Parks WIP: The Grand Station to the Bayou

This is my 1st attempt at doing buildings and scenery on a serious scale. I'm neither an artist nor an architect so don't expect much. However, I understand making buildings (from Medieval Engineers) and am used to repeated failure via trial-and-error (from Kerbal Space Program), so I think I can eventually make something. I figured I'd document it as I go along so that other noobs can avoid some of the trouble I get into.

The general theme for this park is all the stereotypical things about Louisiana that the game currently has. Sadly, no animatronic alligators but I can improvise on that. The overall concept is as follows:
  • Instead of a "Mainstreet USA" row of shops, I'm putting all that inside a massive train station, the Grand Station, which is a cross between the old Louisiana state capitol and an half-realized art deco horror. The customers have no choice but to enter this huge building as soon as they enter the park, where there are all sorts of things to take their money and give them more to spend. And they can catch the 7-car live steam train to the rest of the park. Of course, there's a foot bridge into the park, too, but you have to walk past even more concession stands to get to it, and it's a long walk.
  • The 1st place you get to across the bridge is "Bourbon Street", not "Mainstreet". So, bands, bars, graveyards, random shootings, and a few plopped rides. There will also be paths to the other areas for those too cheap to ride the train. Because Bourbon Street is right across the tracks from the Grand Station, there'll be no separate station there.
  • The rest of the park is divided into 3 areas going clockwise from the Grand Station. Each of these will have its own minor station, nothing like the Grand Station. First, the Mississippi River with steamboat (sadly, immobile) centered around some sort of water ride. Next you go into the swamp, lair of the Voodoo Queen. This area will probably be centered on a car track or log flume haunted swamp ride. Finally, you get out near the Gulf Coast where Jean Lafitte the Pirate lives. This will be the home of the big coasters, although there will be several smaller coasters scattered around elsewhere.

NOTHING of that so far exists. I'm starting with the Grand Station and going from there. So let's talk about that......

Today I managed to get the 1st floor interior pretty much done. It was a long, hard struggle getting the paths to play nice with the building (and another to come on the 2nd floor) but so far I'm happy with the results. It is, after all my 1st try at this sort of thing.

The key elements on the 1st floor are the queue for the steam train, a bunch of shops, and stairs going up to yet more shops. Here's a view of the paths integrated into the 1st floor grid. Nearly the whole floor is paths. These have been tweaked as shown and are now covered over with floor tiles.



Once the floor was in place, it was time for interior decorating, which I suck at. And the game so far has a pretty limited selection of stuff for that--I really wanted some potted plants in the lobby but nope. And, maddeningly, there are no path building blocks so this thing can't be exported (assuming anybody would want it). And no concave-curved corner floor tiles. PC could really take some lessons from Medieval Engineers when it comes to building parts, nearly all of which can act as paths by default. But things are what they are. Oh, and I NEVER want to mess with railings again, especially the stone ones which are intended for balconies instead of being turned upside down and placed in the middle of the floor. But anyway, I got the thing to this stage here:



So, down here we have the train queue, park information, the first aid station, restrooms, a hat store, burgers, shakes, and energy drinks. All the shops have "backstage areas" with fake doors for employee access. I also put my own office (but no desk or chain--they don't exist!) in the back corner tower next to the locomotive. Upstairs will be all the other shops and maybe a ride on the roof. Who knows at this point?

I decided to put a fake front porch with marching animatronic soldiers there beside the front door. This cut the width of the path there down to 4m as it goes in front of the queue for the information booth, creating a possible PROBABLE choke point right where every single guest has to pass entering or leaving the park. This was probably a bad idea and I'll probably change it back again and do something else to make the front of the building less blocky.

Of course I filled it with lights, the better to see the glowing glaring neon of the vendors' signs and park ride posters. This thing is a monument to crass commercialism [yesnod] and glitz. I also hung bunting along the railings for the priority pass line. Train stations are supposed to have bunting but Bullethead Exploitation Enterprises likes to make its special customers feel like their getting comped instead of bled [squeeeeee].




