Well, I could do old sketchbook pictures, but I’m really not in the mood to go to the scanner and run the scanner software. Specially as HP is making the crappiest scanner software on earth.
So we’ll try something different. Last Saturday I felt like playing Transport Tycoon, so I’ll post some pictures of my current game.
TT is the directly ancestor of the now famous Roller Coaster Tycoon series. The point of the latter game is more cash based than that of the former, which is “Guest” based. In TT you transport good from location X to location Z, make money, build bigger, further, more complicated, etc. There are trains, trucks, planes, and ships, though trains are by FAR the most used.
Over the years, (TT originated in the early 90’s, for DOS) there have been several third party modifications that have become reasonably standard (Like the Drexler patch for RCT, if anyone has played the standard mod versions of RCT), in fact, the most common mod patch for TT is made by the same guy who wrote the Drexler patch for RCT. All in all, the end result is that patched versions of TT can basically be considered a whole new version of the game.
I’m running TT on the 2.0 Alpha 73 patch with the US train set (And yes, we can download new vehicle sets now, too, not to mention make them) and some industrial station sets. The scenario I’m playing is a default scenario: it’s got a row of mountains with a crapload of coal mines, some ocean, a row of mountains with nothing, some ocean, and then a row of flat land with a ton of power stations and cities. I assume the idea is to use the cities to generate money with passenger transport until you can gather the funds to cross the middle mountains and oceans to get to the coal. This time through (Second time I’ve played this map), I was able to put my first line across the mountains in 1932, two years after game start (With the default trains, it probably would have taken until the late 30’s to get across, but even so, I think the two years is extremely fast).
So, first screenshot, the second row of mountains in 1935: Screen1
After putting the first few lines across the mountain, I figured that I wanted to get an entire, coherent network in place before the end of steam, something I’ve never actually seen done before, as it’s just not “conventional”. By coherent, I mean straight tracks, smooth junctions, efficient Ro-Ro stations, etc. Time for some speed building.
Second screen; the replacement of that spiffy mountain pass: Screen2
Third sceen; the junction just above the mentioned pass shortly before reconstruction: Screen3
So, now you can see what I mean by a cohrent junction. The above junction is an example of an incoherent junction: messy, lots of ups and downs, lots of curves, built in the spirit of building fast, not terribly efficiently. This next screen is the remodelled junction (And those two coal trains headed towards the right are 4-6-6-4 Challengers): Screen4
Lastly is a screen of the un-remodeled coal terminus, I really wish I had a closeup of this since there should be one or two 4-8-8-4 Big Boys down there: Screen5