Can't be bothered checking if someone else already pointed this out but you can't have a waterfall onto a grass mound... It would just cover it in water and then that would fall onto the path
My entrance layout was inspired loosely by IOA's, where there's a gate on one side (the entrance) and not the other (the exit). Why is it hard to believe that they could lock the turnstiles within the cave overpass, just as they do in real life. It's an honest question as I really didn't think the gate would spark so many replies.
And yes, the waterfall hits the cliff. Until I find a better way to do it, we'll say there's a bit of a drainage system in place to stop any sort of overflow.
I didn't realise that the turnstyles were located in the rock. I assumed they were located under the initial covering on the right. Which is why I enquired about the gate.
Well, that was aimed more towards the exit side. When leaving Universal (and other parks, really) you cross back through turnstiles, and they restrict those from walking back through. At this point I could add the little turnstile object inside, but I didn't find it necessary.
Official press release detailing odd entrance design:
"Opened in 2001, Universal's Kingdoms of Adventure received critical acclaim but no significant visitor counts, forcing it to sell to longtime competitor, Disney. Years later and after minuscule amounts of tweaking, Disney's Wild Animal Kingdom park is a unique blend of Disney-quality theming and Universal Studios-quality park layout practices. "
I've done a few design studies on that principle, and as far as I'm concerned its all very situational. Hub and spokes may be an optimal network (fewest jumps from point to point) but that isn't really an accurate reflection of how park guests move or how, as a designer, you'd want them to move. Hubless wheel / center lake / loop is probably the most common planned or partially planned park layout.
The Epcot World Showcase is of course a gigantic hubless wheel, and that has a lot of interesting design benefits. Not least of which is the actualization of a round-the-world journey metaphor, where you end where you started after moving one-by-one through the countries. Likewise with IoA- a hubless wheel still lets guests work around and be sure they pass everything. For the average single-day guest, it might even be preferable to skip the confusion of a lot of path options; you want to be sure you see everything, just follow this loop.
The World Showcase also has a few "soft spokes" in the guise of the friendship boats, but they are a wonderful bit of master planning for a bunch of reasons. Being less visible of a route than a footpath, they're less crowded, and are used only by people who intentionally chose them. Guests rarely accidentally board the boats and skip a part of the round-the-world experience. In fact, they also add a ride experience in addition to providing an express spoke route. Win-win.
Just a slight update, but I've added full tile paths to the park in order to make it peep friendly. I'm also a fan of the emptiness so I'll probably release this with and without peeps. I just like the added atmosphere they bring.
I'm also attempting to make this an extremely efficient, functional park, which adds to my fun of making it peep friendly.
In regards to the park layout, I'm going pretty hard on that too and once the path layout is nearly it's final form I'll post a minimap of the park. It's hub and spoke and I'm pretty proud of it haha. I'm figuring out a method of parkmaking that really works for me, and this is nearing completion already.
35 Comments
Cocoa Offline
nin Offline
My entrance layout was inspired loosely by IOA's, where there's a gate on one side (the entrance) and not the other (the exit). Why is it hard to believe that they could lock the turnstiles within the cave overpass, just as they do in real life. It's an honest question as I really didn't think the gate would spark so many replies.
And yes, the waterfall hits the cliff. Until I find a better way to do it, we'll say there's a bit of a drainage system in place to stop any sort of overflow.
Louis! Offline
I didn't realise that the turnstyles were located in the rock. I assumed they were located under the initial covering on the right. Which is why I enquired about the gate.
nin Offline
Well, that was aimed more towards the exit side. When leaving Universal (and other parks, really) you cross back through turnstiles, and they restrict those from walking back through. At this point I could add the little turnstile object inside, but I didn't find it necessary.
robbie92 Offline
So... Can I do the invert?
Louis! Offline
I know how you exit a theme park, I have been to several in real life
I assumed that the left was the exit, just wasn't aware there were turnstyles in the rock.
nin Offline
And I figured you did Louis. Just giving the details.
Adix Offline
geewhzz Offline
nin Offline
Official press release detailing odd entrance design:
"Opened in 2001, Universal's Kingdoms of Adventure received critical acclaim but no significant visitor counts, forcing it to sell to longtime competitor, Disney. Years later and after minuscule amounts of tweaking, Disney's Wild Animal Kingdom park is a unique blend of Disney-quality theming and Universal Studios-quality park layout practices. "
Ling Offline
^fucking lol'd
Adix Offline
because nothing says quality more than taking the hub and spokes concept and removing the hub and the spokes
][ntamin22 Offline
I've done a few design studies on that principle, and as far as I'm concerned its all very situational. Hub and spokes may be an optimal network (fewest jumps from point to point) but that isn't really an accurate reflection of how park guests move or how, as a designer, you'd want them to move. Hubless wheel / center lake / loop is probably the most common planned or partially planned park layout.
The Epcot World Showcase is of course a gigantic hubless wheel, and that has a lot of interesting design benefits. Not least of which is the actualization of a round-the-world journey metaphor, where you end where you started after moving one-by-one through the countries. Likewise with IoA- a hubless wheel still lets guests work around and be sure they pass everything. For the average single-day guest, it might even be preferable to skip the confusion of a lot of path options; you want to be sure you see everything, just follow this loop.
The World Showcase also has a few "soft spokes" in the guise of the friendship boats, but they are a wonderful bit of master planning for a bunch of reasons. Being less visible of a route than a footpath, they're less crowded, and are used only by people who intentionally chose them. Guests rarely accidentally board the boats and skip a part of the round-the-world experience. In fact, they also add a ride experience in addition to providing an express spoke route. Win-win.
][ntamin22 Offline
edit: oooop doublepost
posix Offline
Now I have no idea how I never saw this screen when it was new but I sure know I love it. By far my favourite thing from you.
It's organic and beautiful, and reminded me of a Schuessler entrance for a moment.
MORE OF THIS !
nin Offline
Just a slight update, but I've added full tile paths to the park in order to make it peep friendly. I'm also a fan of the emptiness so I'll probably release this with and without peeps. I just like the added atmosphere they bring.
I'm also attempting to make this an extremely efficient, functional park, which adds to my fun of making it peep friendly.
In regards to the park layout, I'm going pretty hard on that too and once the path layout is nearly it's final form I'll post a minimap of the park. It's hub and spoke and I'm pretty proud of it haha. I'm figuring out a method of parkmaking that really works for me, and this is nearing completion already.
(also thanks for the comments posix, means a lot)