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    Create-A-Park Guide by Numbermind

    Version: 0.31 | Updated: 01/28/04 | Printable Version | Search Guide | Bookmark Guide

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    Tony Hawk's Underground
    Property of Neversoft
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    Tips And Tricks: Create-A-Park Section
    by: Numbermind(THUG user name: Bucket)
    
    Table of Contents
    I. Version History
    II. Introduction
    III. Basics & Terminology
    IV. About Pieces
    V. Fun With Goals
    VI. Size Matters
    VII. Advanced Stuff
    VIII. Worst. Idea. EVAR!
    IX. Glitches
    X. Credits & Links
    
    I. VERSION HISTORY
    
    v0.1(01.24.04): Started document.
    v0.2(01.25.04): Finished piece size list. Added comments.
    v0.3(01.26.04): Moved to compatible text format.
    v0.31(01.28.04): Minor grammar, spelling & content edit.
    
    II. INTRODUCTION
    
    	Tony Hawk's Underground is the fifth in a series of
    skateboarding games by Neversoft. Of course, if you're reading this
    document, you already know this. The second game in the series was
    the first to incorporate the customization features which have
    become the source of infinite replayability in the games. This FAQ
    focuses on the Create-A-Park feature, which allows you to fit pieces
    of ramps, pipes, and prefabs together to make your own level in
    which to skate around and play games.
    	The first incarnation of the CAP feature(in THPS2) was pretty
    comprehensive to begin with, offering an extensive piece set and the
    ability to add gaps to the level. I won't go into detail as to how
    the feature has evolved over the series, mainly because I don't
    remember. I sold each game for store credit towards the next
    (although I kept THPS2 for the Philadelphia level). I also won't go
    into detail about the controls, seeing as how you can view them
    during the loading screen.
    	Anyway, I WILL go into detail about creation theory(if you
    will) and advice on how to make the consummate park experience. Too
    often do I see mediocre maps being hosted online, and even being
    uploaded into the Best Of The Best archives. Moreover, there's a
    shortage of CAPs in online rooms, since most people are out showing
    off their Moscow robots(like they can't do this offline). Granted,
    I don't take credit as the Create-A-Park expert, but other parks
    often have a "personal feel" to them, meaning they were only made
    for the person who made them(and other players online can't get a
    feel for them). Hopefully, after reading this FAQ, you'll have a
    better understanding of flow and what makes the park appeal to a
    larger number of gamers.
    
    III. BASICS & TERMINOLOGY
    
    	Let me first cover a few terms I'll be using in this FAQ that
    you won't be familiar with:
    
    1. Flats: I'll use this word to describe a unit of raised/lowered
    floor. For example, raising the floor once is 1 Flat high. If I say
    something is "2 flats apart", that means that the height difference
    between the two is the same as a low QP.
    
    2. Broken Line: This is what I call a line that requires you to
    transfer or jump to the side to continue a combo. Two rails/lips
    that are colinear but separate does not necessarily constitute a
    Broken Line, because all you have to do is hop from one rail to the
    next(unless the jump has to be carefully timed). Breaking a line
    isn't a bad thing(in fact I like to challenge those morons who don't
    like rail transfers), but short grinds with a lot of breaks don't
    sit well with characters who skate around at 60mph. In general, a
    line should have a lot of room between breaks.
    
    3. Lip Ladder: A fairly advanced method using the Rail Tool.
    It involves piling up short rails over the lip of a QP.The player
    can use this to extend a lip trick(jump, triangle, jump, triangle,
    jump etc.), or to climb up to other areas. This is a great way to
    add a third dimension to your parks, but you should make it worth
    the player's time trying to get up there.
    
    4. Combo Trap: Ever been in the middle of a great combo, only to
    trip up on some little thing sticking out and land/bail? That's what
    I call a Combo Trap. I believe most people call it a "deadzone", but
    this is a more general term defining "any type of line that actually
    makes you think about your next move". Poorly constructed parks are
    full of Combo Traps, partly due to the fact that the creator put the
    stuff in without playtesting much. Usually it's just two rails that
    are too far apart, or a Rail Tool that isn't connected correctly, but
    you can find the more heinous offenders in the "Worst. Idea. EVAR!"
    section.
    
    5. Flow: something that is very dear to me. Think about this: if your
    average newbie player can zip around the entire map and feel like he's
    racking up big points, your map has good flow. This is done by walking
    that line between easy robot lines and ones that require actual skill.
    If your big line in the park is just a huge circular grind, you failed
    it. A player should have the ability to easily pick up on where he can
    acid drop off the rail, manual across the HP, grind around some lips,
    wallride across whatever, wallie onto a high ledge, and so on. VARIETY
    IS THE KEY.
    
    6. Purpose: It is purpose that drives us. Well, this isn't really a
    specific term, but something you should rate your layout by. Different
    pieces have different purposes. Basically, if you can connect lots of
    lines with the piece, it has a good Purpose. If it just sits there and
    gets in the way, it has no Purpose. You'd think this is common knowledge,
    but download some parks from the archives and think again. Specifically,
    let's take the Grass texture. You can't trick off of it per se, but it
    can be used for Gaps that don't fit anywhere else. The Rio Quicksilver
    Box has a number of uses, but if it's just sitting in the middle of a
    wide open space, it's purpose is wasted. You follow?
    
