• Moose

My SC4 CJ Scrapbook

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About this City Journal

Countryside, urban areas, the big city, skyscrapers, sprawling suburbs, farmland, MMP magic, hydroelectric dams and immense, grungy industry. This CJ covers it all and then some, well not airports, for some reason I have no interest in creating airports.

I combine realism with good aesthetics to create interesting and varied pictures. Also I don't use the lot editor nor do I photoshop pictures. These are pure raw SC4 pictures.

Entries in this City Journal

Ln X

m4ccpb.jpg

Replies:

Silur: Your admiration was duly noted.

Simmer2: Thank you- for these fields I went large to get a somewhat realistic scale.

Tyberius06: This CJ is ending with part 11 of the finale, I have more interesting things to do and while my spare time is plentiful it's not so plentiful that I can pursue two hobbies at once and throw time at them.

GoKingsGo: Please elucidate that first sentence. Anyway, thanks for your comment!

tariely: Green as hell!

raynev1: Thanks! And see my answer to your question in the previous entry.

korver: Thank you! There is even more awesome farm work coming up in later entries of this finale.

_Michael: Thanks for that!

mike_oxlong: Thanks!

kschmidt: Yep, for most of the fields I created them solely with MMPs. Yes- 1x1 field lots are a real pain to plop, but they do look good on a massive scale. However, I don't lot or use the Lot Editor. Thanks for your comment!
 

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Part 5 of the finale: Grasmere

I will keep this short as I have been working intensively on this portfolio of evidence and records for my teacher training course- there are only two weeks left and then the course is done. Now then, here is the centre of Grasmere: concrete, grunge, fields, diagonals and MOAR greenery!
 

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The town hall.


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The money shot.


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On Tuesday the tour sweeps downwards upon the fields south of Grasmere- some very special stuff in that entry.

Ln X

Part 4 of the finale - Skeeby

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Replies:

_Michael: Glad you liked it all! The MMPs make that possible- transitioning from heavy industry to rural fields.

Silur: Cheers!

tariely: :yes:

raynev1: In these entries I explain some of my methods- including how I create the MMP fields.

mike_oxlong: Thank you! As for these entries I will be posting them on Tuesdays and Fridays, regardless of whether or not they are on Simtropolis' featured page.

feyss: I needed to create several mosaics per entry just to capture the size of the fields and where everything is.

metarvo: Random oil wells are always nice!

JP Schriefer: Thank you!

sejr99999: *:thumb:

korver: Thanks!

{---}


Part 4 of the finale: Skeeby

Skeeby is a village just north of Grasmere, it is small and surrounded by fields. If you like MMP fields then this is the entry for you!
 

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1.
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The village of Skeeby.


2.
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The fields southwest of Skeeby.


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The longest mosaic for this entry.


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The south of Skeeby.


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These 7x7 low density residential buildings are part of c.p.'s Victorian Homes- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498.


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Mixing SPAM roads with FrankU's Dutch fields: http://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/ and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3068.


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My MMP corn field.


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I mixed grass from Chrisadams3997's pasture flora MMPs with that of girafe's narcissus MMPs- in that order.


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These particular fields (vanilla Maxis fields) can be plopped when downloading this BSC LEX farm set- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=936. Either that or its in one of the dependencies to make this farm set work.


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Moving southwest from Skeeby.


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This MMP field was created by first laying down clover from Chrisadams3997's pasture flora MMPs and then adding girafe's narcissus MMPs.


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And this field was created by first using the grass from Chrisadams3997's pasture flora MMPs and then adding brown dirt found in ionionion's OMCo Filling Gravel- http://community.simtropolis.com/files/file/25709-omco-filling-gravel/.


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And that wraps up the tour of Skeeby!
 

{---}


This Friday the tour moves to the very centre of Grasmere and that is a big entry.

Ln X

o2zO1I.jpg

Replies:

Abrams124: My gut feeling is that many of the CS mods -- especially the flora and the ploppables -- were inspired by the extensive SC4 MMPs.

Silur: Thank you very much!

korver: Glad to here it. Yeah- fantozzi has made some very useful parks which are very versatile. In a later entry I utilise some more of his parks.

JP Schriefer: Thanks!

SimCoug: This is the most I have ever used of c.p.'s diagonal homes- they are THAT good!

Akallan: Cheers!

