# What makes a great skatepark The design brief behind PARK CHECK (`js/parkcheck.js`). World units are metres; bookquoy scale maps 1:1 (a 1.8 radius quarter = a 6ft quarter). ## Flow & line architecture - **Collision-free traffic paths** — no intersecting lines; nothing drops in across another feature's run. - **Adequate flatland & run-outs** — 10–15ft (3–4.5m) of clear flat for setup and landing recovery. Tight squeezes kill speed and create bottleneck bail zones. - **Pumping geometry** — transition radii that feel natural: 6–8ft (1.8–2.4m) for street-flow sections, 9–11ft+ (2.7–3.4m) for deep bowls. ## Obstacle variety & progression - **Skill tiering** — 8–10in (0.2–0.25m) micro-ledges and mellow banks alongside the 14–18in (0.35–0.45m) standard ledges, handrails and hubbas, so beginners progress without occupying main lines. - **Terrain balance** — street (stairs, manual pads, flatbars, euro-gaps) paired with transition (spines, hips, speed bumps, open bowls). - **Coping mechanics** — consistent reveal (~3/8in proud above and in front of the lip) for predictable grinds; pool coping and tile in advanced bowls. *(Game mapping: rails hug the deck height — PARK CHECK flags buried or floating steel.)* ## Surface & build quality - Smooth high-PSI steel-trowelled concrete; prefab metal/wood deteriorates and seams at the transition base. *(Game mapping: one continuous heightfield — no seams by construction.)* - Expansion joints routed away from landings and slide paths. ## Drainage & sightlines - Drains and micro-slopes strictly outside trick lines; no puddle pockets. - Open sightlines across the footprint to spot traffic and clear landings. ## Amenities & community - Lighting for evenings, shaded perimeter seating clear of run-ups, water, bins, transit access. *(Game mapping: props/set dressing live outside the bounds slab.)*