Hi Community, this is a public appeal for help to keep the STEX up and running! We currently need your help to offset some of our operational costs and upgrades! As you know, we've always relied on community donations to help keep the website running. And while all our admins and moderators volunteer their time to managing the site and community, we do have modest expenses that we need to cover each month which includes our server hosting fees, software and support licenses, etc. So lately, we've experienced a slump with donations and we're beginning to feel the pinch! We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me! Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated the last couple weeks -- we really appreciate it!
Our community city journals
@dedgren: Thx. I dont have any yet. Im using a very basic laptop, just to internet and MS Office. Nothing heavy is demanding for now, and I dont pretend to get back to gaming at PC anytime soon.
Before getting started, let me let you know that there have been rumors over the internet about a new sim game that received little attention lately. In these last days, it was leaked the text and the images of this new sim homepage (front page of its website):
Create your own Cities!
Create your own towns!
Create your own ghost towns!
Create your own old (or scary) touristic area!
Create your own movie!
Create your own beautiful nature scenery!
Create your own beautiful shot with image editing!
It’s up to you!
(end of the page)
It is a surprise, isn´t it? Or not?
Would you buy it?
I would. I actually did.
Sadly, for those who got a bit excited, and for the confirmation of those who were somehow suspicious about it (those who wondered: “Too good to be true”, “What kind of computer would run something like that?”, “I already saw that somewhere”), that´s not a new game, and it is not a City Builder.
It is DriveClub, a non-simulation racing game. It looks good, right? Yes, and it is not alone. There are several others games with nice looking graphics. And some of them have nice looking cities. Haven’t you already noticed that city building games are having trouble with that?
A City on Gran Turismo 6
Article 2 - About graphics
City Building is a category of game that includes a massive quantity of details to be rendered, considered and done. The problem is not only get a big city rendered, but the fact that the city must be very customized (otherwise it wouldn’t be a city builder at all). And it just get worse when you need to process a huge amount of data to decide what is going to grow, where it is going to grow and why it is growing. The city changes all the time. It is “alive”.
In some games, you walk through a scenario, or drive through it, but you always do that on a pre-made scenario, with no amount of data to be processed, equal for every user and usually it is not needed to detail every place on the city (unless you are on completely free-roam game, where you can walk or drive anywhere on the city you want). Even in the free roam case, the maximum speed of the user is usually not as high as the speed of movement of a camera of a City Builder.
That it is the reason – or at least what I believe it is – for the fact that, when compared to games released on the same year or close years, city builders looks worse than them.
But there is Sim City 4.
If you compare Sim City 4 to others from its time, it is clear that SC4 look, at least a bit, ahead from them. But it is a City builder, shouldn´t look worse than the others from its time?
Yes, it should. But SC4 got a trick: Camera restriction. What generated some complaints, the constrain of the camera to perspective view, allowing only moving horizontally and zooming, were undoubtedly the main factor for giving Sim City 4 an graphical advantage. If the camera were free, Sim City 4 would look far worse. Some BATters probably have a good explanation about why constraining the camera saved your money on not needing a Super Computer for the work and improved the appearance of everything on 2003 Sim City´s. Since I never got any serious BAT done, Im not an expert at this, so I cant get very far about this subject.
There were some few discussions on a brazilian forum (used to be www.simcitybrasil.net, but now it´s gone) about how the Sim City released in 2013 looks when compared with Sim City 4. Maybe this subject come to discussion here too. Not all people were convinced that the new Sim City did look better in comparison of the old one. Indeed you were free to take your shots from almost anywhere you want, at any angle, and that’s a good evolution. But I believe it came for a price: In terms of graphic and appearance.
Even if you say: “But, hey, I dislike the new Sim City”, it is very difficult to deny that the same phenomenon happens to the others. I believe that for that very reason SC4 is still alive and it is hardly and slowly being replaced. You can still get shots that looks fairly realistic from a game with 12 years old just because of the camera constrain (and, of course, a nicely done work from Maxis). Some of them look better than any other city builders competitors that try’s the very same angle of view. Following that, you got thousands of buildings, hundreds of mods, which fix some bad aspects of the game. It is difficult to “win” that, but someday, we will get something better. Some say we already did. But for now, we can look at other games, specially racing ones, to have an idea about what “graphical” future is coming for us.
PS: The driveclub pictures were taken from:
The picture from Gran Turismo 6 I took on my own.
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Well to those that celebrate it, Happy Thanksgiving (tomorrow). One place that won't get much sleep: the port of Capistrano. A barometer of economic activity in the growing city and these guys and gals will be running around the clock to serve the industries of Sim Nation. And YES, there is pollution man, cuz this is a gritty, dirty, bustling port! Hope you enjoy! Please comment and rate.