    	Now, let me go over a few basic things you should always keep in
    mind when building a park.
    	The Memory Meter is your Master for the time being. The first
    thing you'll notice is that it's not empty, even if your park is. That's
    because the meter considers EVERYTHING that will be in your park during
    play. That includes unused space, park size, and max players. In a sense,
    the game counts extra players and flat ground as pieces. Now, if you
    don't plan on playing this park online, then memory will almost never be
    an issue for you-- since you can just set the max players to 2. I usually
    preset it as a 6-player park, as it's a good balance between population
    and memory availability. If you're compelled to have all 8 players in
    your park, you're SEVERELY limited as to the size of your park. Notice
    that if you set it to 8, the game won't even allow you to make your park
    the maximum size.
    	Now, it helps to sketch out what your park'll look like beforehand.
    It doesn't matter if it's just a bunch of lines; it'll give you a better
    idea of how much space you'll be using. In addition, I've found that
    parks you just dive into start to look really linear and disconnected.
    If you just start by making a line, you usually end up with a park
    where the only skateable line goes around the edges of the map, and the
    middle is filled with random trash.
    	Worry about your gaps and goals until you're finished making the map.
    Gaps and Goals take up an infantecimal amount of memory-- maybe just a
    sliver for 10 each. But you do NEED space to put them in. The same goes for
    rail tools. Anyway, your gaps and goals should be made AFTER you do
    playtesting with a near-final version of the park(to get an idea of what
    would challenge you), so it's only natural.
    	And one final note: put in all your Player Starts as soon as you can,
    somewhere out of the way. Nothing makes you feel more like an idiot than
    realizing that you didn't put any starts in, after you filled up all the
    memory and got your park looking the way you wanted it to. Now, we move on
    to the actual process:
    
    IV. ABOUT PIECES
    	I'm trying to refrain from putting an introduction to this section,
    because no one needs an explanation on what Pieces are. So let's just look
    at these by group, and explain whatever needs to be explained...
    
    Total Pieces: 253
    1. Restarts(4), Team Flags(4), Tools(3) & Clipboard(6 MAX)
    	I already said most of what needed to be said about these
    in the section above. It could apply to Team Flags if you absolutely,
    positively have to support CTF. Otherwise, I don't even bother with
    that or a Crown Start(unless it's too close to a player start). As far
    as the Clipboard goes, I neglect it. I can see how it can be useful,
    but testing showed it doesn't seem to be able to copy Rail Tools or
    Gaps. On top of that, it doesn't look like you can clear the Clipboard,
    which I'm sure would piss me off at some point. I try to stay away from
    parks that repeat sections(even though I was compelled to do it in
    THPS2), and I suggest you to do the same.
    	As far as the Rail Tool goes, you can just RTFM to be able to
    use this right. It can be picky sometimes, and not work the way you
    want it to-- and if that's the case, read the "Glitches" and "Advanced
    Stuff" sections in this document. Other than that, the Rail Tool is
    your friend, and(in my opinion) is a better alternative to the actual
    Rail pieces.
    
    2. Benches(15)
    	If you want to make your park look oldschool, benches are the way
    to go. It's really hard to get benches to add to the flow of your park,
    especially since they're so small(and lining up twelve benches looks
    stupid). If you're using these in your park, try to use them as a way
    for the player to adjust his angle on the way to the next big line.
    The diagonal benches work great for this. In contrast, the big Alcatraz
    pieces have a number of uses: you can use it as a way to divide up your
    park into sections(like having Street on one side and Vert on the
    other), at the same time using it as a jumping-off point for your
    lines.
    
    3. Big Pools(6)
    	While I feel every park should have a pool in it, these pools
    are mostly for cosmetic value. They look nice, but more often than
    not you'll end up using a bunch of Pool Parts just like I do. As far
    as I can tell, the amount of memory you save using these instead of
    Parts is negligable. Very rarely do I feel the need to have a HUGE
    pool, but it's good to know they're there just in case. I know they
    put these big things in for beginners who aren't ready for CAP's
    complexity, but... well, if you're reading this FAQ, then you're
    ready to evolve. Forget these.
    
    4. Buildings/Trailers(9)
    	These are for a VERY specific type of park; basically they're
    here if you want to make a New Jersey clone. I feel there should've
    been a little more variety in the type of buildings they offer. There
    are QP's on some of the buildings, and of course you can grind the
    edges-- but on top of that, they're pretty much just big-ass
    obstacles. Anyway, if you ARE making a town-like park, you'll
    probably be using these in conjunction with Ground Pieces and
    Miscellaneous stuff. In this specific case, try to use ALL the
    buildings available to you, since this is the most variety you'll
    be getting out of your map. Don't just randomly place buildings;
    line them up and group them together. Not only does that look more
    realistic, but it also makes line creation 100X easier. So your
    buildings look OK, but you need to build stuff AROUND them to make
    them look like they're actually a part of a town. For help on that,
    see the Advanced Stuff section.
    	If the theme is just someone's backyard, a single house is
    OK-- but if you're just putting ONE building in your park, you
    need to build a really good line around it so it doesn't look
    COMPLETELY out of place. Sure, you can still put it there, because
    it's relevant to the theme; but why would you put a piece in your
    park that just acts as a prop? Like that Small Fountain piece--
    what the hell purpose does that serve? [/rant]
    
    5. Funboxes 1(8)/Funboxes Generic(8)
    	Now, here we get into the fun stuff, hence the name. These
    pieces are interactive in a number of ways-- good if you need a QP,
    ramp, lip, and/or rail all in one piece. I have a special fondness
    for the Rio Quicksilver Box, and like to think of new ways to use
    it all the time. Like with any big piece, a bunch of random Funboxes
    lying around make a pretty crappy map. Use these as a launchpad for
    lines, or as a way to mix up a combo(i.e. jumping off a manual into
    a grind).
    	The Generic Funboxes are pretty straightforward. Try dropping
    one of these in if there's too much empty space, or if there's a
    high ledge nearby.
    
