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Mover Entrances

Started by Jay, September 19, 2025, 07:42:53 AM

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Jay

Mover Entrances













Author: Jay

Keywords: mover ride entrance

Release date: September 19, 2025

Current ztd dates: September 13, 2025 for both

Zip sizes:
ElevatedMoverEntranceByJay.zip - 37.3 KB
MoverEntranceByJay.zip - 49.4 KB

Compatibility: All Game Versions

Description: These are entrances to people mover types of rides. They can be put with certain types of people mover scenery to make it appear guests are using the people movers. Although they can be used with other types of people movers as well, the screenshots show them being used with the Elevated Monorail People Mover and Monorail People Mover On Ground scenery pieces. The layouts in the screenshots are examples, and many other layouts are possible. There are 6 mover entrances: 3 for elevated people movers and 3 for people movers on the ground. All 6 mover entrances have 2 entrances at ground level on the same side of the building. The first 3 screenshots show the 3 mover entrances for elevated people movers. The entrance in the first screenshot is configured as a Relaxing Ride where guests enter, use the people mover for 125 seconds, and exit where they entered. The purchase menu icon shows "125" in black on the right side. The second screenshot has 4 entrances that are configured as a Transportation Station, and have "55" and "125" on the purchase menu icon. The "125" in black on the right side of the icon indicates that guests will use the people mover for 125 seconds. The "55" in green on the left side of the icon means that the guests will exit 55 tiles away from where they entered. Another way of looking at that is there must be exactly 54 tiles between the entrance tiles and the exit tiles. A useful way to measure 54 tiles is to use Cricket's One Dollar Picket Fence. The entrance tiles have to be next to the entrances on the entrance building, and the entrance building should be between the entrance tiles and exit tiles in order to have the correct distance. The distance is about the distance to get across the length or across the width of ZT's "Basic Grass Map (Small)". In that second screenshot, guests can enter the building on the left side and exit on the other side of the center building in the top right. Guests can also enter that center building in the top right and exit at the building on the left side. Guests can also enter the building in the bottom right and exit the other side of the center building in the top left. Guests can also enter that center building in the top left and exit at the building in the bottom right. The third screenshot shows an entrance that is configured as a Transportation Station, and has "213" and "125" on its purchase menu icon. The "125" in black on the right side of the icon indicates that guests will use the people mover for 125 seconds. The "213" in green on the left side of the icon means that the guests will exit 213 tiles away from where they entered. Another way of looking at that is there must be exactly 212 tiles between the entrance tiles and the exit tiles. That distance is to get across the largest user made map, which is called enlarged5c.zoo. Because of how large that map is, the screenshot shows only a small part of the layout. It is best not to have so much empty space in the zoo like is shown in the screenshot because guests can become so hungry trying to get to a mover entrance elsewhere on the map that they will become unhappy for not seeing animals and decide to leave the zoo instead. When using any of these people mover entrances, guests can get hungry while being there for 125 seconds. So restaurants should be near all of the exits. The fourth screenshot has all 3 of the ground level mover entrances, each configured differently. The entrance at the top left is configured as a Relaxing Ride where guests enter, use the people mover for 125 seconds, and exit where they entered. The purchase menu icon shows "125" in black on the right side. The entrance at the bottom left is configured as a Transportation Station, and has "30" and "70" on its purchase menu icon. The "70" in black on the right side of the icon indicates that guests will use the people mover for 70 seconds. The "30" in green on the left side of the icon means that the guests will exit 30 tiles away from where they entered. Another way of looking at that is there must be exactly 29 tiles between the entrance tiles and the exit tiles. Guests can enter the building on the bottom left and exit on the other side of the building in the top right, which happens to be on a cliff in this layout. The building in the top right is configured as a Transportation Station, and has "30" and "70" on its purchase menu icon. Beneath the "70" is a down arrow in red. That means the station is meant to be on cliffs. Usually ZT will not have guests use the same type of entrance more than once. Since a Transportation Station for fun was used to get guests onto the cliff, ZT usually will not have guests use another Transportation Station for fun to get off the cliff. So in addition for fun, the Transportation Station on the cliff is also configured to have guests enter it when they get hungry. So there should be a restaurant near the Transportation Station on the ground. To indicate the Station on the cliff is to be used when guests get hungry, the front of the Station looks different, as is shown in the fifth screenshot. In this example, the cliff has an exhibit, gift cart, restroom, and a couple of benches. So guests can stay happy on the cliff until they get hungry and leave the cliff via the Station. There should not be food or drink on the cliff, so that the guests will eventually get hungry and use the Station to leave. A zookeeper should be assigned specifically to the exhibit so that they don't wander far. Otherwise ZT can have them leave the cliff, but not be able to get them back up. If the exhibit fences deteriorate, maintenance workers might have to be grabbed and put on the cliff manually. Although other layouts can be used, the layout in the fourth screenshot makes it look like the monorail people mover goes underground by using slopes. But this layout is not perfect because of a ZT graphics glitch. The sixth screenshot shows the glitch. In 1 ZT view, ZT makes it look like guests are on the slope, even though the guests are actually on the other side of the slope. There are different ways to prevent or hide the guests in this view, such as keeping the path far from the slope, or having tall walls or objects on top of the slope. The graphical glitch has nothing to do with the user made objects. These mover entrances were made by Jay using a graphic made by Makonix/argonath for RCT2, as well as some other graphics from RCT2.

Since the entrances use the same messages, if you select one in the purchase menu, there are times when the selection will go to the first one in the menu: when the menu is rotated, when the menu is closed and reopened, when the menu is switched to a different one and then back, when ZT goes through its unlocking logic that occurs at the beginning of some game months. We live with this in order not to use up IDs too quickly.

The building messages are in LANG--ZTCDD.dll and the guest thought message for the elevated mover entrances is in langZA03.dll.

(Configuration note: removes money.)

Click here to download ElevatedMoverEntranceByJay.zip

Click here to download MoverEntranceByJay.zip