Port of Capistrano:
North and south jetty protecting the entrance to the port:
The port authority planted more trees, now they need to clean up the water pollution!
Here we are again! Before I go too far, I have to give a shout-out to Yorkshire Gamer's video series on YouTube. A lot of the landscaping is a direct result of watching his awesome video, University Landscaping. Generally, I've redone and added some landscaping in addition to more buildings! I redid the AU next tot he Administration Building in the picture above.
Next is a retaken image of the History Building/Museum with some additional landscaping.
Next is the Visual Arts and Design Building with new landscaping.
The expansion of the campus took some time, but was thoroughly enjoyable. Now I just need to decide whether to expand the campus across the river or build a residential area
A close-up shot of the Literature and Languages Building next to the Math Building.
Here's an even closer close-up of the pathway behind the Literature and Language Building that leads below the bridge to the baseball stadium.
The small University Park offers a place for students to get away from classrooms and study halls to sit and relax.
Founders' Plaza is a fun place where students also go to relax and get a breath of fresh air.
Here's the Political Science Building at the end of campus proper. There is a statue at the top end of the grounds to commemorate the 25th year of the department.
That's it for Abbey U for now. I'm planning on building a park in larger empty area in the image below, maybe both areas.
Also, I realized I haven't given an updated picture of the entire city as it stands. It's not the prettiest and it's far from complete, but it gives you a shot of what I'm working on other than the university.
Well, I hope you enjoyed Abbey University - Part 2! Feel free to like, comment, rate, etc. As usual, I'm open to any feedback, suggestions, and critiques.
The Jade Bight 5:
Thank you for paying another visit to the region of The Jade Bight. I'm very happy to see that some of you are finding it of interest. I am, however, a bit surprised to find there are not more visitors to the thread. I have always believed (without any data to back it up) that there were multitudes of people all over the world visiting "Simtrop" on a daily or weekly basis. Consequently, the Law Of Averages says there should be more people visiting my thread -- by design, or by accident. But, I suppose, that is neither here nor there, as they say. I am pleased that comments seem to be running to about 50% of the visitors. Comments, critiques, AND advice are always welcome -- and always given due consideration. I hope to hear more from all of you as you become comfortable with your visits to The Jade Bight.
I would like to take a moment to thank all of the members that have, so far, helped me move forward in what is an ongoing, and will be, a very long journey. My clueless questions litter this forum like "landmines of stupid" waiting to explode in a cloud of dumb!! I played Sc4 for many months with absolutely no idea HOW the little buildings appeared on the map and even less knowledge of WHERE they came from. Many of you have taken the time to explain things to me and your advice has been much appreciated. But I would like to extend a "special" thanks to "MGB / rsc204". He spent a great deal of time, out of the kindness of his of heart, teaching me the techniques of making a lot. That sounds very simple, but if you explain it properly -- as he did -- you discover that all things in this game are intertwined. And nothing is ever simple. I will not belabor the point, for I think MGB is a modest fellow and would shun glowing praise. But, if not for his tireless patience and efforts -- I would have no pictures worth showing you, and would not have enjoyed the many pleasurable hours his tutoring brought me. Whatever skills you see in these pictures are entirely his doing.
I was kind of laying about, toying with a few game ideas, considering improvements to cities currently building, and experimenting with some in-game tools I haven't used (in response to your advice and game tips). Then I suddenly realized that Thanksgiving, here in the USA, is upon me. I know many of you don't celebrate this Holiday -- but here in the US -- it's a major, major thing! This is what we call a "family holiday" -- which means you gather with family and friends and enjoy the company of people you care about -- some of whom you don't get to see very often. A young man or young lady often chooses this time to bring a "friend" home to meet Mom & Dad, or your wife or husband gets a bit "P**offed" because they have to spend the day with "the dreaded inlaws". Either way -- I knew I was going to have to post this installment now -- or put it off for a week. God help the man that tucks himself away in his den (or smoking room) during a family holiday. Football is enough of an intrusion during the Holiday Season. Sc4 would be the final straw!! (lol-lol)
This installment will be a bit shorter than the last -- if for no other reason -- it's a "small map". And -- as we progress through our tour of The Jade Bight, there will be fewer and fewer "revolutionary" ideas or combinations to show you. But -- there will always be a more creative way to make a presentation. I shall endeavour to keep you entertained.
The real Harlesiel is a rather small town (about 800 people) founded in 1956 after the completion of a large land reclamation project. It sits on the East Frisian Coast, nestled among the salt marshes and sand dunes at the mouth of the placid Harle River. The town is something of a resort (on a small scale) with a swimming pool, golf course, several nice restaurants and Gasthouses, a small marina, and a comfortable hotel. There is, of course, a town hall and a small cargo pier -- but the main feature is a Car Ferry running the Wangerooge Island route.
