Please help us for June & July 06/20/2017This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we'd love to be able to do some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution is so meaningful, every dollar counts! Hardware Upgrades We've received a recommendation to consider some hardware upgrades to our ageing server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've 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 also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! 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. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
Chat is back... 06/22/2017In order to conserve resources, we've disabled the global chatbar at the bottom of the site. Instead, the Chat can be accessed by clicking the top navigation tab. It will launch a new window. If you're not seeing this behavior, try clearing your browser's cache.
205 posts in this topic
Gertrude Apartments, by Mattb325.
A fictional development, based on a new build in the San Francisco, CA area, Gertrude apartments was created to compete with some of the mid-rise R§§§ apartment complexes which can become quite repetitive in game.
This apartment building uses a series of massings and elevations to provide abundant natural light and cross ventilation to each of the generously sized apartments. This design also ensures that most terraces are private and that all but one is overlooked from neighbouring flats.
This apartment building is 8 floors high (excluding the mechanical penthouse area). The lower floors contain a number of 2 & 3 bedroom + 2 bathroom apartments, while the upper floors are reserved for spacious 3-4 bedroom, 2.5 bathroom apartments.
The 7th and 8th floor has only one 'sky home' with a spacious, private sun terrace and generous planter boxes.
The communal grounds planting is of low maintenance conifers on well-lit, compact grounds making these lots a great option in all density areas.
The apartments are presented in two paint schemes: a deep, coffee colored scheme which looks great in dense, urban areas and a paler blue/green scheme inspired by the coast. Both are in prop families and will grow at random.
These apartments are presented in 5 lot options: a 4x4, a 3x4, a 4x3, a 4x2 and a 2x4 lot. They grow on all tilesets and all have the same stats.
These are a good mid-rise, high wealth, medium density filler lots for your cities.
Lot size : 2x4, 3x4, 4x2, 4x3, 4x4
Growth Stage: 5 (Medium & High Density Zoning)
Bulldoze Cost: § 493
Capacity Satisfied: R§ 899, R§§ 497, R§§§ 219
Pollution: 3 (Air)/ 1 (Water)/ 4 (Garbage )
Pollution Radius: 6/7/0
Power Consumed: 28 Mwh
Water Consumed: 39 Gal/Month
Building Style: Houston/Euro/NY/Chicago
Occupant Group: High Wealth Residential Building
NOTE ABOUT DARK NITE vs MAXIS NITE:
This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite.
You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File!
If you use the dark nite version, you will need a dark nite mod.
NOTE ABOUT PARKING TEXTURES:
As these models contain garaged underground parking, the lots do not come with parking textures. Any parking textures that may appear in the in-game screen shots belong to adjacent lots and are not part of this download. If you wish to add acres of parking or change the type of concrete textures, please use the lot editor to do so.
To ensure proper functionality, make sure the following files are in your plugins:
*BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180)
*BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790)
*BSC Texture Pack - CPVol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101)
To install, simply unzip the contents of this file into your plugins folder.
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!
Please view the full size resolution link here before casting your vote! The gallery doesn't tend to do mosaics/panoramas a lot of justice.
The harbour city in all its glory. You may have seen my Sydney recreation before in my CJ True Earth here, but you've never seen it before like this. I felt like a panorama was the best way to truly capture this amazing city for this final challenge. This panorama showcases the entire center of the city from Hyde Park on the far left to North Sydney on the right, just past the iconic Harbour Bridge. To top things off, I decided to showcase the city in a sunset setting - while Sydney is amazing at all times of the day, I felt like there was just something truly magical about seeing Sydney in the sunset.
This scene features countless buildings imported into the game - real, ingame assets, just like any other BAT you would download and use in the game yourself. The bridge and highway system can are completely modular, a picture illustrating this can be seen here. This scene as a whole also required extensive custom content creation. A majority of the buildings had to be custom lotted in addition to making 40-50 custom made Sydney road textures, complete with authentic bus and bike lanes.
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).
Recently Browsing 1 member