But all in all, it doesn't look TOO bad at ground level. Note the customer under the arch in the middle distance. I opened the park very briefly to make sure customers would walk the paths even when they were covered with floor tiles, then quickly cut the path to the main gate before any more came in. He's been standing there waving and screaming for help ever since [tongue]. In fact, his status is "HELP ME!" instead of "Heading to...". Never saw that before.




Anyway, that's enough for 1 day. 795 parts so far, not counting things like benches and bins. Next up, eliminating the front porch, covering the gap between the stair cases with some strip of wood or something. Then I'm going to decorate the outside and do some landscaping, just to see where they leads me. I still have no real idea what the top of this thing will look like but these projects feed on themselves, so I'm hoping the exterior work will give me some ideas. I had only a vague idea of what this building would be shaped like to start with, and no idea at all for its interior, but one thing just led to another. Then after that, it's burying all this stuff forever under the 2nd floor....
 
Moving right along, I made a 1st pass on the 1st floor exterior, enough to come up with a decor I almost like. It's kinda got that glitzed-over Spanish Colonial I'm going for here. And of course I made a few tweaks to the interior. About all that's left on the 1st floor is the overhang above the train platform. Then it will be on to the second floor. Here are some progress shots.

NOTE: I label the sides of a building in firefighter language: Side A is the side with the front door, then you go around clockwise from there B, C, and D. So here's Side A.




And some more exterior shots:




And a couple on the inside. I see my hostages haven't yet escaped.





Now to get on with the train platform.
 

Deleted member 48540

D
What a massive project. But it will be so cool following people in first person wander around once it's done! Keep up the good work! [up]

(And make back-ups. Always make backups when working on large stuff. No, make backups always!)
 
What a massive project. But it will be so cool following people in first person wander around once it's done! Keep up the good work! [up]

(And make back-ups. Always make backups when working on large stuff. No, make backups always!)

Thanks for the good words and yes, this is backed up quite a bit :)

I managed to get the 2nd floor fairly well roughed out this afternoon. I'm beginning to get more familiar with the editor some am picking up speed. And I've learned to work with the paths instead of against them. But mostly, and somewhat to my surprise, I'm actually getting into this project and finding wells of creativity I didn't think I had. Of course, these "wells" are mere buckets compared to the true talents, but this building is becoming more than just a functional machine, which is usually all I'm able to make.

The 2nd floor is not as complex as I'd originally wanted because of another annoying thing about trying to mix paths and buildings. A path on the 2nd floor cannot be placed directly over a shop or the shop's queue on the 1st floor. Another issue with 2nd floor paths is that they're MUCH thicker than "floor" tiles (aka roof tiles). so really reduce headroom, decapitate arches on the 1st floor, etc. So basically, I ended up both being unable and unwilling to put nearly as much path on the 2nd floor. Still, I got another fairly large food court worked in and got the main path going out the back of the building on the way to Bourbon Street. Which needs some shops itself, so I guess that worked out OK. Anyway, on with the pics!

Below is an overview of the 2nd floor. It still needs all its lights, some more decor, and of course all the benches and bins. Due to limited customer space, most of the park offices will be assumed to be in a sealed-off area of the 2nd floor, so I won't have to build them somewhere else later :).




Adjacent to the 2nd floor food court is an ornamental garden and fountain, simply because I needed to do something with about half the floor space I'd originally planned to be shops :) . I think it blends in OK with the overall Spanish Colonial look. There will now be a big skylight in the roof over this.




Due to the way arch blocks work, it was really impractical to totally roof the train platform but I got most of it. This leaves the engine out in the open so its smoke can escape (and so I get a better view of it out my office window). The paths connecting to the train's entrance and exit required leaving a bit of space between the building proper and the train platform, so I used that for the usual piles of crates and luggage. Oh, and more bunting :)




Naturally, roofing over the 1st floor required lots of tweaks there, mostly moving things up or down the walls and shortening lamp posts to avoid clipping. But I think it still looks OK. Too bad paths are so thick.