I was visiting another CJ just the other day and "Dedgren" very gently pointed out to the author that his map was far too small for "the grand scheme of things". The scale is always the probelm in Sc4. After my mess on Wangerooge Island, I have tried very hard to achieve my goals for a map while keeping an eye on "the scale of things". I fear that my search for the new and unusual still gets in the way. The size of the map, the configuration of the land mass, and the lot placement is a constant battle for space and scale.
Schillig Roads was an improvement, but I handled the residential areas somewhat poorly, mainly because nothing grows very well in your first major city in a new region. In a "virgin" region, residential growth can only be accomplished by suburban sprawl -- it's eats up lots of map but there is little development. I may well come back to Schillig Roads in future and indulge in some massive suburban renewal efforts.
In keeping with my policy, Harlesiel will provide a power source and trash removal service for its' neighbor to the south -- Wittmund (currently well-advanced). I've used a Google map for some basic ideas about the town and know it must contain trash docks, a power plant, a small marina, a car ferry, and a small cargo pier. So that is what I must cram into a small map and try my best to make it look good!
At first glance, the map is a bit better proportioned than Wangerooge, but still a tad crowded. The breakwaters on the western side of the peninsula are a bit contrived, and I would rather have done without them, but the prevailing current along the Frisian Coast is from the west -- so they were necessary.
This time I selected a smaller power plant more in keeping with the surroundings -- the Muleberg Nuclear Power Facility. SFBT's lot is comparatively small, compact, and they've done a good job of detailing with fences and parking. The only thing I added was the gate and the guard's parking lot. If you have been following along, you already know where the two lots came from. I'm going to do a lot less explaining in this installment -- simply by not repeating what was mentioned in a previous posting. If you still have questions -- post a comment and I will do my best to answer.
Here you have the inevitable PEG trash docks in an out-of-the-way corner, with a PEG "ploppable" scow anchored alongside the breakwater waiting it's turn.
"Nob" CARGO PIER:
Here we have two views of the cargo handling facility for Harlesiel. The "Nob" pier lots are ideal for these small harbors -- kind of "grungey" and run-down. I've placed a small "token" rail yard in the interests of realism, but resisted getting carried away with it.
The cargo handling area to the left of the pier was deliberately built out on extended land and contained by ripp-rapp seawalls to give the impression that it had been recently built to up-grade the facilities. This is a smaller configuration of my "Modular Cargo Set" of custom lots. I designed the set so that it could be layed-out in any shape, and could be made as small or as large as needed. Ahhh -- the joys of what you can do with EDITOR and the "prop locker".
BRIDGE & BOATS:
The bridge was chosen for it's antique look -- something you might find out on the wilds of a coastal plain. It is too high, and the approaches are a bit cramped -- but, as you see -- I had to leave room for pleasure craft bound upriver for Wittmund. Note the "plop" boats anchored near the bank.
This was my first attempt at creating shallow areas with small islands, trees, and rocks. In all my time playing Sc4, I had never even tried to make a small island. The "Brigatine" water Mod was a true revelation. (MGB's suggestion!) I found the transparent effects of the beaches fascinating. After much practice, I discovered that using "sea level mode", I could move offshore and create a terraced effect to the sea floor -- kind of like steps leading down to the bottom. Further use of the Mayor Mode "smoothing" tool, produced a "shelving sea floor" with no sharp edges and a pleasing, realistic look. From there -- it naturally followed that I would have to attempt to make shallow areas like those found all along the Frisian Coast. I have, more or less, managed to make shallows with islands dotted about -- but have yet to attempt a salt marsh or a mud flat (most common to the Frisians). For those of you interested, the rocks and gravel are NBVC MMP's and the Ashe trees, cattails, and bushes are from Girafe's MMP packs. Very usefull -- I hope you will try them out.
Here you have the small shipping basin of the Harle River -- the chief reason for the existence of Harlesiel. It is the life-blood of the small community. The ferry is a vital communication link, while the marina provides a quiet little berth for those seeking a hideaway, or a safe harbor from the notorious North Sea gales.
This is the yacht basin -- where the seafaring types hang out. Some of them have found a quiet little place to tie up and live out their private lives on their boats in a friendly little village. Others are true "old salts" who spend their time hauling small cargoes or people from port to port, while others are obsessed by the "Riddle Of The Sands" of the North Sea. They live out their lives on the waves and the tides, only touching port for provisions and repairs. But all of them come here for safety -- or to some other small port -- for no man is an island.
