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Other images in Night Scenes (S3-12-E)

Downtown Prometheus

Prometheus's CBD is home to several tall skyscrapers where thousands of people work at during the day. The night scene is much different, and is fairly calm for a city of 3,300,000 people. The CBD sits atop a peninsula overlooking the ocean, which is pitch black at night save the occasional ship light. The lights of the tall buildings shimmer in the night ocean.

In all seriousness, this is an old image I made quite a while ago. I wanted to enter this contest after my tile I was working on for the Realistic Recreation got corrupted, but I didn't have the time to make something brand new. Spent about 35 minutes trying to dig this off of the backup of my old computer's hard drive! :P



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    • By RandyE
      No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, are road connectable and transit enabled, capacity: 100.  Maxis Lighting.
      This project is inspired by Simcity Version 1 (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The last preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com.
      In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to lot 5 of the 6 largest commercial buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis.
      The queries are the same queries used for the buildings as grown in the game --the associated reward will only be indicated in the reward menu as the item is selected and plopped.
      The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so I haven't evaluated the reward function, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward. 
      Previews of Buildings Featuring Terrain Mods (see Preview.html in zip file)
      Terrain Resources Listed in: Cori's Terrain Shoppe
      Previews:
      1. Overview of 9 Buildings, Main Preview, 'Circuit' from Terrain Pack
      2. Alvin's Acres Agricultural, Berner Oberland Terrain
      3. Euro-American Residential, Pyrenean Terrain
      4. Modern Commercial, Sudden Valley Terrain
      5. High Tech Industrial, LBT Cumbres Terrain
      6 Overview at Night, Sahara Terrain
       
      Descriptions of the 9, 5x5 Large RCI and 1 Civic Building are included in the zip file:
      Colons separate the building name, building type, and which reward I used for the lot. The buildings appear in the reward menu with a unique menu icon, the building and reward names, and the description.  The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu.
      • Van Prooijen Trading: Commercial: Convention Center
      • Ong Condos: Residential: Major Art Museum
      • Hurt Enterprise Headquarters: Commercial: Tourist Trap
      • Hogan, Wallace, and White Insurance: Commercial: Resort Hotel
      •Cahalane Communications: Civic: Bureau of Bureaucracy
      • Lind Entertainment: Commercial: Stock Exchange
      • Byall Tower : Residential: Opera House
      • Tubing Facility: Industrial: Advanced Research Center
      • Alvin's Acres: Agriculture: Farmer's Market
      I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city.
      Sources:
      Wiki SC4Devotion: http://www.wiki.sc4devotion.com/
      Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4
    • By RandyE
      The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor.  I could not save and load either stage 1 or 2.  The maximum capacity was realized for stage 1 in-game but no upgrade was automated. 
      There are 2 lots in this zip file.  One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor.  The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity.
      NO DEPENDENCIES
      MAXIS SEAPORTS
      According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own."
      BSC Seaport Development Project Version 3.1
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663
      However, with the PEG CDK Seaport Controller also installed, no such effect was realized.  As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically.
      Following is a list of resources used in the creation of the preview images:
      Drunken Water Mods, The Blues and Greys. In HD!
      PEG CDK3 SP Container Seaport 110
      Lighthouse 2x2 Lot Pack 1.0.1
      Stanley Seawalls 1.0.0
      BSC Ploppable Ships (v1.0)
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2406
      Container Carrier 1
      PEG CDK3 SP Ploppable Ships Pack 1 1
      Authentic Shipping Containers 1.0
      Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight.   The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
    • By RandyE
      Includes 2 Garages, 3 Bus Stations 3 Parking Lots, a Bus Loop, 1x1 filler lot and a Taxi Stand.  All lots found in the Transportation Menu indicated with color-coded icons. 
      Dependency:  SHK Parking Pack  Required on all lots in this zip-file download for the base textures, lighting, many of the props, and most vehicles. 
      Dependency Link:
      3x3 Parkade
      Jobs: 6§, 50§§, 6§§§. Modular Parking - Asphalt - Parkade 3x3. Capacity: 5800.  Plop: 650§, Monthly: 240§. Landmark: 20, 10. Pollution: 5, 5 Air/Water/Garbage. Consumption: 20 MWh/Gal. Transit and Network enabled.
      3x5 Bus Loop
      Jobs: 6§, 60§§, 6§§§. Modular Parking - Asphalt - Bus Loop 3x5. Capacity: 3200. Makes Taxis. Creates 72 Jobs. Plop: 980§, Monthly: 260§. Landmark: 20, 15. Pollution: 10, 5, 5 Air/Water/Garbage. Consumption: 50, 20 MWh/Gal. Transit and Network enabled.
      3x2 Parkade
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parkade 3x2. Capacity: 4800. Plop: 420§, Monthly: 180§. Landmark: 20, 10. Pollution: 5, 5  Air/Water/Garbage. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
      3x3 Parking Lot with Transit
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parking 3x3. Capacity: 400. Car Queue. Makes Taxis. Creates 54 Jobs. Plop: 250§, Monthly: 150§. Landmark: 10, 10. Pollution: 5, 5.  Consumption: 10, 5 MWh/Gal. Transit and Network enabled.
      1x1 Parking Lot Filler
      Modular Parking - Asphalt - Filler 1x1. Plop: 100§, Monthly: 50§. Landmark: 5, 5. Pollution: 2, 2. Consumption: 5, 5 MWh/Gal.
      1x1 Bus Station and Taxi Stand
      Jobs: 6§, 40§§, 2§§§. Monthly Income: 100§. Business Deal, Capacity: 800. Makes Taxis. Creates 48 Jobs. Plop: 500§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
      3x3 Pay Parking
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - PayParking 3x3.Monthly Income: 120§. Business Deal. Capacity: 600. Plop: 280§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
      3x3 Park and Ride
      Jobs: 8§, 50§§, 2§§§. Modular Parking - Asphalt - Bus Stop 3x3. Capacity: 1400. Makes Taxis. Creates 60 Jobs. Plop: 400§. Monthly: 140§. Landmark: 20, 5. Pollution: 10, 5. Consumption: 50, 10 MWh/Gal. Transit and Network enabled.
      3x1 Bus Stop
      Jobs: 5§, 10§§, 0§§§. Modular Parking - Asphalt - Bus Stop 3x1: Capacity: 900. Makes Taxis. Plop: 180§. Monthly: 100§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 30, 10 MWh/Gal. Transit enabled.
      1x5 Bus Stop
      Jobs: 6§, 40§§, 1§§§. Modular Parking - Asphalt - Bus Stop 1x5. Capacity: 250. Makes Taxis. Plop: 240§. Monthly: 120§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
      3x3 Parking Lot
      Jobs: 6§, 40§§, 8§§§. Modular Parking - Asphalt - Parking 3x3. Plop: 260§. Monthly: 120§. Landmark: 20, 10. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal.
      INSTALL:
      To install copy and paste the Modular Asphalt Parking Bus and Taxi Ver. 2.0 folder into your User\Documents \SimCity 4\Plugins folder. Move or delete the text/html files and Previews folder as these should not be stored in the Plugins folder.
    • By RandyE
      This is a relot of the Transamerica Pyramid by ed_diaz (2004).  The 7x7 lot size, specifications and menu description are maintained as is.  The building and lot are Maxis-lighted and the lot is transit and network enabled.
       
