Glad you like it! By far one of the most challenging aspects of this build was to try to make the various areas interesting and not just a "bunch of brown stuff".
Out of all the years I've played this game I've never thought of making a bridge like that. Very realistic looking. My usual "bridges" are the footpath in the air connecting one hill to another. And it looks very out of place lol
The snaking footpaths in the air is a huge pet peeve of mine in RCT, with these builds Ive deliberately set out to try to keep the pathing as grounded as is possible. On the flip side I think really well placed bridges can do a lot to sell the scene as well.
@@aharontyson6958 With the straight ones I find as long as you have decent anchor points so that its actually connecting two areas and select proper supports they can look ok. Supports makes the big difference and behave differently with their interactions. IE: A path with wooden support mesh will simply omit the supports if placed on top of another path, where as the types with actual support columns may draw alternative versions (see Trinity Islands for an example of this effect). The columns also look a lot cleaner than the wooden mesh on larger bridges.