The lots started life as a "Mediterranean Marina" in Benoit's "Saint Tropez" series around 2009. But, for some reason, he never finished nor released the lots and simply put them up for download -- as is -- over on SC4DEV. I've always loved the PEG yachts and cabin cruisers -- the modeling work is stupendous -- but they have never been released outside their "waterfront" concepts. The other boats, by Calligrafix, are equally good -- but -- they, too, have not been seen very much. In my obsession with these boats -- I took them and re-lotted them into what I call "The Nordswee Modular Marina Set". It will no longer be a Mediterranean Theme, nor will it have all the trappings of the "Riviera-style" buildings (In fact, there are no buildings!). But it is designed to fit into almost any decor you choose, and will come in a variety of lot sizes so that you can arrange them any way you see fit -- into a small, or a large marina. (You will see other examples of this size and shape flexibility as we tour The Jade Bight.) A very generous member has kindly offered to help me get them ready for "release". I can make a pretty good lot -- but I have no concept how they should be prepared for release so that they will be easy and trouble-free for the members. We hope to release them soon.
WANGEROOGE CAR FERRY:
Two views of "Somy's" most excellent car ferry terminal and car ferry boat lots. "The Angela Pleasant" is taking on a full load of cars and passengers bound for tiny Wangerooge Island. Somy's stuff is truly amazing -- his skills flawless -- his realism awesome (dare I use an over-worked word). I cannot say more.
Note the use of my custom-lotted lighthouse -- fits into almost any place with ease.
Here you see the entrance to the harbor basin. Unfortunately, most of the harbor mouths found along the Frisian Coast are either angled, or have beautiful sweeping curves built into their breakwaters. Sc4 does not make it easy to model something to replicate those angles and curves, so we must make do. Since the North Sea is shallow, and very tidal -- the harbors are threatened by silt build-up. Consequently, the breakwaters were built to prevent silt from closing off the harbors, or even moving their channels (obvious hazards to navigation). The twin piers / breakwaters on either side of the entrance provide for a channel that may be easily dredged to the desired depth and kept that way with little maintenance. Some of these channels extend for miles offshore because when the tide goes out, there is nothing but mud left outside the channels. Many of the small ports have outer and inner harbors. The inner harbors are usually a tidal basin -- closed off by locks so they will not be left high and dry. I have yet to find any way to make a realistic looking transition between the sea and a harbor lock (but I'm working on it).
WELL -- I said I was going to keep this one brief and to the point.
I hope you have enjoyed the pictures and even the boring commentary! (lol)
PLEASE -- favor me with a comment, some advice, or perhaps even a suggestion for how to throw together a tidal harbor -- with a lock!
The Jade Bight 6:
Update #25 - Click here [linkie] or on the image to see the content.
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Recent EntriesLatest Entry
So this is kind of a work in progress but I would like some suggestions on my building style.
A Navy Ship Docked in Manteo
A Krispy Kreme the most popular doughnut shop
A rural town in the east
Farms in the coastal plain
A shopping center north of Raleigh
A Resdential area north of Raleigh
So, why is Martin Galls called "Martin Falls" ? Well... because there are falls on the Sainte-Eulalie river after it gets out of Martin Lake
Downstream, L'île Bizard
Seen from the other side :
The Bizard Bridge
During her stay in Martin Falls, P. R. didn't live near the falls, though ; she stayed in a very small B&B on Pointe-à-Lacalle, which divides the Ru-à-Jacques :
... the first red-tile-roofed building on the left, after the Sainte Rita church .
There were quiet walks along the Ru, during lazy Sunday afternoons :
[here, feel free to add bird songs and cicadas...]
Okay so this is the last in my series of canals for now.
Looking forward to showing you some newer stuff very soon, but for the time being lets have a look at Hao Datong, The Perfected Master of Infinite Peace.
Here the canal splits and narrows down to a southern passage that allows small boats to travel to the northern exit point in Acropolis (to be shown soon).
In the middle is a beautiful Thai Style Buddhist temple that casts an aura of serenity around the whole area.
Once again, towering residential complexes overlook the landmark from almost every angle.
In this Zone we can also see things taper off into low-density residential areas which lead into Sarai (entry currently defunct) directly above.
Comments, suggestions, and questions are always appreciated. Thanks for visiting.
Currently having some problems with older entries. I'll try to fix them when I have a chance.
gviper: Fantastically splendid. As is a hallmark for most of your work the waterfronts are masterpieces. I would love a little more green space personally but otherwise I love it!
Yeah, in area this small it's hard to fit in green spaces since I want everything to be so dense, but hopefully soon I'll get around to show you some of the parks I've been working on. Thanks.
raynev1: Another superb entry , it's like East meets West and swirled together. To make a harmonious combination that truly works can be quite difficult . But you definitely pulled it off , a job well done .