And while I was working on the 1st floor, I went ahead and made the fountain in the niche by the main entrance. It's full of wysteria, which is appropriate for the climate and does, I admit, make pretty flowers. But as a resident of the area, I know that this vine is thoroughly evil and I've been waging constant war with it for most of my life. If left uncheck, it will actually pull your house apart, after it's smothered ever tree in your yard. So one of the mechanic's collateral duties will be to keep this vine properly trimmed.



Anyway, that's all for today. Gotta go to work tomorrow, too. But I think I've gotten this off to a good start.
 
you can prob easily add some bubbling water/waterfall to that planting in the last photo

Yeah, I'm kinda disappointed in that myself. There's 1 waterfall in there already and it looks great during the day, just a gentle trickle down the rocks, which is what I was going for. But as you can see, it hardly shows up at all at night. You can see it if you know what to look for. It's the sort of grayish thing in the center between the bottom of the bush and the top of the perimeter rocks. But even live, you can hardly see it move at night.

This has made me think that adding more water isn't a good idea. It probably wouldn't show up any better at night and would be too much in daylight. So maybe it's just the color of the light. I'll try a different color and see if that helps. If not, then I guess I'll just get rid of the colored light.
 
Yeah, I'm kinda disappointed in that myself. There's 1 waterfall in there already and it looks great during the day, just a gentle trickle down the rocks, which is what I was going for. But as you can see, it hardly shows up at all at night. You can see it if you know what to look for. It's the sort of grayish thing in the center between the bottom of the bush and the top of the perimeter rocks. But even live, you can hardly see it move at night.

This has made me think that adding more water isn't a good idea. It probably wouldn't show up any better at night and would be too much in daylight. So maybe it's just the color of the light. I'll try a different color and see if that helps. If not, then I guess I'll just get rid of the colored light.
Agreed - water and special effects have a display issue (at night) in this game currently. They don't reflect the lighting at all.
 
Agreed - water and special effects have a display issue (at night) in this game currently. They don't reflect the lighting at all.

Yes, this is becoming increasingly annoying. But we'll muddle through somehow. Press on regardless!

Speaking of which, I didn't touch the Grand Station for over a day. Instead I built coasters and cocodries (all planned for future use) to clear my mind. I think that helped because things went pretty smoothly when I got back to the Grand Station today. Here's an in-process overview:




The major change was the path going out the C side of the 2nd floor. It had a nasty zig-zag in it originally to minimize the impact of the thick under-path on the archways of the 1st floor. But it still had some, and the 2nd floor was ugly. So I just ripped all that out and sloped the 2nd floor path up slightly. This gives it a straight run on the 2nd floor and no interference at all on the 1st floor. Much better. Then I brought the path over the train track and down to the ground in a monumental staircase, and laid the foundations of an appropriately impressive barbican alongside it.

I also extended the roof over the train and added some smoke flues along the crest line. The extension isn't as wide as the previous part because it just didn't work that way structurally (more blocked archways on the 1st floor), so there's a gap between the building proper and the new roof. But hey, long straight lines are bad so now the roof has a kink to break up the shape. Yay. Also, I put some smoke flues along the crest to keep those waiting on the platform from breathing too much soot.

I also did a 1st pass on the interior decor of the 2nd floor. Benches, bins, lights, columns to support the roof I'll eventually add, etc. It still needs work but this is good enough to start with and a see for future ideas.




Here's a look from the BC Corner showing the new roofline and the foundations of the barbican.




Minor tweaks continue on the 1st floor. I finally came up with a good name for the train itself, the "Tchefuncte Limited", and made a sign for that to replace the place-holder sting of lanterns that originally was over the gate. I wanted to call it the "Tchoupitoulas Limited" but that wouldn't fit on any of the signs. I put "Lim'd" on the sign instead of "Ltd" because I thought "Ltd" was Brit for "Corp" and did not refer to trains. But I plan to check on that before finalizing this. If you know if "Ltd" is the proper abbreviation for "Limited" trains in US English, you can save me some research by letting me know now :) .




I also did the path on the main entrance., 1st pass. I'm considering replacing the stucco central railing, both here and on the back, with lime plaster for contrasting colors.




