RCT Discussion / What Makes A Great Queue Line?
- 01-February 24
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SSSammy Offline
Hello friends
Over on Discord I asked you this question: what makes a great queue?
Liam replied: Treat your queue line as if it were a tracked ride
Steve followed up with: :spongebob gif:
He then said: That's essentially what I was going to say
Sightlines are important as wellAdd variety of switchbacks and straightwaysShould be apart of the overall ride experience, not something just leading up to itScoop then said: giant cattle penisWhat other wisdom can we conglomerate here? -
SSSammy Offline
one that springs to mind for me is the queue for the flood in Lemuria.
This might just be a symptom of how atmospheric the park is, but I can just imagine waiting in this queue line, chatting with my friends and watching the boats splash past.
I think the key take away from this example is following the ride with the queue. this makes it super interactive and builds anticipation for those queuing
another thing is the excellent architecture and logistical elements like bridges. this may be overkill for some types of parks, however (lower budget parks)
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SSSammy Offline
alex: i think the key is finding a good queue entrance placement
based on the path plaza + coaster interactions and slight linesand then it's just a case of getting from A (queue entry) to B (station) in the most wiggly and organic fashion imaginableposix: I absolutely agree with the queue entrance placement sentiment. It's the first moment the guests encounter the ride. Especially for main rides it's nice to make a moment of it, a themed gate or similar, as people give themselves into the hands of the ride.ethan: Hell yeaFor queues i think that knowing where it begins and ends first for composion it and then personally a priority for me is how the pees on the path can see the queue and how the peeps in the queue see the path and the ride they are queued forLike sunk queues gives me this feeling of descentSplash mountain i felt like i was enterjng the pits of hellAnother way of looking at the queue as like part of the ride layout or sequence of experiences -
alex Offline
^ Depends a bit. Obviously a rectangle of switchbacks looks unnatural, but I think a snaky line with some occasional moments of tight zig-zags is a nice way to give the queue some 'bulk' in places rather than it being one thin line. Similar to pathing - it looks best with a mixture of plaza-like expanses, and tighter corridors.
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