Thanks raynev1. Really appreciate your continued support.
tariely: It's pleasantly weird, that leaning tower ! Out of the box... The mosaics are superb again. I too use a combination of grown and plopped when I do a big city. Sometimes chance gives felicitous arrangements of buildings but playing god is nice too:-)
Bonjour triely. Yeah, it's fun when a building you didn't expect, or kinda forgot you had, pops up. Thanks.
michae95l: Lovin' the tower! As usual, excellent work.
Schulmanator: Looks awesome! I am booking a trip here pronto!!!
As usual you can pick up your VIP package at the airport when you arrive. We'll have a driver ready to bring you to your hotel. Thanks.
Sexysark:P: It looks awesome the way you managed to mix different forms of architectural style overall presents a unique style which only you can do keep up the good work !!
Guess I kind of have my own style now. Ionican style. Thanks Sark, good to see you.
jmsepe: Admirable work as usual. The colors do well with the image.
spiritualfire: I thoroughly enjoyed the detail you put into this city in each picture here. Two questions: Which canal wall mod did you use? The red brick boardwalks and stone walls really help the character and I would like to try it. Second question: the ramp on the corner of the St George's Bank in the last picture, where is that found on the STEX? I am in dire need of that ramp.
I'm using the Goober Canals, the link is to the base set, add-ons can also be found on the SC4D LEX. You can find the ramp here. And here is a download link for the Red Brick retaining walls: RedBrickPlaza.zip
John2098: You should totally put some of those buildings on the ST Exchange
None of those buildings were made by me and the vast majority of them are indeed on the STEX. Feel free to ask me or go to the Can't Find It thread. Thanks.
raynev1 - Drift will come.... Next update.
airman15 - The GTR comes later in a few updates..
KRMill09 - I use a mix of Conifers, Firs, Oaks, Maples, Chestnuts, ashes, bushes and lupins from Girafe, as well as Cherrys from Uki and neko.
Takemethere - I decided not to bother making a clear way for the pylons and instead let the forest run right under it.. The pylons are already quite tall so I don't think the trees are gonna be of any problem in the far future.
kschmidt - Well the river is straight because it is build using pieces from neko's japanese rural river..
Since the preparations are finished, I'll really start showing pictures from the actual project I had in mind. It's not much really, but I'm just going to showcase scenes inspired by the manga/anime Initial D. Right now for today will be just some shots of the main city, Akina. The next update will start talking about the protagonist of the mini-series.
All pictures are available in full resolution. (1280x1024)
It's really a pain in the bottom to fill large city tiles with farms and trees... Makes the game so slow when you add the shadows..
That's it for today.. I'll be back in a few days with more stuff to show.
I welcome all of you in the capital of my republic. As I also promised, this time you will see continuation of the city. Nord Fill it is the second district of the city which adjoins directly to historic center of the city. The area surrounds Inner City from all directions, as if surrounding historical part of the city.Nord Fill and Inner City are divided by a boulevard ring on which the tram goes. Here too there are a lot of sights and important city facilities. For example, consulates of many countries, shopping and entertainment centers, clubs, discos and luxurious hotels with restaurants settle down here. Here too the fashion square, the area of luxury boutiques of clothes, accessories and footwear settles down. The most large market and very first, appeared in the city, too is here... And the most important what exactly in this area settles down the residence of the president of the republic.
Lonbslay quarter.Today you will see only small part of a boulevard ring. Later you will see all beauty of the boulevard. History of its emergence, you learn next time.
At the left in the photo Nord Fill , and on the right Inner City.
The building was built in 1931 and till 1965 in it there was a temporary Ministry of Culture. In 1965 the palace is the museum of culture and world heritage. The big area, with an artificial reservoir adjoins to the building. The area divides Stormont Palace also an entrance to a royal garden of the presidential palace. Here it is always populous, even at night.
The name speaks for itself. The street was called so in 1930 because then on this street the main consulates of 10 countries entering the USNW settled down. Namely:Galicja,Mikenstein,Republika Lodomerii,Ionica,Republika Słowiańska,Illyrian Empire ,Journey Through Paengia,Asgard,Ring of Fire and Schullmania Till today, for more than 70 years, all 10 consulates exist together on these old times to the street. Also here the metro station of the fourth line of the same name settles down. The street is near of Revent square
The most large and oldest market in the city or as citizens "the Glory Lock" because the market in the former walls of the lock settles down call it, is more right that from it remained. The market exists since 1926 and till today. Surrounded with terrible towers and stone walls, it contained in itself(himself) numerous ancient buildings in which little shops, jeweler and souvenir shops, cafe, cozy small restaurants with kitchens of the different people, with small hotels and other institutions settled down. This one of the most favourite places of tourists and citizens. This ideal vacation spot, walks on different interesting little shops, entertainments. There is an ancient tower with hours, 30 meters high. It was constructed in 1926, the English architect. Each hour, hands
60 times ring, notifying inhabitants. It is the small city in the big city. The market is surrounded by a wide pedestrian Barynge street.
