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Tenebrais
Sep 2, 2011

Maps are pretty essential for your guests, so you don't want them too expensive. The way guest pathfinding works, by default they will follow their path until they hit an intersection, then take a random path. (This is why multi-tile paths mess them up, they're all intersections so guests will just randomly wander until they get out.) They'll only consider riding a ride when they reach its queue. With a map, on the other hand, they'll decide what they want to do out of all of the options and then aim for it, so you can much more efficiently entertain them/extract their money.

I suppose alternatively you could make your entire path system one long loop with no turns. Full on labyrinth park.

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Tenebrais
Sep 2, 2011

Poil posted:

Couldn't you simply make the center platforms two tiles longer? They only need to be directly next to each other at the front, right?

It would need to be more than two, since there also needs to be room for the neighbouring tracks to turn in, but you can do it. There's a couple of examples pre-built in later scenarios.

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