RCT Discussion / What Makes A Great Queue Line?

  • SSSammy%s's Photo

    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 well
    Add variety of switchbacks and straightways
    Should be apart of the overall ride experience, not something just leading up to it
     
    Scoop then said: giant cattle penis
     
    What other wisdom can we conglomerate here?
  • SSSammy%s's Photo

    Attached Image: Screenshot (314).png

     

    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)

  • SSSammy%s's Photo

    alex: i think the key is finding a good queue entrance placement

    based on the path plaza + coaster interactions and slight lines
    and then it's just a case of getting from A (queue entry) to B (station) in the most wiggly and organic fashion imaginable
     
    posix: 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 yea
    For 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 for
    Like sunk queues gives me this feeling of descent
    Splash mountain i felt like i was enterjng the pits of hell
    Another way of looking at the queue as like part of the ride layout or sequence of experiences
  • Version1%s's Photo

    If you use cattle pens in a themed queue you failed as a builder.

  • alex%s's Photo

    ^ 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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