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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?