St.George church the oldest church not only in the city, but also in the country. It was constructed in 1902, at the emperor. I suffered during bombings in 1942, but it was completely restored and restored in 1958.
Boldwyne square.The area adjoins to a main entrance of the market. Opposite to the area there is a final bus-stop of routes:A23,A25,B35,B36,B40,B65,C12,C17
Ben's Top Ten
I apologize for the long absence from BTT, bear with me while I play catch up. The CJ section is the busiest and therefore hardest BTT to get caught up with, so it may take some time to get there.
Now, step in the time machine back to July...
Well done to Skylines of Cathnoquey which is still at number one.
Mass Effect: Galactic Codex debuts, P.R. Crastina's Travels is new, and Federal Republic of Siculia and The Viceroyalty of Perseus are back.
Mikenstein by michael95l
State of Chumash by Namiko
Dublin by crushproof
Pretoria Metropolitan Area by takemethere
My Skylines Sketchbook by mb1.0.2
Evean Vansop by Schulmanator
Vista Del Mar by gviper
The Socialist Island of Nomico by 89James89
Teddy City by Titanicbuff
The Island Nation of Sinatora by 89James89
Hello and welcome back to Cities of Boomooderie!
Today, we have the scenic and high wealth city of Asherton, with a special guest, the mayor! Questions shall be answered! Now, introduce yourself!
So, Amelia, what is your reaction to people saying you are an "Elitist" for the rich?
They don't know what they're talking about, I'm a nice woman (as many have told me) in real life. They should point fingers at Jerseyville, or whatever that corrupt wasteland calls itself.
You don't seem fond about that city, what's the deal with them?
Other than the fact they've tried to buy other cities and have no real mayor. They're run by big businesses.
Moving on, what is your favorite place in the city?
<<<< Birch Park
Easily the birch park, such a serene and calm place. Especially looking over the trees at the outpost.
<<< Camera out of focus! Sorry!
What's your least favorite place or places in Asherton?
Easily the Tweedle Islands, my father made the mistake of selling them to... Ugh, Jerseyville... And they ruined the islands, I have no clue why I can't demolish them now, Boomooderie's president isn't letting me.
Why do you think he is doing this?
Call me a conspiracy theorist, but I think Jerseyville owns Boomooderie, Telegraph isn't the capital, Jerseyville is, I can't release this information to the public because I might be assassinated...
This isn't live, right?
It is, we-
EVACUATE THE BUILDING!!!!!!!
EVERYBODY WHO IS LISTENING, WE'RE HAVING TECHNICAL DIFFICULTIES, PLEASE STAN-
I don't plan on coming back with a bang, but this preview should be enough for one.
So where I have been... I got a job at an art store, enrolled in the Faculty of Architecture and got myself a lot of new items. I also moved on with my old region and had decided to create a new region for the Capital of Okaiken, now renamed Akasaki. This is where I continue wit mhy story. A new attitude will be undertaken from the lessons I learned from the University.
Welcome to the 4th Edition of Okaiken.
This is a preview, not an actual update. No replies will be given
Teddy City wishes to express its deepest sympathies to the people of Paris
May Paris heal quickly, May the French united, may the world stand by France in there time of need.
United SimNations: United with France
The Royal Palace shows the colors of France in respect and honor of the lost.
Parliament in mourning. Together they stand with the French
Vive La France!!!
R.I.P. THE WORLD IS WITH YOU.
A MESSAGE FROM HIS ROYAL HIGHNESS KING FREDRICK IV
TO OUR FRIENDS IN PARIS- WE MOURN FOR YOU. TEDDYLANDERS ARE UNITED WITH YOU. THEY MOURN WITH YOU. OUR GOVERNMENT WISHES TO SEND ITS SYMPATHIES TO YOU. WE UNITED IN YOUR CAUSE. WE ARE UNITED AS 1 NATION. VIVE LA FRANCE!
This update is dedicated in memory of those lost in Paris- It is with a heavy heart that this update is done.
United Sim Nations Presents: Ocean Valley-Pretty Place.
In the wake of the tragedy in Paris Ocean Valley has shown its support-
City hall featuring a banner in the colors of the French flag. Built in 1607, Ocean Valley was originally a a mansion for the home of Lord George Hurtmare. Upon his death he donated his home to the city, for there use. They chose to use it as city hall.
