RCT3:R.C. Library
RCT1 Library
 System Requirements
 Coaster Construction
 Designing "Flat" Rides
 Park Staffing
 Satisfying Guests
 Hot Keys
 An Overall Great Park
 Expansions & Features
 Stalls
 Attractions
 Technicals
 Scenarios
 Drexler Information
RCT2: Library
 System Requirements
 New Themes
 Hot Keys
 Setting Up RCT2
 What's New
 Designing a scenario
 Press Releases
 Running A Park
 New Features
RCT3: Library
 System Requirements
 FAQ
 What's New
 Press Releases
 Submit Base Material
GO TO THE MAIN SITE
  • Intensity & Excitment

First off I would just like to say Intensity is bad and Excitement is good! The more intense the ride the less appealing and will guest are to go on the ride, however the more exciting the ride the more prone the guests are to ride it. If the excitement and the intensity are almost the same for expample Intensity = 6.8 Excitement = 6.3 then you will have some gusts that won't ride it because the say it is too intense and others will love the ride. If the intensity level of the ride exceeds 7 you can more than likely say good bye to that ride design. And by making the intensity high this automatically causes the excitment rating to drop. I once had a coaster that had an intensity rating of 13 and automatically the rides exitement droped below 3, needless to say I hade to completely demolish my ride.

Things that cause a high intensity rating are; sharp turns (non-banked), high positive G's, tons of inversions (over 3 is probably to many), and ultra high hills and drops. The absolute highest I ever make my drops is 30 I will never make them any higher because it is no use. I have however had coasters that had more than 3 inversions and the peeps loved it the thing was was that they were'nt flying through them, thats what causes positive G's, Speed + Turns, Inversions, and sudden drops or hills. Basically Posite G's are the root of all evil in RCT however gusets love negative G's. I don't know if you have ever ridden a roller coaster but negative G's is the feeling of being weightless (floating). Some inversions have different "G" ratings you can try out all the inversions you can think of and find the ones that are the best for your guests, but remember don't make them "fly" frough them. Also I always bank my turns, there is hardly ever a time when I have non-banked turns, banking turns cause -positive G's and thats a good thing.

Making a Higher Excitment isn't all that hard once you get the hang of making a low intensity, by just doing the things that are listed above you will make a great coaster, here is an example of what a great coaster might consist of: A long station platform to start off, then a gradual incline that does not exceed 30 ft. in height, a gradual drop at first then an inversion, you don't need to take the coaster all the way back down right away, that would make it way to intense. Instead make a gradual drop that will speed the coaster up enough to make it throught the first inversion, remember the coaster will get some speed coming out of the back side of the inversion, then maybe a few bank turns or a helix. Then back down anther small hill then another inversion, a few more banke turns and another hill, then another inversion and back into the station, sure this doesn't sound very complex but once apply it to the game it will work wonders.

A list of "good" and "bad" ride characters to sum up:

Good
Bad
3 - 1 inversion/s
More than 3 inversions or no inversions
A 30 ft. or less incline
Greater than a 30 ft. incline
Banked/ Spaced out turns
Sudden/ Sharp Turns
Making gradual descends
Descending fully
Ample breaks before station
None/ little breaks at station
Some Negative G's
High Positive or Negative G's
  • Saving your track Designs

Finish building your ride.

Test the design for crash or stall problems.

Open the ride window for your ride after the coaster has made one, complete circuit.

Click on the Game Options button on the Toolbar. It's the one that looks like a Floppy Disk.

Select Save Track Design from the drop-down menu (see images below in article).

Give the track a name, but leave the .td4 file extension.

Choose Okay and it will be saved.

 
If the option is grayed you didn't test the ride and/ or didn't open the ride window.

If the option is open then you've done it correctly, Good Job.
  • Adding scenery to increase excitement

You can add scenery to increase the excitement rating of a ride a few different ways: one way is to add path just over a part of you coaster or perhaps through a loop, this method is called the head chop ti makes the gusts feal like the are going to get their heads taken off but there is really no danger. Another way is to add trees as close to your ride as possible this is similar to the head chop (has the same effect), except now if you don't have a use for a path over or under your ride you can add scenery for a more appealing look. The last way that I know you can increase the excitement rating of a ride via scenery is to place the ride over water or make a small stream around your ride. These additions don't raise the excitment by much but it could mea the diffence in guests riding it or not

 

^To Top^

 

 

 

 

 

 

^To Top^

 

 

 

 

 

 

^To Top^

 

 

 

 

 

 

^To Top^

 

 

 

 

 

 

 

 

 

^To Top^