    6. Pipes/Tunnels(10)
    	"One of these thing is not like the other, one of these things
    just isn't the same." Why is the Huge HP in this category? Did it not
    fit in the QP section? Well, anyway... using tunnels in your park can
    make it a WHOLE lot of fun, as it adds a crossover dimension to it.
    The large Fullpipes work great in a long line(and are lots of fun
    with Baja goals), and the Underground Railed's and great for launching
    out of. Try raising the ground around the tunnels and putting some QP's
    up there. In general, if the tunnels are used right they can make your
    park seem a lot bigger than it actually is-- a great memory saver.
    
    7. Kickers(7)
    	Kickers, like the Generic Funboxes, are used mostly for filler,
    or for straightforward air gaps. The only thing I should note about
    these is that they use more memory than plain slopes, so I'm generally
    inclined not to use them.
    
    8. Walls(22)
    	Walls are used almost exclusively to divide up your park. Of
    course, you can grind them all, but most walls can't be used in
    conjunction with other pieces(unless you directly connect them with
    the Rail Tool). Sure, there are creative ways to use these walls(like
    simulating a backyard or park fence), but usually you'll end up using
    these when you get tired of making standalone rails.
    
    9. Quarter Pipes(28)/Pool Parts(8)
    	Well, this group is normally what you'll be using most in your
    map. I have yet to see a map that doesn't use these. There are four
    basic sets of QP's: low, low with deck, high, and high with deck. The
    deck(as far as the game is concerned) is pretty much the same as
    raising the ground behind the QP, and it shows because you can build
    on top of the decks(sometimes). I use the low(2 flat) QP's without
    decks for the most part, just because it's less hassle. I remember
    in THPS2 the high QP's used more memory than the low ones, so I
    prefer the low ones out of habit(even though the difference in this
    game is probably negligable, it piles up). All I can say in this area
    is that QP's should be the Great Equalizers. By that I mean they are
    used to connect everything to everything else, and most of your flow
    will come from expert use of these pieces. experiment with different
    shapes of pipes to find something that's fun. Put a plain old HP in
    your park for the Vert fans. Connect rails to your QP sides for some
    hot Acid Drop/Revert action. Put more rails HIGH over your QP's for
    some nice altitude. Put your QP's in a U-shape so you can Spine
    Transfer. The speciial QP parts(like the Mega Rollin) are good for
    regular transfers, and work well without being connected to a line.
    Putting two of them opposite of each other works well. The short QP
    doesn't really have a place as far as flow goes, unless you have a
    1-flat platform sticking out for no reason. Then you can just line
    them up along the break, and everything looks smooth and
    professional.
    	The pool parts are basically the same idea, except they have
    lips that can be grinded(ground?) without putting a deck on them.
    That's useful if the QP is up against a wall and you want to put
    something to grind across that part. Also, the High Dive piece is
    one of the best pieces ever invented. You can liptrick the top board,
    and then jump off and do extra tricks on your way down. Connecting
    rails to the top board is an easy way for players to get some serious
    altitude quick and grind those high rails that would normally result
    in fatal head trauma.
    
    10. Rails(11)/Other Rails(10)
    	These two groups are both the most useless and the least
    useless, depending on how you're doing with memory. First, we have
    the corner rails, which have an obvious use. But the Rail Tool uses
    less room and is your best bet if you know how to use angles with
    it. The specialty rails(like the wavy ones) have no practical use
    for me, so I ignore them. They do little to make your park look
    believeable, they serve no purpose other than grinding, and they're
    susceptible to Combo Traps. But like I said-- if memory isn't an
    issue at the moment, feel free to put these fancy versions
    everywhere. Just make sure they line up properly.
    
    11. Slopes(29)
    	Slopes are the easiest and most memory-safe ways to put ramps
    in your park. I prefer these to using kickers, even though they're
    not as pretty. The creative way for these is to make pyramids and
    such, as a way to gain speed if you're manualing or whatever. If
    you have floors with different heights all around, place some
    slopes along the edges so your park doesn't look like an earthquake
    hit it. Now, everyone remembers railed slopes from THPS2, so why
    not put those in? Using slopes with low walls and rails can result
    in really huge funboxes that make Skatestreet Ventura look like a
    parking lot.
    	On a side note, I noticed they have diagonal ramps. A cool
    idea, except not. It can save space as far as trying to hit rails
    an an angle, but in general they look ugly and are just something
    else to bump into and ruin your 15mil combo. And what the hell is
    up with the duplicate pieces? Did the guys at Neversoft have a brain
    fart and somehow forget they already had the exact same pieces?
    
    12. Stairs(14)
    	This is another category that's been around since the
    beginning, and yet has never really had a use for me. It's great
    having stair sets you can leap off of, but that's the only practical
    use. If I wanted to get creative, I suppose I could make a basketball
    court with bleachers you could grind around, but usually people just
    get stuck on these things. It's good that they added some nice big
    prefabs that have ledges to grind-- now I can actually get some use
    out of this group. Otherwise, meh... maybe you can think of a better
    use than I can. Personally, I think they're combo traps that suck
    up too much memory.
    