A French Flag adorns a french inspired pillar in the City Hall Round About- the round about is just a couple blocks from City Hall. Inspired by Louis XVI, this noble pillar is a showcase of this remarkable city. Designed by Jean Michel- a Paris born architect, he was commissioned in 1945 to design a World War 2 memorial- this was his design. The plaque thats covered by the flag reads:
TO THE ROYAL MILITARY
WORLD WAR II 1939-1945
Somehow the pillar seems fitting as another memorial.
Enough Gloom and Doom- here we show the Stadium Spdi. Always busy, the SPDI is a remarkable exit to the stadium. A Stoplight sits in the center. It was added in 2011 after an accident killed a baseball player as he tried to get through the interchange to head home. It simply added a reminder that the interchange is overly busy after games, and needed to be reworked.
Fun in the Sun? Try an amusement park. The city has many attractions for it. This is one of them. This attraction is a major magnet for tourists- Prices are fairly cheap, but the fun of the place is top notch. Featuring an observatory, playground, a couple roller coasters and a Farris wheel, this attraction is a wonderful place to visit.
Hope you enjoyed this latest update. See you again soon.
Sampson Woods Forest !
This month CJ we stay in the area of the community of Sampson. We have a look at the Sampson Woods Forest. This is one of the provincial parks, protected area for nature and wildlife. Here a map overview !
Highway 4 borders the area !
Let´s have a look at the area !
Lot´s of deer around !
Recreation at some of the lakes !
Southern side designated some agricultural activities !
Some small communities !
Road site R Dinner !
Sampson Woods main town, squeezed into the forest !
Healthy, fresh air, spa and relaxation improve life for the better !
Long or short stay everything posible for a nice vacation or two !
Mayon Province development is again getting into a stage of under development. Progres will continue. CJ will continue some way. Mean while the desire arised to do something with european bat´s. This CJ series will be about several european cities, several era´s and there settings ! Technical setting up the simulation bat´s is at about a reasonable level, progress will be at random how much have been build ! This new CJ serie will be called Europe ANNO !
Hope you enjoyed this CJ and see you back the next time !
Finally had a chance to play some simcity4 this week after barely touching the game at all for about 2 months. Recently I returned to full time work after being off for more than a year and in the process getting reacquainted with the job there was precious little time left for playing games and browsing web sites. I'm hopeful that I'll be able to update the CJ a little more frequently and be more active on ST going forward.
Drseden's city center is the fifth largest commercial in the region, behind downtown & uptown Pretoria, Calgon & Garden City but ahead of both Cisco Bay & Lindin City and a few others. This which makes it the largest city center I've previewed to date. It's more on the generic side and probably has the lowest amount of custom content of any of the high rise nodes. Out of the 32 buildings that I would consider as being highrises in the downtown core, exactly half(16) are custom content and the other half are generic SC4 vanilla/rush hour buildings. I'm not entirely pleased with the spacing & placement either but the problem is the city suffers from some kind of bug and high density residential buildings simply won't grow despite having high demand and land values. So the city is stuck with the originally built out for residential. That being said, the one thing I really like about the skyline is with how it's nestled in between the ocean and mountain(s). Here's what I mean;
A couple of pano's of the downtown area in relation to Mount Tokiko & the Ring of Steel.
Of course it wouldn't be a city center update without the obligatory top ten tallest buildings list;
In comparison to
Cisco Bay's top 10;
& Lindin City's top 10;
And a new feature going forward as the city centers get taller with be the tallest buildings timeline list.
Timeline of Dresden's tallest;
Name: 330 Pier St.
Height: 210ft / 64m
Tallest from: 1927 to 1931(4 years)
Dresden's first true highrise
Name: The Free Press Building
Height: 255ft / 78m
Tallest from: 1931 to 1961(30 years)
longest stretch of being the cities tallest
Name: Port of Dresden, Control Tower
Height: 316ft / 96m
Tallest from: 1961 to 1973(12 years)
Name: First National Bank Building
Height: 333ft / 101m
Tallest from: 1973 to 1975(2 years)
first building over 300ft / 100m
Name: Smith's Block
Height: 347ft / 106m
Tallest from: 1975 to 1993(18 years)
second longest stretch of being the cities tallest
Name: The Euro Center
Height: 432ft / 132m
Tallest from: 1993 to 2002(9 years)
Name: Concordia Plaza
Height: 442ft / 135m
Tallest from: 2002 to 2008(6 years)
Name: Residence at the DMFNK
Height: 454ft / 138m
Tallest from: 2008 to current(7 years)
The are currently no proposals for a new tallest.
The next update will feature the transportation network of the entire city.
Now that I have started to build up the shoreline and how my city may be shaped, I need to start thinking about moving more Sims in and build more jobs into the area. So I have switched tactics to build industrial jobs into the area, and I've extended the size of the agricultural zones toward the center of the city. I have zoned an area so that some dirty industrial jobs may be created. In this picture, it's just before 8 o'clock while construction is just being finished in the new industrial park.
