![]() But in any case, the fact that the building had spawn in the middle once more, it does not make it the most optimal map spawn. Same reason as above, but as the southern part of the map (where Long Beach is) isn't as populated as the central area, I might not mind. Not only this ensures no one will be able to own a waterside property ever again that you have one side of the road that buildings won't spawn (thus reducing congestion on the road), but also you will have the ability to build bridges at your free will without the constraint of any house or building blocking the best or optimal way of placing your bridge. One of the things I like to do is to try and ensure rivers or lakes (that are not facing the sea) are not blocked off by any houses or buildings. While this is a good start, this spawn limits my ability to plan my roads in the south part of the map (where Gardena would be). ![]() As an example, I will attempt to analyse the 5 spawn examples above, but keep in mind that this is subjective and is always dependant on your play style. If your spawn is bad, then this will spell doom for your game in the later stage. Why does this matter? At the beginning of the game, you will need to start planning out potential suburbs and main roads. Since they are able to transport cars quickly and have the ability to handle a high amount of cars, they would be treated as an arterial road within the concept of road hierarchy. In this case, this will be your Major Collector.Īdditionally, motorways also serve a purpose in transport planning - as an arterial road. Main Road - A road that is used by road users to travel from A to B, which will receive a degree of traffic.Suburb - These are low-traffic zones that do not receive regular flowing traffic except for residents living in the area.That being said, let's get down to business.Īs Mini Motorways only has 2 lane bidirectional roads, there are only two important hierarchy concepts that you need to know: If you simply just want to achieve a high score by all means, then you can ignore most of this guide’s tips. This guide is also more for people who just want to achieve a score and have fun but also playing the game in a way that doesn't make it counterintuitive against the principles of Mini Motorways. But of course, if you're a beginner, I won't stop you from reading this guide. This guide also works best when you have an intuitive understand of how the game work, as most of the tips applied requires intermediate to advanced knowledge of the game itself. If not, go back and play at least one map, fail, then come back. This guide also assumes that you had played any maps at least once, excluding the tutorial version of LA. They had a good guide going, which explains the basics of the game, and it can be applied to any discipline and nearly on any gameplay style. This guide is best read together with the guide by WaffleMike here. Tips: Tips and tricks to make your life less hellish when playing Mini Motorways - Coming upįeedback on any of the sections or the guide as a whole are welcomed.Fate: Things to do to slow your inevitable end of the game and the implosion of your city - Coming up.Process: Things to watch out for as you play through the game - Coming up.Planning: Explanation and Elaboration of City Planning practices into Mini Motorways - Part 1 released, Part 2 coming up.Start: Explains the strategy of choosing the right spawns to start with - Released.I plan to release 5 sections (excluding this one) over the coming days or weeks, which includes:
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