And finally, here's a teaser shot for the 1st coaster of the park, to be installed in Bourbon Street. It's a spinner I call "Reeling Drunk" to stay with the whole Bourbon Street theme, appropriately painted in Mardi Gras colors. The whole spinning coaster concept is what inspired this entire park idea but I've never seen one in real life so had NO IDEA how to make one. All my early attempts were total "vomit comets". So I did some research and basically cribbed this track off a real one at 6 Flags over Mexico, and it works pretty good. At least these test subjects like it :D . Also, I learned that the original spinning coasters were called "Virginia Reels" so "Reeling Drunk" was a good name :) .



Next up, finishing the Grand Station. Then it's pushing on the Bourbon Street. Then I'll build the rest of the park around that.
 

Deleted member 48540

D
This is coming along quite nicely!

And yeah, sometimes it's good to take a break to continue with fresh energy on a project, I think most of the people working on large and long projects experience that :)
I like how you give your names a lot of thought [up]
 
This is coming along quite nicely!
Thanks! The more I fiddle with it, the more I like it, but that's just me. I'm glad others think it's not totally ugly :)
I like how you give your names a lot of thought [up]
I'm not be the best designer or builder so I try to make up for that with imaginative names. You should see what I call my rockets in KSP :). In the case of this train, I was mostly looking for one of those Louisiana words that nobody from elsewhere has ever seen before and has no idea how to pronounce. Having a word start with "Tch" throws everybody off :) . That comes from 18th Century Frenchmen trying to render various Indian words into French orthography and developing their own local spelling conventions. These spellings have survived even if the language and pronunciations have changed over the centuries since.
 
[COMPLETE] The Grand Station

Bullethead Sweatshop Industries LLC is proud to announce that its first major theme park project, the Grand Station at the entrance of the soon-to-be-(in)famous Lousy Anna park, is complete, on schedule and under budget, even considering the hefty bribes paid to local building permitting and inspecting agencies. Furthermore, no construction works anybody cares about were injured. So buy a party hat, put it on, and come on down!

From the dronecam, it looks like this:



The fictional Lousy Anna park is actually in Colorado, hence the mountains in the background. The parts of Louisiana it seeks to portray are all flat as a pool table so extraordinary efforts will be applied in the future to give that illusion. Such as trying to hide the mountains behind dense stands of 100-year old oak trees uprooted from Louisiana and trucked to Colorado at great expense, then maintained in that alien clime at even greater expense.. All in all, however, this gave BSI LLC the excuse to be rather austere in the rest of the gardening around the Grand Station. After all, its inspiration is hardly scenic.

The next few shots give the mark's customer's eye view of entering the park, through the oak alley and around the fountain into the Grand Station. No pesky distant mountains visible.










Anyway, with great fanfare, the gates were opened and the multitudes swarmed in.




The food courts on both floors did a booming business.




There were the usual opening-day glitches, such as a path segment somehow getting deleted, trapping a clot of marks in the 2nd floor restroom area after they'd used the path to get in there.




But all in all, things went very well. Except that nobody would ride the train, which at that time was the only ride in the park, just going around the perimeter. Even with all curves banked outboard, it wasn't cool enough (3.0 E, 0.0 F, 0.7 N) to attract a single passenger.




So, BSI LLC quickly installed a 2nd station and a couple of temporary carny rides on the far side of the park, and the Tchefunte Limited was the only way to get there. Then suddenly everybody wanted to ride the train. And the queue got such that priority passes started selling eventually.




Oh, and here's a night view of the Grand Station. It, like everything else, can be improved. But not today.




The Grand Station is a bit less than 3000 parts. I learned a lot building it. I will do better in the future :)
 

Deleted member 48540

D
That's great Bullethead!
I followed you building this from the ground up and it's great to see all those halls and walkways filled with people now. I'm already happy to successfully cover a waiting line, so I think you did exceptionally well with a structure this size! [up]
 
Really good effort. I've taken some ideas of how you've overcome certain issues that were bugging me. I too tried the flat roof over paths option but the clipping of people's feet was too much for my OCD.
 
