Help us reach our June donation goal 06/12/2017If you can, please help us reach our June donation goal! Please note that the STEX Collector's Set gift can now be sent to you by digital download, as well as by mail! Simtropolis runs mostly on donations, as you know, every dollar helps us keep things up and running and bring in improvements from time to time. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
Simtropolis hardware upgrade - can you help? 06/21/2017We've received a recommendation to consider some hardware upgrades to our aging server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the additional load to handle all these new toys is taking the server a bit to task. You may have noticed that we've been forced to temporarily disable the chat as we work out allocating resources for more optimal performance. We've also applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is something we'd like to be able to upgrade. The last time we upgraded hardware was a in 2012. Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Your contribution means a lot! Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
I've been lurking about the forums for a good long while since my last journal (which, unfortunately, is not to be resurrected) - and trying out a few different approaches to the game before settling on a style/gameplay that hopefully will be sustainable in between real life. I think Delvedene failed because it was far too ambitious - finding all the perfect mods and assets, along with the micro-management of things like farms and stuff got in the way of enjoying the game.
So, I'm playing one of the vanilla maps, unlocking everything (including all 25 areas - I was hoping to use Area Enabler, but that's broken since the last DLC, so I had to spend most of my money buying all the areas - on the other hand, having a reasonably limited amount of money helps me to prevent just wallpapering the map with cityscape ), and removing all the highways and railway.
What I like about the vanilla maps is that they offer wide grassland areas surrounded by woods, which offer a natural limit to town growth. Contours are also a good guide (anyone know how to get the game to keep contours on display when laying down road?) What I don't like about the vanilla maps is the prebuilt highway network. I also don't like the rate at which you unlock new areas with population growth: you end up being forced into super dense small towns.
The town of Chelsea currently stretches along one main road (which will go on to connect to another town by the river later - below the image), with three other roads: the first, leading into Stepano (right of the image) - the industrial estate where most of the Chelsea residents work; another leading to the Cockerell farms (top left); and the third heading off to where yet another town is planned (to the left).
In the background you can see Mt Chelsea.
Chelsea again, from a different angle (Stepano to the bottom). You can see a thin belt of trees separating Chelsea from another grassland area where the next town is planned (mid-left). In the background is Mt Runcorn, where an old fortification sits (put there by the map designers, but just outside the 25 tile limit).
And a closeup of the Chelsea Cemetary, surrounded by some parklands (open space is going to be a big deal in these towns - I am desperately trying to avoid wall-to-wall buildings).
Hey - it's been a while.
After a long period with too much going on IRL I've just come back to C:S - and I'm so happy with all the new assets and mods. I fired up Red Rock again - but after a tour and adding a few things here and there I rather felt like starting with something new.
Welcome to Twin Lakes - a beautiful area based on a slightly scaled down valley around Bridgeport CA - a place I visited for the second time last fall. It's backcountry, behind Yosemite and a bit off the beaten track. I love it there - as a European it feels like the perfect Americana collection.
I'm not recreating the real Bridgeport - but I take a lot of inspiration of it. There's lonely gas stations, an airfield, a barren cemetery and behind the first mountain ridge you'll see clear lakes and amazing peaks. But let's not get ahead of ourselves - here's a few first impressions of my first town in the area: Bridgeport - named conveniently after its idol and off the interstate, so there's not much through traffic.
I guess there will be more in the near future. There's plenty of land... Enjoy!
Hello Simtropolitans! I'm Sebastian anmd I'm gonna be your narrator for the very unique Stepped cliffs city journal, or more specifically, map and city journal.
The map will be available (terrain ready to play) once I will have completed this City Journal.
Here, I wanted to create something unique with a very different story from what we're used to hear/listen to.
So here I begin with the very first hours of mapping...
It all began by a simple image in my mind, two cliffs at the edges of the map's bounds, a middly steep valley between 'em. A simple image that took 2hours to make both cliffs... 30 mins after, I was trying to figure out how I could make this map playable, because I don't want a very lot of water in the map.
Back to the real world where I live at, there is no such similiar thing around me. All I can see outdoor is the city.
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