Now that I have built a path for my citizen's to travel between their work and their homes, I have found that the traffic congestion has increased dangerously. About sixty cars pass on the road according to the data view. Soon I will need to start thinking about upgrading the street.
Construction is finishing up on the newly founded Beach Street and Spring Street. Because of the new industry that has been zoned, new sims are flocking to grab the jobs while they can. Now that I am passing a new threshold, I will also need to start thinking about safety. I wouldn't be surprised if I start seeing red.
I have upgraded the street to a road and built a business area for retail shops near the intersection to see if customer traffic makes up for the 90 cars that pass through the road at any given time. I also have seen a cliff appear in the upper left hand corner of this picture after paving the new road. I wish to see that cliff disappear over time.
End of Year 01
Volume 1, Issue 4
This isn't an actual post, because I've been having TONS of issues with a pesky mod, and I've only ~mostly gotten the game back the way I want it. Was previously using Traffic Manager with Improved AI mod, with no problem for quite a while, when suddenly yesterday opened my save to an infinite series of object reference errors, and cars jumping around like mayflies on wheels. Still haven't figured out what caused it to freak out out of nowhere, especially since i am now using the Traffic Manager Plus mod combined with the standalone Improved AI mod (which is essentially the same thing in two parts.........why should it work differently???) with no issue. Only caveat is that, as separate mods now, the AI doesn't follow the Traffic Manager custom lane flags, so I'll have to tweak a few intersections if I want them to work closer to the same way. Much better than what I expected, which was that my save was corrupted. Thanking the gods that at least that didn't happen.
So anyway, in honor of my traffic managing modding woes and the despair they cause me, along with my focus being drawn away too much by this to care about much else in the city for the time being, here's a comparison of traffic between what the base game does and what Improved AI does. I only did a tiny bit of stuff other than letting the simulation run for a bit (added a bit of residential zone because a perfectly timed death wave started during all this mess! ugh!) while I let the traffic work itself out. I disabled despawning so I could get a very real sense of how well the Improved AI actually cleared out jams, and the results were incredible.
Vanilla traffic AI, only thing i did was disable despawning to reveal the true nature of the issues
After running the simulation for a bit with Improved AI. No jams. Traffic is very heavy in some parts, but still flows well
Hopefully this is all over for now, so I can get down into the neighborhoods and work on stuff. I'm loving my new theme with a mix of Feindbild's and others' NY styled buildings, mixed in with European style blockhouses. I honestly didn't think it'd work very well, but so far it's looking great! Stay tuned!
Another Jamestown from the dead post! Was looking through old screenshots and found a series showing the small but immensely effective service road network below downtown Royals.
Looks like a simple interchange where the highway enters the area of the CBD
But wait! Underneath that intersection is another intersection! One of the portals to the lower level downtown streets. Lower level roads are highlighted in purple because tunnels don't show up in high res screenshots for some reason. Probably a good thing though because these tunnels are quite literally woven between the JMetro subway tunnels, which themselves are already woven together due to several tunnels crossing paths and years of renovations and reroutes leaving tunnel stubs galore.
The service roads are somewhat inspired by Chicago's stacked streets, such as Wacker Dr, Michigan Ave, Columbus Dr, Randolph St, etc. In Chicago the street level as you typically walk on it isn't actually at the level of the natural ground. Chicago, as some of you might know, is a lovely swamp. Americans for some reason LOVE to build cities on swamps. I don't get it. I will never get it. But alas, something at one point needed to be done about the water levels in the Loop, and the street level was artificially raised in many areas. The original streets were left down below and are now used as service roads that enter directly into the basements of buildings and garages. Some of the lower levels are simply grade separated arterial roads; shortcuts through and around the Loop.
Now, since we can't really change the level at which a building enters off the street, a true replica of Chicago's system is not possible. So I went for the next best alternative, which is to keep the spirit of the idea of these streets, and build them to the best of CS's abilities. As you can see, it doesn't work nearly as well as in real life. Because of how the ramps had to work to be able to come back to ground level, as well as the horrible difficulty created by having editable things neatly vertically stacked, the lower level streets are actually parallel and next to their upper levels instead of being directly beneath them. Other than looking physically different, and the buildings not actually having service levels, they operate much the same. There is still a ton of traffic on busy streets, but a lot of people get to benefit from the shortcuts created to the busiest areas.
Views of some of the entrance/exit portals to the lower levels
Stay tuned for another Jamestown from the dead post! I'm working more with cimtographer and now using an app called maperitive to display and style the OSM data. It may be a while though due to attempting to use a very ornery windows app using the mono framework on mac OS...tons of fun.
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