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The trick I use is to use security barriers to prevent people going through the first double doors into the waiting lounge meaning they have to travel to the baggage collection.
Now with multi floors I don't put a full corridor around the departures lounge, I simply have a smaller room with a couple staircases in to move pax either up or down to the arrivals corridor, depending where this is located.
I can't load my much older games to get a screenshot sadly.
https://steamuserimages-a.akamaihd.net/ugc/938341708393910713/517C2AD3241A42E0D9641F9ABD366076FC635E0E/
GROUND FLOOR
https://steamuserimages-a.akamaihd.net/ugc/938341708393931741/A51B8FEB6DCC09E5645A4F75CFE4E139E97007F0/
This is how I do it. First Floor departures, Ground floor arrivals. Use secure exits so that arriving passengers cannot walk into the departures hall. And it works perfectly well.
This is how most airports I've visited actually do it. A small corridor right next to the gate leading to the ground floor.
Yes, those are secure exits. The corridor becomes protected. Works perfectly.
Do note that green faces towards departing passengers so they can board the plane. Red towards arriving so they cannot walk into the departures lounge
Just wanted to say, clicking the screenshot & then doing a triple-check of the thread post date -- it was one heck of a walk down memory lane! :)
That screenshot is just a few days after we entered Early Access -- really is incredible, and I admittedly spent about 5 minutes looking at it and calling things out in my head. Even small stuff that's so easy to overlook, like the lack of restroom stalls (nicely custom-crafted stalls in this screenshot), the bright green grass, the queues, multiple 'A1' gates, etc...
Thank you -- was almost inspirational, and definitely motivating. :)
(sorry for the off-topic post)
Here's a thought to "assist" the pax in behaving properly without the need to design an unrealistic setup. What about being able to block areas like zones as arriving pax only areas. I have no idea how the coding and pathfinding works (again just thinking out loud) but, let's say departing pax arrive and "seek" the ticking zone, then the security zone and finally the gate. I assume arrivals first seek the baggage claim area (provided they don't need the restroom or food first) and then the pickup area. What about putting the first "zone" required for arrivals to be just a "routing zone" so to speak which could be simply a zone drawn from the jetway/door through the gate area and to the main corridor, even all the way to escalators or baggage claim itself? Obviously, they manage to get there as it is currently but, they trample over seated pax in the process, depending on the layout. This would allow you to have a nice, orderly flow through the gate area.
(Speaking of the door to the jetway/rampside, why is it so big? All the the gate exits I've seen or gone through are just regular doorways.)
Another thought is to make queues like walls, as solid objects that pax cannot cross. And the ability to assign a queue to a "gate" (I mean stand because the gate is the area inside the terminal but, you get the idea ;p ) So now, arriving pax will go right for the arrival queue to exit the gate area while a departure queue could be simultaneously loading up with departing pax.
One other thought about the gate area: Are the gate agent desks supposed to be the gate check-in desks? Because they are behaving more like the podiums right at the jetway/ramp door where they collect boarding passes. Is there any thought about having 2 distinct items? Often the check-in desk has 2 agent positions, the podiums have just 1 and usually there's one on either side of the exit door to double up on loading. Currently, I'm slinging a gate agent desk on either side of the boarding area but my OCD is having a fit over it. (lol)
Okay, I'll shutup now ;p