When you start changing the landscape of your park, raising and lowering areas, you'll soon come across the problem of pathing your areas. Here is a quick guide to trying to out out those awkward path problems.
First off, I've made the hill I want to climb. I've also laid out a very simple "ridge". The path will be going along this ridge, and hopefully down towards the flat valley between the two hills. Getting a basic layout like this done first is essential.
Here I've started to make the way for the path. I've used the small, "snap to increments" terrain tool to form a rough, stepped path. Some of it is angled, some flat. As long as it goes up or down, it doesn't make too much of a difference. You'll notice that there isn't a massive gap from one section to another. There is a limit on the angle a path piece can go onto.
Using the "snap to neighbouring edge" terrain tool, I've got rid of all of the gaps between the levels, making it a nice, smooth surface.
I've added the actual path pieces on now. This shows any gaps that there might be between the land levels that the path can't join up over. These land pieces need to be neatly knitted together to allow the path to be completed. To do this, now the path pieces are down, you can use the "snap to neighbouring edge" terrain tool again. The difference now is that the laid path pieces stop the land being altered beyond the capabilities of the path.
After a bit of messing around, raising and lower some of the land pieces to get the angles right, all the paths now line up. It's worth pointing out that the "snap to neighbour" tool is very hard to use. Quite often it will link, then break again immediately. It's a very fiddly tool to work with, but worth it in the end. The alternative would be to use steps, but a bumpy landscape like this adds to the atmosphere much more than simple steps.
In the next tutorial, you'll see what use hills like this are, and how to improve the look of your upwardly mobile path.