_Michael: Yeah I will flip pictures to add some variety- even when there are diagonal roads. Thanks a lot for your comment.

MissVanleider: Thanks for that and also thanks for providing that link.

Fantozzi: I do do detail but some things are purely accidental- like that little car you highlighted. In fact I did not even notice it until you pointed it out!

Takingyouthere: Thanks! I've found some residential and tree filler combos which mesh together well: they share similar ground textures, they share c.p.'s trees and they both add a lot to the woodland feel of certain suburbs.

kingofsimcity: Thank you! I've found particular residential lots and tree filler lots which make suburbs super green. I first discovered these combos when I was creating Erinsberg.

tariely: It's all about the diagonals!

9gruntsand1hammer: All the residential buildings are grown. All the commercial and industrial buildings are plopped. Quite often plopped residential buildings quickly dilapidate and become abandoned- I believe it is a game glitch.

TekindusT: Thank you very much!
 

{---}


Part 3 of the Finale: Grasmere Industrial Estate

For the next part we come to my favourite thing with SC4: industry!
 

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In particular this part of Grasmere is in the southeast.


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With any industrial area railways are always important.


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This is one of SFBT's industrial BATs- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2925.


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By adding T Wrecks IM IRM fillers (the car park pieces) and placing PEGPROD's tree fillers on the outside it gives this factory a more impressive footprint.


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To the top of the picture is one of my standard MMP combinations: Chrisadams3997's green rye grass mixed with girafe's feather grass. The feather grass is placed first then the green rye grass is placed second. This gives the appearance of a fallow field which has been allowed to grow for some time.


7.
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The 2x1 houses are from jen_p's BATs- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1346, http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1341 and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1328. VERY useful urban fillers!


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This huge factory is one of SimHoTToDDy's most mightiest industrial creations: http://community.simtropolis.com/files/file/25332-bsp-fisher-body-plant-21-maxis-night/.


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The Chelsea Mills Grain Elevator, a great industrial BAT and perfect for adding onto a railway! This works in either urban or rural settings. Found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367.


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A grimy but effective industrial building (and disposes garbage too!)- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1621. Citynut sure knows how to make great industrial BATs!


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Another amazing Simmer2 relot of a classic industrial BAT: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3384.


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Another yuge mosaic.


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Making use of Simmer2's rail sidings- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3332.


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{---}


This Tuesday doubles down on the ruralness- a brief tour around Skeeby, a small village, and the surrounding fields.

Ln X

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Replies:

Abrams124: Yep, once more unto the breach!

_Michael: Having a smaller plugins folder helped. About three months ago I had deleted everything in the plugins folder and then rebuilt it.

CT14: I utilised a very heavy MMP approach for several non-farming areas, part of this was inspired by Fasan's Krokanien MD on SC4D. Fasan often used MMPs to expand building profiles and create scenes to the sides of and to the backs of buildings.

JP Schriefer: Thanks; I realised it would be the best way to bow out- one last city tile with large but highly detailed scenes.

sunda: Thank you!

Akallan: :yes:

raynev1: With the ruralness cranked to 11!

tariely: The grey road is a road texture lot found in Bipin's Industrial Essentials- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086. The cool thing about it is that it gives the appearance of driveways ACTUALLY connecting to the road!

feyss: It's a large finale.

mike_oxlong: Keep an eye out for the links I will posting in this entry and the remaining nine. I'm going to be revealing a lot of tips and secrets about how I create these rural areas.

korver: Cheers!

{---}


Part 2 of the Finale - Grasmere East

The tour starts with Grasmere East. This is the first part of Grasmere that I completed and it all started with that grey concrete road...
 

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1.
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Grasmere East.


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For the grey road I used the road texture lots found in Bipin's Industrial Essentials.


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caspervg's Oosterzele Recycling Centre- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3296.


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kingofsimcity's Anyone For Tennis park facility- a very cool sports addition! Link: http://community.simtropolis.com/files/file/31324-aot-tennis-parks-beta-green-green-tennis-greens/.


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And to the top-right is one of the relots from Fantozzi's The Big Paeng Theory, this is something I highly recommend for park fillers in both urban and rural settings.


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One big-ass mosaic!


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These R$ diagonal houses are part of jmyers2043's housing set- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2822, while the diagonal fillers lining the road are from SFBT's diagonal fillers- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197.