    13. Greenery(9)
    	So you want to make a nature-themed park, eh? Well, might as
    well put some nature in there. The trees and flowerbeds make nice
    ramps if you don't want any ugly wood slopes lying around-- but
    people in general don't like them. They don't offer much altitude,
    and you can bump into the trees. The VC planters can be used
    liberally, but they just don't flow like regular QP's do. All in
    all, you have everything you need here to make a realistic park, but
    you'll have to rely on other pieces to impress people.
    
    14. Miscellaneous(31)
    	Well, there's enough random stuff here to have to break it
    down, but I won't. Instead, I'll skip over pieces that have NO
    PRACTICAL USE(like the small fountain). Firstly, we have the
    dumpsters. These would look great in a realistic map, except for the
    fact that the diagonal dumpster is a combo trap. Line these up flush
    with a building for the best effect. That goes also for the other
    small debris like the newsstands, and even the flagpole fountain
    (which looks best around some stairs). Now we have billboards. I
    only really use the angled ones as a guide in the corner of the
    park.
    	So we now have the huge pieces like the highway and pier
    sets. I don't like the fact that the highway set only has a 180-
    degree turn in it; I don't care how practical it is. It's severely
    limiting. Anyway, if you find yourself making a highway, check out
    the gaps underneath and next to it. If you stick a few QP's and
    boobs in there, and use the Rail Tool to stick some lines
    underneath there, you have your very own under-the-bridge park,
    which is very cool. For the piers, well-- there's really only one
    way you can use them. But simply using them can break up your park
    nicely.
    	Now we have some REALLY random stuff like cars, helicopters,
    and traffic lights. Let's be honest here: they're just props.
    They're mostly grindable, but they're not worth the 0.08 seconds of
    grinding to incorporate them into a line. I'd qualify them as combo
    traps just because the reaction time required to trick off them is
    too short.
    
    15. Ground Pieces(11)
    	Yeah, these aren't too practical either, but most of them are
    good to mix up the plain gravel look of the map. Plus, you can
    connect them for Manual gaps.
    	I'd put a few comments on how to use the death textures, but
    generally people get it. Use them as a border for car goals or
    something. The only thing that annoys me is just placing them on
    flat or raised ground, cause they look like puddles.
    	And you'll obviously be using the street texture for town-
    themed maps, in conjunction with the sidewalk pieces(in
    Miscellaneous). Annoyingly, there is no Inside Corner Sidewalk
    piece, so your streets will have to be pretty square. You can
    bypass this by raising the ground around the sidewalks, or putting
    in a sand texture(for an "under construction" look). Oh, and raising
    ground is also a good idea because the OTHER side of the sidewalk is
    also grindable(which might screw up people trying to grind fronts of
    houses or whatever).
    
    V. FUN WITH GOALS
    	Here is a collection of more inventive goals that I've made up
    over the past few months. Some of them are big undertakings that
    should be on their own, and others work better as short runs in
    conjunction with other goals(preferably as a game of Goal Attack).
    All I'm doing is giving you the ideas; your own enjoyment of these
    games depends greatly on your mapmaking skills.
    
    1. Car Racing
    	This was the first thing I was interested in doing when I
    saw the opportunity to do so in CAPs. I started with the obvious
    SKATE Letters goals, but quickly realized the games were too short.
    I couldn't make a SKATE goal complex enough for it to stand on its
    own. I wanted a goal where you could ride along neck-and-neck with
    other players, and have the ability to fall behind, get lapped,
    catch up and all that neat stuff. Then I realized that the High
    Score goal was just what I needed. It also supported Baja/cars,
    and the game allowed car gaps! There are two ways of accomplishing
    this.
    	After you've got your ideal racing track, make sure the
    borders are well-protected. You'd be surprised what these cars can
    crawl under/climb over(if your borders are rails, keep them between
    1 and 2 flats high). If you have ramps on your track, or altitude
    changes-- such as driving on a bridge-- you have to take EXTRA
    precautions. Make sure that any attempt to cheat is a definite
    loss. Second, make a car-only gap that is IMPOSSIBLE to drive over
    both ways. A gap with lava in it works well, but therein lies a
    problem: the player might make the gap, but still fall into the
    lava. That means he gets the gap points, but he respawns elsewhere--
    possibly halfway through the lap, with a HUGE advantage. Once you've
    got falling off the track to a minmum, you can make your goal.
    	Create a High Score goal, and set the score to 1000 points.
    Change the control to BAJA or MUSCLE CAR(depending on whose physics
    you prefer: the Baja car bounces and climbs, the Muscle car is heavy
    and flips). Make your car-only gap 200 points. Now, for some reason,
    when you cross a car-only gap(even in midair) the game REMEMBERS the
    gap end and counts the gap twice next time it's driven over. With
    that in mind, this setup is good for 3 laps. You can change the
    setup any way you like, but this is the most basic. The last step
    involves lots of playtesting. Try to find as many ways as possible
    to take a shortcut and build stuff to block it(if you purposely
    built one into the track, that's cool). At the same time, try to
    get your best lap times to get an idea of a challenging time limit.
    If you're doing this simply for online competition, the time limit
    should be generous. After you make a couple more of these, I
    guarantee you'll find ways to improve upon this setup. Try to
    incorporate racing tracks INTO your skate parks. Make three or four
    checkpoints per lap to keep people on track. Have fun with it!
    
