to keep me from a second area. Also there are some loose Restriction as this is a small theme park and not Disney/Universal, so i need to keep a healthy parkbalance and keep the rideselection realistic. Not every ride will be a top ride, quite the opposite, the park will maybe have 2-3 standout attractions, while the rest will be filler.

So far, so good:

Let's start!

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The first Plaza is done
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The bird's eye view.

The coaster is not fully finished, the base layout is done, but right now it serves more as a placeholder to have a nice skyline.
And yes, there are still busses on the green, i don't have any plans yet, to make a parking lot. This is due to the small size (the small green patches are basically everything i can work with). But somewhere down the road, i will make the arrival more appealing.


The Entrance

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This was my first build with the mythologyset ever.

My Ideas was that of an roman avenue and also the emphasis on the classical symmetry. I went for a small welcome sign instead of the big advertisement of the park name. When i built the entrance the name wasn't there yet. Two ticket booths and toilets, very basic nothing fancy.
As a small secret: while the entrance is functional on all three pathways, the middle part is a bit broken, guests use it, but they slow down as they get obstructed a bit. Lesson (re-)learned, natural path needs to be smooth out before placing actual path.
The fence to seperate the lines is supported by underground barriers and this actual works pretty well.

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The backside of the entrance is still supported by two guest services, while the front serve as quick ticket booth, the backside is the actual guest services, where you can buy your annual pass, ask questions and so on.
A digital parkmap and Queuetime Screen make the entrance complete. I am still struggling with the pictures, but as i move on, i hope i find myself doing better graphics for the Infoscreens.

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The whole entrance at night. I don't like how the game uses many lightsources and it sticks out like a sore thumb compared to the almost perfect natural light., but besides this, i am happy with it.
 
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Meet Quadriga:

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Your whirlpool ride. I do not own the Vintage Funfair Pack, else it would probably a merry go round. And Frontier is very sparse when it comes small family friendly flat rides, so i had to go the more intense route.
The ride itself is unthemed, i tried , but i wasn't able to find any result i am happy with. I probably need to watch more videos on flat ride theming to get better ideas.
I went for a pavillion to cover the ride up and i am mostly happy with it. Though the brazier lights I am not the biggest fan of, but they are the only mythology themed lights.

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The roofing is a bit mixed, i was going for oxidated copper tiles, which do work to some degree, but due to the amount of items, the game tends to merge them on some places. There is a small symmetry mistake, which i noticed after i was done. And the angle of the roof is probably too flat as i probably overcompensated as i normally end up with too steep.

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Yes at night we end up with fire meets not changeable lightbulbs, i would love to paint them more in a darker tone. I usually don't use the cold white light that much.

Staffbuilding

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Yes not much to see there, a small building blending in as a staffbuilding should be and small backstage yard with the solar panels and clutter. But sometimes it is these subtle changes that to a park.

Waterfront

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Remember the small pond and the no kerbs challenge? So instead of the hedges, i built some walls to seperate the water from the path, with that i got the possibility to extend the pathway a bit more to the left. I really like the tidy and clean look of it, from the plaze side, though i am not happy with the fire places yet, but this will be part of the 'pond dress up' on the next build phase.
 
Ok, last post for the Plaza:

Coaster observation deck:

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Talk about pain, while i always had the idea to make some place to chill and watch the coaster at the 'end of the plaza'. The actual area was troublesome to build. The three mistakes i made. I picked grided tiles as a floor, which is fine by itself, but next time, i lay the grid pieces last. and yes i alligned the grid pieces to the path pieces (or i thought i did, i probably hit an 88-89° degree angle, which would be ok for a 4m building. As i noticed it, probably a quintil through the build, i made the dumb decision to roll with it, as i thought i would be able to cover up the small nudged and be done with it, yeah the higher or lower i went, the more i ended up cursing permanently between relative/building axes and so on. The last and this was more a minor mistake: i started with western beams and the more things i added like the fence and footers. The more you saw the quality issues on the beams, so i ended up just make the foundation framework/support with those, while switching to the normal wooden support beams on everything inside. I am still unsure if i did the framework right or if i could cut some 'connecting' beams, but better safe than have an imploding building.
I really like the end result and gives some what of a cozy feel to the park, where you can chill, eat, either your own food or something you grabbed from the nearby vending machines.
Oh and also for the next time, when I want to create looks, i need to make sure to test the view before starting as i orginally built to close to the coaster and you could watch supports instead the actual train.

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The right side of the plaza. Also a small area close to the toilets, so guests can sit down while waiting. followed by the first food stall. Do you want an open or closed foodstall and my answer was yes, i love the open space. i love the ramp with slightly elevated terrace. I am not a fan of the roofing (topside down) and again the western pieces (classical brick course as coverup) give a slight drop in quality.


What will be next?

On the next update, i will make my way to the coaster, doing some layout work for the plaza. And then slowly starting to build things up.
 
Really good work!

Unfortunately your Quadriga ride base needs incredibly much space without any reason (like a lot of other rides in the game)...

Placing scenery for hiding rides with those ridiculous game design decisions is even harder because you're needed to build much bigger than necessary.
 
It is ok from the size, maybe i am just to it, but this is nothing PC2 exclusive, if anything I would even say they are smaller than PC1.

As for updates I am struggling a bit with the coaster station. Normally the stations i build are you average coasterstation like six flags or so, but here i need to go for theming as well. Like properly THE build of the park for a long time. So right now i am actually looking at some other builds, i have an idea of like a multilevel building in mind with pyramidial aspects (big on the lower level, small on top). Also i need to keep the queue in account and i don't want to end with queues like Zadra or Hyperion, where you walk for hours just to wait 20-30 minutes at only a small queue. The coaster itself doesn't have that great of a capacity: 2 Trains a 16 guests, so my queue doesn't have to be that long to simulate long waiting times.

So yeah watching YT, looking at other builds in game, just to get the inspiration down :)
 
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First off: How good is the multiselect Tool? :D

Need to move a coaster, a queue, plaza and building? No problem, i got you bro. Just swish over your screen, deselect nature and there you go.

Ok, let me walk you to the layout. We basically have two plazas here: On the pond side we have the cube, with a small cattlepen queue, an future icecream parlor with facilities.

On the other side we have the 'Main' / Aorta plaza starring down the coaster:

The Coaster station will be a multilevelbuilding: On the groundfloor you will have your Giftshop, Exit and Entrance. (The exit is also a ramp, so the coaster is wheelchair accessible via the exit, the queue itself has some stairs in it.

The Top is the station itself, and on the middle ground we will have mostly queue and theming.

The whole building is slightly elevated, basically to have a massive foundation and a nice walk up to the building, steps/ramp.

For the coaster I am probably changing a small part of the layout, instead a direct turn to the right, i may do a 270° left sided Helix, just to have the breakrun a little bit more space. And maybe some track between station and break run.
For the Aortaplaza i think there will also be something on the parkend side, but i need to look how it comes together, but a building would probably better than just boring fence.

Ok, time to dress up and get everything in motion!
 
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