That's great Bullethead!
I followed you building this from the ground up and it's great to see all those halls and walkways filled with people now. I'm already happy to successfully cover a waiting line, so I think you did exceptionally well with a structure this size! [up]

Thank you! I never had a plan, just a vague idea, and originally had no clue how this part of the game worked. But I figured it out to some extent as I went along and the building just kinda happened of its own accord. The several patches, the Winter Update, and its hotfix all greatly helped stabilize the game during construction, too.

So prepared, I'm about to start building the central area of the park, which will to some extent totally be a parody of New Orleans. But that will be in a new thread. Unfortunately, this forum doesn't let you change the title of a thread once somebody else has replied to it, so this one will always say it's about this station and still WIP.

Really good effort. I've taken some ideas of how you've overcome certain issues that were bugging me. I too tried the flat roof over paths option but the clipping of people's feet was too much for my OCD.

This is something I learned much about as I went along. I can only hope the Devs someday allow building blocks to be paths so we won't have to struggle so much putting paths through buildings.

To build paths in buildings, especially multi-story buildings, you pretty much have to use the building's grid when placing path segments. But there are a number of issues with this:
#1: Until you get a fair amount of the building and its paths built, it's quite difficult to select the grid of the upper stories. Therefore, you need to build a temporary structure with all the floor of the real building, and it has to be pretty wide, not just a 1-square tower.

#2: While you have a grid selected, you cannot make slopes and stairs to connect paths on different floors. You have to build on both floors up to the ends of where the stairs will be, then deselect the grid to make the stairs between them.

#3: Path stairs don't slope at 45^, so you need at least 2 grid squares of run to get 1 square of rise in the stairs.

#4: Paths that are above the ground, even when using the grid of the building's upper floors, retain their full thickness as if they were outdoor elevated walkways and there's no way to turn this off. This is nearly 2m thick. Thus, paths on upper floors create low ceilings on the floors below. This must be taken into account when designing the building and placing objects on the lower floors.

#5: Paths on upper floors cannot be placed directly above shops or shop queues on lower floors. This means that if you have shops on multiple floors, your usable floor area gets narrower as you go up and the overall building interior space is sort of pyramid-shaped. FORTUNATELY upper floor paths have no trouble at all going over ride queues on lower floors.

#6: Paths that aren't on the ground have curbs, and the tops of the curbs are the reference point for the height of the path. Thus, when using a building's grid, the tops of the curbs will be even with the tops of the walls of the floor below. Thus, floor tiles placed on top of the lower walls will be significantly above the path surface (like knee-deep on peeps). If you lower the floor so the top of the floor is flush with the top of the lower wall, the path surface is going to be below the floor surface due to the curbs. Thus, peeps will wade ankle-deep.

On the subject of peeps "wading" through paths in multi-story buildings, there are a number of ways to deal with that which I've outlined below. None of them is ideal but it is what it is.

#1: Leave the paths exposed, don't cover them with "floor" (actually roof) tiles.
Pros:
* No "wading"
* Fewer parts in the building
* Easy to find and fix path problems, or just rearrange the path. If the path is covered, first you have to rip up the floor tiles and, for some reason, it's quite difficult to select floor tiles that are sunk into paths.
Cons:
* Building's floor texture limited to the selection of path textures
* If path is not on the ground, it will have a curb even if you have curbs turned off.
* Requires using square corners on the paths, which setting is hard to find. First, you have to have a grid selected, and then scroll down below where you select the grid.
* Hard to put non-path floors in the building due to alignment problems. It's probably best to just use isolated, unconnected bits of path as the floors in the rest of the building and not use any floor tiles at all except for their intended purpose as roof tiles.

#2: Pave path with floor tiles sunk down to path surface level
Pros:
* No wading
Cons:
* On upper floors, path curbs will protrude through the floor tiles even if you have curbs turned off. That only works for paths on the ground.
* The top of the floor tiles will be slightly below the tops of the walls of the lower stories. IOW, it makes the whole building block system of stacked walls and floors get out of synch.

#3: Path path with floor tiles sunk even with the tops of walls.[/u\
Pros:
* Keeps building system in synch
Cons:
* Peeps will wade ankle-deep. But this isn't so bad if you don't look at it too closely.
 
Back
Top Bottom