    2. Bumper Cars
    	This occurred to me completely by accident. You see,
    sometimes while hosting I like to have Collision on. When people
    would attempt my car races, players would win too quickly. I
    realized it was because people were earning points for hitting
    each other. That inspired me to make a Bumper Cars goal. The setup
    is the same as above, except you should build a medium-sized arena
    with lots of cool jumps and room to move around. It's also not
    necessary to make any gaps. Set the high score goal to about 10000
    points, and the time to around 3 minutes. When you host the game,
    turn Collision on. When you start the Goal, players will earn about
    2,000 points for their first hit, and it'll decrease slowly to 200
    points per hit. You'd be surprised how much people like this goal,
    what with all the scrambling around and vehicles flying everywhere.
    The advantage to this game is that the park layout can be really
    simple, so you could easily support all 8 players. For extra fun:
    run some regular goals at the same time so some players can become
    roadkill(makes reaching the score easier).
    
    3. Fight Club
    	In the same vein as the above goal, except you're switching
    the control to WALK ONLY. Confine the goal starting area to a tiny
    arena that's hard to escape from(walls that are 6 flats high can't
    be climbed, just so you know). The game basically becomes "Slap!"
    without skateboards. For extra fun: run some other normal goals at
    the same time, so the point of this goal becomes making people
    screw up and have to start over.
    
    4. Obstacle Course
    	Despite what the manual says, there is NO gap you can hit
    just by walking on foot. You can, however, hit an Air gap by
    jumping on foot. So with this in mind, make a Gap Goal with a
    single Air gap in it. Set the control to WALK ONLY. So now where's
    that gap going to be? In the hardest possible place to reach!
    Either make a long straight park, or a square one-- it all depends
    on your style. In between the player starts and the gap, try to
    crowd as many obstacles as humanly possible. The point of this game
    is to make each player scramble over walls, run around lava, climb
    up ladders, and sprint over thin bridges to reach the gap first. If
    this doesn't sound competitive enough for you, try it with
    Collision on. What better way to show your contempt for your
    opponent than to smack him off a ledge into a bed of spikes?
    
    VI. SIZE MATTERS
    	This section hopes to approximate each item in how much
    memory it eats, based on my own crude calculations. The numbers
    don't denote anything besides their relation to each other. Some
    pieces are the same, only turned or stretched, so I've grouped most
    of them accordingly. On a side note, working with small pieces or
    areas(placing and deleting over and over again) seems to "clog"
    the memory meter, making it a bit inaccurate. Save the map and
    reload it to get some memory back. Also, a note on raising floors:
    they're impossible to gauge, and I'll tell you why. Get a 1X1 piece
    and raise floors by 1 flat in a checkerboard pattern. Note the space
    it used. Now fill in all those gaps-- less room is taken up. I think
    the game considers the floor another piece, and it becomes bigger
    the more complex it is. In short: the flatter your park is, the
    more room you have. Now for the piece sizes, in ascending order:
    
