With RW3 coming very soon, and especially with the new route editor coming very soon too (yay!), I got to thinking that maybe we could build something for the R&WA equipment pack we have. A fictional route, built by RWA enthusiasts for RWA enthusiasts. And a proper community effort, too.So let's build a true RWA route:
My idea was something like this: We (whoever is interested) can build the RWA route together. One person starts, terraforms the base route and starts building the route. A yard, a station, a town, whatever is desired. Then, after a certain time, the project gets handed over to the next builder, who adds a few more miles of trackage and scenery to the route, then the next person, and so on. Until everybody who wanted to has added something to the route. I think the end result would be not only a lovely route full of many great ideas, operational potential and great scenery, but also a true community effort.
Would anybody be interested in doing something like this?
If we built a route like this, we would have to arrange a few basic "rules", but generally I think there would still be a great deal of artistic freedom for each route builder who participates.A suggestion for some basic rules:Time:
Every builder should have a time limit. A week maybe? Certainly a time frame in which it is possible to finish the work, but not so long that everybody who isn't building the route will get bored to death. Completion:
Within this time frame, the route builder should complete their section of the route. Tracks, scenery, markers, eye candy clutter, it should all be done. Better have two miles of amazing detail than twenty of cool trackwork surrounded by total nothingness.Logical ending:
In order to not force the next builder into a certain direction, every segment should have a logical end, after which something totally new and different could be added by the next builder. So a yard or a town would be a good place to end one's segment in. This way, a new builder could also decide to add their new line to a segment that was completed much earlier on, like for example to build a branch line.Continuity:
If we want to be able to play the route later on and write scenarios on it, we need a certain continuity of how we use markers, which signals and signal scripts we use, what track types, etc.Assets:
What assets should we use? Default only? Default + selected freeware only? Or default + some payware (like the PRR route's assets)? In any case, I think it would be good to agree on this beforehand, else there could be some issues later on. Even if it is maybe only the final packaging becoming a nightmare.
OK, I think I've written enough for now. I got some more ideas swirling around my head, but first I should really hear your thoughts on all that, and of course if there's any interest at all!