16.
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To the right are some of T Wreck's 5x5 housing relots- http://community.simtropolis.com/files/file/24639-stratton-apartments-multi-building-lots/.


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For the fields I use MMPs from Chrisadams3997's RRP Pasture Flora (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886) and the various grass and flower MMPs from girafe.


18.
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And at the top is a park made from FrankU's Dutch Parks set- http://community.simtropolis.com/files/file/30548-franku-dutch-parks/.


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I extensively used c.p.'s 19th Century $$ Houses http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686.


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And to the top left is another one of the relots from Fantozzi's The Big Paeng Theory.


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{---}


This Friday we move to the Grasmere Industrial Estate.

Ln X

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Replies:

_Michael: Thank you very much!

feyss: Cheers!

JP Schriefer: Erinsberg is an example of the old saying: practice makes perfect. At that point I had a much better idea of which buildings and lots fitted, I also knew a lot more about the various themes which could be made, I also had more fillers at my disposal too which always helps.

Silur: *:thumb:

Altec: The mosaics are the money shots.

raynev1: Thank you! I also need to take my time with the sci-fi story because there are at least eight other stories following after it.

mike_oxlong: Oh yeah! That attention to detail was also why Erinsberg took about three and a half months to complete. Never again. :noway:

Takingyouthere: Actually a lot of the time I was dragging the mouse around and holding the click- it's much quicker dragging MMPs than single-clicking every MMP!

tariely: Yes, at that time I knew what to do with the photoshop tweaks. Though I was still experimenting with some pictures...

MissVanleider: Thanks! Also see my reply to your comment about the driveways.

Akallan: Thank you!

juliok92012: Rural areas are always much harder than urban areas, I only learnt how to create seamless transitions last year. It's tricky stuff.

gviper: Cheers!

{---}

Part 1 of the Finale - Introducing the Gilling Plateau

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During this month I have been working on the city tile above - the Gilling Plateau. I've covered about two thirds of it and the top third has some random experiments; that two-thirds is fully complete, seamless and VERY rural! So this is the special surprise I've been talking about and its going to be broken down into eleven entries:

1. Introducing Gilling Plateau (This Entry)

2. Grasmere East

3. Grasmere Industrial Estate

4. Skeeby

5. Grasmere

6. Farms South of Grasmere

7. Grasmere West

8. Farms North of Grasmere

9. Brough and the Fields

10. Special Scenes (Penultimate Entry)

11. Newbiggin (Finale)

 

I will be posting entries on Tuesdays and Fridays, I will continue until I have posted everything that needs to be shown. By this schedule the finale will be on the 19th of May and it will include the thirty-minute video montage.

Starting from the 1st of this month, the Gilling Plateau came together very quickly. Two-thirds of a large city tile completed in two weeks. Basically the bottom and centre parts are finished, while the top part has some experimental scenes I created. My tendency with SC4 has been skewed towards rural scenes. With this final city tile I get to scratch that itch and I get to show to you all something very different- which is I feel the best way to end this CJ.

With all that said here are a selection of pictures which give a small taste for each area (minus Skeeby).

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1.

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An overview of: Newbiggin, part of Grasmere West (bottom right) and Brough and the Fields (top).

 

2.

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Grasmere East.

 

3.

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Farms South of Grasmere.

 

4.

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Grasmere.

 

5.

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Grasmere.

 

6.

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Grasmere East.

 

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Grasmere West.

 

8.

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Grasmere Industrial Estate.

 

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Grasmere.

 

10.

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Newbiggin.

 

11.

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Farms South of Grasmere.

 

12.

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Farms North of Grasmere.

 

13.

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Farms North of Grasmere.

 

14.

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Farms North of Grasmere.

 

15.

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Grasmere Industrial Estate.

 

16.

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Brough and the Fields.

 

17.

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Brough and the Fields.

 

18.

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Newbiggin.

 

19.

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Grasmere West.

 

20.

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Grasmere West.

 

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Newbiggin.

 

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An overview of: Grasmere, Grasmere West and Fields North of Grasmere (to the right).

{---}

This Tuesday the detailed tour will start with Grasmere East. Enjoy!

Ln X

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Replies:

Fantozzi: Every city tile I ever did always had a different feel to it, I always had something different. Usually each new city tile coincided with more new BATs and LOTs that I discovered, this helped to keep things fresh and reduce the recycling of certain BATs and LOTs.

feyss: Thanks for that! As for the sports field it is one of these two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1744 OR http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2307. At any rate they make for great fillers: urban or suburban or rural!