    4.2 Grass/Sand Ground
    4.5 All Outside Ramps
    4.7 All Outside Pyramid Ramps
    4.8 All Inside Ramps
    4.9 All Straight Ramps
    5.7 Railroad
    5.8 All Straight Walls
    6.0 All Med Funboxes
    6.1 All Inside Deck Ramps
    6.4 Double Inside Stair
    6.6 Double Outside Stair
    7.2 Kink
    7.4 Suburbia Box
    7.5 All Oct Funboxes
    7.8 Double Stair
    7.8 Double Inside Deck Stair
    7.9 Double Outside Pyramid Stair
    8.2 Straight Curbs
    8.4 Lava/Water Ground
    8.5 All Curved Ledges
    8.5 All 45-degree Straight Ramps
    9.6 Quad Inside Stair
    9.8 Double Inside/Outside Stair
    9.9 8-foot Rollin
    10.0 Quad Outside Stair
    10.4 Small Bush Planter
    10.5 Telephone Pole
    10.6 Tight Kicker
    10.7 4-foot Rollin
    10.7 Quad Stair
    10.8 90-Degree Wall
    10.8 Quad Inside Deck Stair
    10.9 All Railed Walls
    10.9 High Wall End
    10.9 Low Wall Connector
    11.1 LA Straight Wall
    11.1 All Table Benches
    11.6 All Tight Rail Corners
    11.7 Bleachers
    12.1 Player Starts, etc.(Average)*
    12.3 Suburbia Hump
    12.5 Quad Outside Pyramid Stair
    13.1 Low Short QP
    13.3 Long Bush Planter
    13.8 High Short QP
    14.0 SD Bench
    14.2 Wavy Concrete Rail
    14.7 Pool Short
    15.1 Park Bench
    15.3 Pungee Pit
    15.8 Telephone Wires
    16.1 Short QP
    16.3 Quad Inside/Outside Stair
    16.3 Mailbox
    16.6 Kicker Wall
    16.6 Railroad 90-degree
    16.9 Underground Straight
    16.9 12-foot Rollin
    16.9 Wavy Concrete Up
    17.2 Newsstands 2
    17.8 Short Flower Planters
    18.5 All Wide Rail Corners
    18.5 Trash Can
    18.5 Basketball Hoop
    19.2 16-foot Rollin
    19.2 Car Ramp
    19.2 Curved Curb
    19.6 Wavy Concrete Curve
    20.0 Corner Dumpster
    20.0 Big Billboard
    20.0 Big Billboard 45-degree
    20.4 Alcatraz Bench
    20.4 Boobs!
    20.4 Low Outside QP
    20.4 Dumpster
    20.4 Medium Billboard 45-degree
    21.2 LA Curved Wall
    21.2 Low Inside QP
    21.2 SD Rail
    21.2 Medium Billboard
    21.7 Tokyo Low Wall
    21.7 Low Short Deck QP
    22.2 Kicker 2
    22.2 Pool Outside
    22.2 Wavy Concrete Big
    22.7 UnderG Rail Straight
    22.7 Picnic tables
    22.7 Candy Machine
    23.8 Telephone Pole 2
    24.3 Low Ouside Deck QP
    24.3 Swing Rail
    25.0 High Inside QP
    26.3 Low Medium QP
    26.3 High Outside QP
    26.3 VC Planter 3
    27.0 Low Inside Deck QP
    27.0 High Short Deck QP
    27.0 High Outside Deck QP
    27.0 NY Light
    27.7 High Medium QP
    27.7 SC2 Building
    27.7 VC Planter 2
    28.5 Kicker 1
    29.4 Pool Medium
    29.4 AP Walkway
    30.3 Concrete Bench
    30.3 High Inside Deck QP
    32.2 Underground
    32.2 Pool Small Inside
    33.3 Crusty Bench
    34.4 Table w/Dumpster
    34.4 Pool Large Inside
    34.4 Tree Planter
    34.4 VC Planter 1
    37.0 Long Flower Planters
    38.4 School Spine
    38.4 Diving Block
    40.0 SI Wallbox
    40.0 HP Tunnel
    40.0 3rd Piping 3
    41.6 All S-Rails
    41.6 Traffic Light 2
    43.4 Fullpipe Walls
    43.4 Low Medium Deck QP
    45.4 Newsstands 1
    45.5 Underground Railed
    47.6 Rio Quicksliver
    47.6 SI Multistep
    47.6 School Stair With Rail
    50.0 Train Car
    50.0 Liquor Store
    52.6 Fullpipe QP's
    52.6 Low Long QP
    52.6 Traffic Light 1
    54.0 High Medium Deck QP
    55.5 High Long QP
    55.5 Bus Stop
    55.5 SF QP Rail Transfer
    55.5 Flag Fountain
    58.8 Loop
    58.8 Pool Long
    58.8 Dock Short
    62.5 3rd Piping 1&2
    62.5 Fountain***
    66.6 Underground Curve
    66.6 24-set
    71.4 Freeway
    76.9 Trailer
    76.9 Alcatraz Bleacher
    76.9 Mega Rollin
    83.3 Tokyo Box
    86.9 Low Long Deck QP
    90.9 Sub Halfpipe
    90.9 Cruise Ship Pool
    100.0 Small House
    100.0 Alcatraz Corner
    100.0 RV
    108.1 High Long Deck QP
    111.1 Hut
    111.1 Tokyo Mega Box
    111.1 Diving Board
    111.1 Tank
    111.1 Dock
    111.1 Helicopter
    125.0 S Bowl
    125.0 N bowl
    142.8 Freeway Curve
    142.8 House Boat
    166.6 Bowl
    200.0 Skyscraper
    200.0 Large House
    200.0 Rectangle Pool
    200.0 Car**
    250.0 Clover Bowl
    
    *As the number of spawn areas you can put into a park, I had to
    average out the total space used by ALL of them: King Crowns, Team
    Flags, and so on.
    **I have no idea why this one is so huge, perhaps because it has
    specific properties, or the fact that it has too many angled polys.
    ***See, I told you this one was USELESS.
    
    	So, this list is far from accurate. I may take the pieces that
    coincide and make more detailed comparisons with them. That will
    have to wait until the next version, so don't think that since
    something comes first in the list it really is smaller... or do. It's
    your life.
    
    VII. ADVANCED STUFF
    
    	This section covers some more obscure methods to use in
    making parks. Here I'll be covering small details that don't apply
    anywhere else which add a small amount of playability and the all-
    important FLOW.
    
    1. Using The Rail Tool
    	The Rail Tool is one of the best inventions in THPS history.
    We're no longer limitied to prefabs here-- we can dynamically
    create connections between ANY two pieces. So if you want to learn
    how to use this weapon efficiently, you need to learn how to SNAP.
    	Snapping the tool is the key to straight, clean lines that
    never look sloppy. Basically, you point the cursor closest to the
    edge you want it on, and click the Square button. Now, let's try
    an exercise. Connect two perpendicular QP's with a curved QP, so
    they make a V-shape. Select the Rail tool, and snap to the edge of
    the QP. Raise it a bit. Now, snap to the opposite edge of the
    straight QP, and raise it the same height. Now one side of your
    V-shaped QP has a high lip. Do the same for the other end. Now,
    pick one of the rails you just made, and snap to it. Start your
    rail, and look at the curved piece. You'll notice that it has four
    edges along the curve. Snap to the middle edge, raise it to the
    rails' level, and click. Now connect the rest of your rail to the
    other side. Now your V-shaped QP has a rail that you can trick over!
    1.                                    2.          o
                                                  o       o
          __---__                                  __-X-__
         /       \                                /       \
        /  CURVE  \                            o /         \ o
       /     _     \                            /     _     \
      |(    / \    )|                          |(    / \    )|
      | \  /   \  / |                          | \  /   \  / |
      |  \/     \/  |                          |  \/     \/  |
      ----       ----                          ----       ----
    