      The model file is in the original zip package which includes landmark and ploppble versions.
      To make this relot work you only need the model file:
      transamerica pyramid-0x5ad0e817_0x8d2e3988_0x50000.SC4Model
      Put the model file into this Transamerica Pyramid Relot folder with the 0A0_Transamerica Pyramid Landmark_ReLot_a4f2be46 lot file, and then into the plugins folder. (delete this readme.txt)
      If you want to have the fountains working at nite for a dazzling effect of light and splashing water download Peg's 24/7 Mod below:
       
      PEG_24-7 Patch_106.dat
      For reference to the building, its place, specs and history, visit the above linked file location.
       
       
    • By RandyE
      • Elongated shape to extend the radius of park and landmark effects, set at 90% for both over 20 tiles.
      • Illumination of area in Maxis night-lighting, adding contrast to night scenery.
      • Blinking light, pigeons, sparkle effects and people animations.
      • Original sculpture made from Maxis rock block props. 
      • Custom query based on tutorials and a sample lot file by Equinox and Daeley  (2005) found on Simtropolis and SC4 Devotion,
      • Addition to Park Menu ploppables, no external dependencies.
      • Note: the 'Bulbs Changed'  Goofy Stat. is not programmed, its simply a static number written on the menu graphic.
      Installation:
      Place the  'Promenade_of_Light_Plaza_3x16.SC4Lot' file in 'username'~/Documents/SimCity 4/Plugins folder.  Start SC4 and look for the lot's icon in the Parks Menu.
      The zip now contains 2 independent lots so:
      For the working fountain plaza also place the 'Promenade_Fountains_Plaza_3x16.SC4Lot' in the same folder, or choose either one as each one stands alone. 
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