Entrances - Part 5

~Replacing Ticket Booths & Moving Entrances in RCT/Loopy Landscapes (RCTrainer Lite)~


by Charlene


 
You will need to start with a park from a new game. The new entrance can only be moved on land that you do not already own.  Using the "own all land" or "expand park" feature prevents you from changing the exit location. It will also only work on full-size parks (sorry, will not work on Urban Jungle, Crater Lake, or Micro Park).

You will need 2 trainers: the Swiss Army Knife (TRG Trainer© - TRGTRN601) and the RCTrainer Lite 1.7. For easy switching between trainers, I like to work in RCT with the screen option set to "window" instead of a full screen mode. (NOTE: trying to leave both trainers open at the same time may cause the game to freeze.)

This is a step-by-step walk through to move an entrance.

NOTE:

If there are any peeps in the park or on the pathway leading to the entrance, they can be removed now or at the end using the TRG Trainer's Ctrl+F1 function to nuke the peeps. Just be sure both trainers are not running at the same time.

 
Start RCT and RCTrainer Lite. Begin a new game. This sample is made from Leafy Lake.

Use "F12" to open the trainer menu inside of RCT. Click on the "Entrances" tab, then click on the "Invert Map" button. Click the "Close" button. You can now start to make the new entrance.

  
Build a path from the edge of the map up to where you want the new entrance to be. I used a straight path, but any single-wide path will work.

The location for the new entrance booths need to be marked by placing one path square to the left and one square to the right of the square for the park entrance.



NOTE:
To replace the standard ticket booths with something more decorative, your booths MUST be buried. Raise the square to left and right of new entrance by 2 levels. Tunnel a path to each side.

Put a garbage can at the edge of the map and at the entrance (between the ticket booths).

You will need to work in the underground view or rotate the map so you can see to complete this step.

 
Use F12 to open the trainer. Click on the "Entrances" tab, then "Move Entrance". The new entrance is created and the old is removed. Close the trainer and return to RCT.

Note that instead of ticket booths, the left and right sides are unchanged (and not connected to the entrance path). The arch forms normally in the center. The land is still inverted, so you can easily modify the area around the new entrance.

 
Remove the path tile to the left and right of the entrance. Lower the land back to the original base level. Build whatever you want to have on the left and right of the entrance (I only used statues because I hadn't enabled all rides yet, but you can use anything from statues to information booths, to raised land colored to match your themeing).

Open the trainer "F12", click on "Entrances", "Invert Map", then "Close". The map is now back to normal.

Do not remove the old entrance until the peeps leave. The old white fence goes away and the land all around the edge of the map between the entrance and the edge of the map is now not owned.
Once the peeps have left the map, you can go in and remove the old path. Use F12 to open the trainer. Click on "Entrances", then "Invert Map", then "Close".

The old white fence should be gone. Remove the old pathway.

 
Finally, you need to invert the map one more time back to normal (F12, "Entrances", "Invert Map", "Close"). This frees up the peeps at the edge of the map.

You can own all land by enlarging the park (F12, click on "enlarge park", then "run option", then "close"). You now own everything except the path from the edge of the map to the entrance. Unlike the park, the square to the left and right will be owned.

Save the game under a new name, and do a test opening of the park to make sure that everything works properly. Even though the ticket booths do not display, the park should open properly and the peeps should think that everything is OK.

YOU'RE DONE!

NOTES:

  • You can make a maximum of 2 entrances using this trainer. They do not both have to be buried, but they should be built at the same time.

  • If you are making two entrances, each entrance must face a different side of the map.

  • Always be sure that you save your game before you play with the entrances. If something goes drastically wrong and the game becomes corrupt, you can always open up the saved game and try again.

  • This trainer cannot move entrances in parks that are smaller than the standard 126x126. Trying to move the entrance in one of the smaller parks such as Urban Jungle, Micro Park, and Crater Lake will cause the trainer to freeze. This is because the trainer always rebuilds the map after moving the entrance so that the land between the entrance and the edge of the map is not owned. In the small parks, it thinks the park is really 126x126 and crashes. (Have you ever noticed that micro park and Arid Heights both have the same area after running the "own all land" function? Even though Micro is only 15x15, it has 1,745,920 square feet of land in it!)

  • This is the only time that the area to the left and right of the entrance tile will be owned when you enlarge the park. This quirk makes it very easy to change the entrance style if you don't like it because you do not have to invert the map first.


  • Tutorial Copyright © by Charlene (CJK). Not to be reproduced without permission.

     



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