    	Remember that rails have to have less than a 45-degree angle
    in order to be unbroken. If the angle is sharper than that, the player
    will just fall off the end. The rail you just made is made up of two
    30-degree angles, so a player should be able to grind around them.
    Now, here's another exercise:
    	Make a small HP out of two QP's in the middle of your map.
    Using the Rail Tool, snap to the edge of one QP. Click three times
    (so there are three legs to the rail), and connect the other end to
    the opposite QP. Now, unless you knew what I was thinking beforehand,
    you can't grind this rail. What we need to do is adjust the three
    legs so they form four 45-degree angles. Switch your view to top-down
    if it'll help. Grab the middle leg and place it equidistant from each
    edge of the QP's. Pull it back so you can make a U-shape out of the
    rail. Grab each of the other two legs and drag them around until the
    rails turn grey instead of red. The final shape should look like this:
    
    -----      -----
    |   |      |   |
    | Q |      | Q |
    | P |      | P |      (TOP-DOWN VIEW)
    | 1 |      | 2 |
    |   |      |   |
    -----      -----
    \              /
     \            /
      0          0
       --__  __--
           ()
    
    	If you did this correctly, your QP now has an outcropping where
    a player can grind out of the HP and revert into the other side! This
    can be used to great effect if the HP is high above ground.
    	Now there's one more note about Rail Tools. You can make a Lip
    Ladder by piling up rails on top of a QP. You do this by snapping one
    edge of a QP, raising it a bit, and then snapping the other end to
    make a high lip. But you can do this OVER AND OVER until the maximum
    height is reached(which is pretty damn high). As long as the gaps
    between rails are less than 3 flats, the player can hop up and liptrick
    each higher rail. Personally, I can get about 20 liptricks into the
    same trick without falling off. This doubles great as a climbing ladder
    to reach other areas of your park.
    
    2. Rail Transfers
    	Rail Transfers have been integral to this game since the start,
    but nowadays people seem to be put off by them. I have no idea why, but
    I'm not about to let people have their way. So if you want a rail
    transfer in your park, remember that 2 rails at the same height need
    to be 1 UNIT APART in order for the trick to work. That's one unit, as
    in the LENGTH of a single block.
    
    3. Cheap Thrills
    	Try this for a second. Put a small pool in your map, and lower
    the ground as far as possible. Now, surround the hole with Pool Parts
    so that they all face outward. Ingame, ride up one QP, and do a Spine
    Transfer into the hole. You'll hit the pool at AMAZING speed and shoot
    up the other side. Spine transfer out the other side, or try a trick.
    You can get 1080-degree spins or better with that kind of sick air.
    Unfortunately, the player loses momentum fast, so you could be stuck
    down there if you didn't get out quick. Maybe a ladder or something
    would help...
    
    VIII. WORST. IDEAS. EVAR!
    
    	There are few parks out there that are impressive enough to be
    enjoyed by anyone. But there's no shortage of maps that manage to turn
    EVERYONE off, except by the person who made it. Usually, as said in the
    introduction, this is the fault of the author satisfying his unique(but
    not necessarily better) skating technique. Other times, it's pure
    sloppiness, and a general ineptitude in making a map playable. I've
    compiled a list of the greatest offenses in park creation in this handy
    reference. In other words, DO NOT DO ANYTHING ON THIS LIST.
    
    1. The Trenches
    	A Quarterpipe or Halfpipe that spans the entire length of your
    park reeks of laziness. When the "playable" section of your park is
    completely bordered by a huge HP, it compels players to grind
    incessantly. At least try to break up this abomination by raising parts
    of it a few levels. Offer players incentive for transferring over some
    sort of obstacle. Otherwise, you stand to be VERY bored when your Trick
    Attack game lasts five hours.
    
    2. Ground Control
    	In contrast, making a HP that spans a WHOLE 1X2 space isn't a good
    idea. If you can land and reach the opposite lip before the Revert
    animation finishes, you need to spread things out a bit. Riding through
    a 5-foot-long HP is fun for about 0.3 seconds.
    
    3. Dig Through The Ditches
    	Unfortunately, some of the pieces we wish would be flat aren't
    flat. It's a shame, but we must deal with it. Take the Underground Curve
    piece, for example. It's supposed to be underground(hence the name), but
    if we actually DO put it underground we get this unsightly ditch in our
    park that people can fall into. As tempting as it may be to put the
    thing underground anyway, DON'T.
    
    4. Grounded Grinding
    	I was online playing someone's CAP the other day, and I happened
    to get on top of the Skyscraper piece. It was then that I saw the most
    glaring mistake in my life. A sharp descending rail went from the roof
    to the ground-- and part of the rail disappeared into the building. This
    is not only a cosmetic error; obviously someone must exert a lot of
    effort to get up that high, and now he has to AIM his jump to continute
    his line, or else he just plops onto the ground. I've seen rails buried
    in all sorts of objects for no reason. Please take the time to MOVE THEM
    AWAY from other pieces.
    
    5. Jaggies
    	This is usually a graphics term, but I believe it applies here,
    also. Aside from the occasional stair or lava pit, your park ideally
    should be free of any unsightly blockyness. If you raise a floor, connect
    a ramp to it somewhere. Real skaters will tell you the excruciating
    feeling of having a great combo going, only to trip up on a ledge that
    was just too high. Having a combo trap like a raised floor brings about
    the same kind of feeling-- only without the knee surgery.
    
    6. When A Combo Isn't A Combo
    	There isn't much to say about this one, but-- if you want people
    to retain interest in your park, make COMBO goals that are CHALLENGING.
    I never thought I'd see a COMBO goal where all the letters were sitting
    on a single rail, but I have.
    
    7. Claustrophobic QP's
    	You'd think that people with common sense would know how QP's
    work, but you'd be disappointed. In some parks you'll come across a
    complete mess of QP's and other objects that have no business being
    next to each other. They're clumped together in such a way that you
    think this guy might be purposefully trying to keep you away from that
    section of the map. Fortunately, you can learn from his mistakes.
    
    IX. GLITCHES
    
    	There are a few glitches that are exclusive to created parks and
    their pieces. Whether or not they can be utilized practically has yet
    to be seen. I'm currently doing some testing with them to see if
    anything could be useful.
    
    1. The Repelling Wall
    	You probably noticed walls that you bounce off of while looking
    for glitches in the Story Mode levels. Well, you can have them here,
    too! Simply resize your park so its length is the smallest possible.
    Then take a large piece(like a pool) and rotate it so that part of it
    is sticking outside the fence. Now delete the fence. You now have your
    repelling wall! This isn't practical at all, and you can't walk outside
    of the park, but it's a diversion at least.
    
    2. Floating QP's
    	There are two ways to do this. The first involves the Clipboard.
    What you want to do first is raise a 4X4 piece of land at least 2 flats
    high. Then put two QP pieces on top with their decks facing the middle.
    Use the Selection Tool to select a 2X4 piece of empty space. Click it
    and select "copy". Now you have a flat piece which you lay over the
    decks of the two QP's. Lower the ground, and the selected piece will
    sink below the QP's decks! You can make a tunnel in this way that you
    can walk(but not skate) through.
    	The second method is similar, but doesn't use the Clipboard. What
    you have to do is raise the floor under the QP to its maximum height.
    Then you place a piece that should fit on top of the QP's deck and move
    it there. Right away you'll notice that it isn't really on top. So lower
    the floor under the deck back to ground level. After you do that, you can
    move the rest of the QP to the height you desire.
    
    3. The Party Boat
    	Someone online pointed out to me that you can walk under the tarp
    on the Party Boat piece, but not skate under it. I'm not sure this
    qualifies as a glitch, but it involves the boundary wall, at least.
    
    4. Corner Glitching
    	If you know how to do this in the Story Mode levels, try it on an
    HP Tunnel piece. Stick the piece so the short end is against the park
    border, and jump on in!
    
    5. Under the Underground
    	There are two ways of doing this. First, I should mention that it's
    said you can corner glitch into these things. I haven't been successful
    at it yet. But you can try bail glitching: make a ramp so it goes up to
    the entrance of an Underground piece. Then when you play the park, grind
    the edge of the ramp that is flush with the entrance(i.e. the part that
    would be the top of the ramp). If you manage to bail while doing this,
    you should fall underneath it.
    	Second, you can stick an Underground Curve piece so the rounded
    edge is touching a wall. Ingame, skate up to the wall and wedge yourself
    in as far as you can. Then get off your board and adjust your view and
    your player so your back is popping out of the inside wall. At this point,
    try moving backward. If you didn't just walk into the tunnel, try wedging
    yourself in farther.
    
    6. Another Bail Glitch(or so they say)
    	Most say this is a bail glitch, but I have an easier time just
    wriggling into it. I'm talking about the Skyscraper piece, which you
    should place in your park(as well as easy access to the roof). Ingame,
    try to find the part of the building where the texture changes. It'll look
    like a small split in the graphic, out by the edge where it looks like the
    texture breaks off and is stretched out. You can bail while standing on
    this point and fall through to the inside of the building, but jiggling
    the analog stick in that spot works well enough.
    
    7. Rail Problems
    	Not a fun glitch, but rather an annoying bug that needs to be
    addressed. If you use the Rail Tool to connect to something to something
    that isn't technically a rail or lip, be sure to playtest it immediately.
    Grind it both ways. Grind it at different speeds. Sometimes the game won't
    recognize the conncetion between the two, and you'll have to find another
    way to connect them.
    
    8. Hot Foot
    	Raise a 2X2 ledge about 4 flats. Now put a Lava piece on it. Ingame,
    go up to the ledge while walking and climb up on it. You'll be able to
    walk through the lava! This is because you never crossed the trigger area
    (fell onto it from above). This was a workaround, I guess, where the
    programmers felt you should be able to shimmy across the ledge without
    dying.
    
    X. CREDITS & LINKS
    
    Special Thanks to: Neversoft, for once again being my virtual crack dealer.
    www.neversoft.com
    Tony Hawk's Underground is the sole property of Neversoft.
    
    Another to: Various people online for showing me glitches, THUGX for
    confirmation.
    www.thugxonline.com(check out their create-a-reviews!)
    
    GameFAQs and CJayC for hosting my tutorial.
    www.gamefaqs.com
    
    If you have questions or suggestions, point them to:
    number2mind@hotmail.com
    
    Or find me on THUG in the East Coast or Newbie rooms:
    "Bucket", usually hosting a game named "Baja Parks"(all my parks)
    
    Special message to the *ENZO* clan:
    One of your members, Terrell, asked me to make a park for you guys.
    The park he hosts for you is not mine, but rather a ruined version of it.
    
    You may copy/edit this document, as long as my name stays on it.
    Brendan B.
    Wow, you're still reading?