MissVanleider: The traveller site was a genuine moment of inspiration. I was going to add in strictly trees to fill in the curved space but then I realised I had trailer MMPs. Lastly- thanks for providing the link!

VicRusty: Cheers!

sejr99999: Thank you very much!

madhatter106: Thanks!

raynev1: The finale will be good, I've gone all rural! As for the sci-fi novel- that will take a few years.

Simmer2: :yes:

arthurjr98: Thank you!

metarvo: I needed something special for the 150th entry, I then realised that construction scenes are few and far between. It came together quite quickly as an interesting one-off.

JP Schriefer: Thanks!

kingofsimcity: Thank you! Erinsberg was good, but in the finale I still have a bit more to show and this is about just how rural SC4 can really get.

heartattoo_gsc: Any of the IHT-, IM- and ID- addons can be used for orthogonal car parking. They won't be functional but they will look good, also MMP vehicles and Sims can be added for extra variety.

mike_oxlong: Picture 22 is one example for the reason I spent so much time MMPing the top third of Erinsberg. The process of MMPing woodland created by the Cascadia tree controller required MMP themes which matched across the city tile. It was truly an industrial operation and it took a six-week period and ALL of my spare time in that period just to finish the top third. It was utterly gruelling and NOT something I recommend- unless you have lots of spare time to throw away.

_Michael: *:thumb:*:thumb:*:thumb:

{---}

Highlights from Entries 151 to 154

So we've come at last to the final set of highlights, these pictures are all from Erinsberg. After this entry I will post another one this Friday to explain the schedule for the finale and of course reveal the special surprise. This entry is NOT the finale of my CJ!

For now though enjoy these 45 pictures!

{---}

1.

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Victoria's Quarter.

 

2.

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Victoria's Quarter.

 

3.

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Victoria's Quarter.

 

4.

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Victoria's Quarter.

 

5.

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Victoria's Quarter.

 

6.

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Victoria's Quarter.

 

7.

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Flander's Hills.

 

8.

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Flander's Hills.

 

9.

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Flander's Hills.

 

10.

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Flander's Hills.

 

11.

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Flander's Hills.

 

12.

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Flander's Hills.

 

13.

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Flander's Hills.

 

14.

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Flander's Hills.

 

15.

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Flander's Hills.

 

16.

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Flander's Hills.

 

17.

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Flander's Hills.

 

18.

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West Erinsberg.

 

19.

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West Erinsberg.

 

20.

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West Erinsberg.

 

21.

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West Erinsberg.

 

22.

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West Erinsberg.

 

23.

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West Erinsberg.

 

24.

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West Erinsberg.

 

25.

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West Erinsberg.

 

26.

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West Erinsberg.

 

27.

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West Erinsberg.

 

28.

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West Erinsberg.

 

29.

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West Erinsberg.

 

30.

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Chunder's Mound and the Griffith Observatory.

 

31.

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Chunder's Mound and the Griffith Observatory.

 

32.

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Chunder's Mound and the Griffith Observatory.

 

33.

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Chunder's Mound and the Griffith Observatory.

 

34.

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Chunder's Mound and the Griffith Observatory.

 

35.

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Chunder's Mound and the Griffith Observatory.

 

36.

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Chunder's Mound and the Griffith Observatory.

 

37.

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Chunder's Mound and the Griffith Observatory.

 

38.

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Chunder's Mound and the Griffith Observatory.

 

39.

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Chunder's Mound and the Griffith Observatory.

 

40.

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Chunder's Mound and the Griffith Observatory.

 

41.

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Chunder's Mound and the Griffith Observatory.

 

42.

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Chunder's Mound and the Griffith Observatory.

 

43.

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Chunder's Mound and the Griffith Observatory.

 

44.

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Chunder's Mound and the Griffith Observatory.

 

45.

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Chunder's Mound and the Griffith Observatory.

Ln X

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Replies:

Abrams124: Thank you!

feyss: *:thumb:

HighTower76: You're damn right...

raynev1: Well in the finale I do have one final surprise- a very rural and countryside one! But there won't be another CJ, sure I may potter around with SC4 and post the occasional picture in the Show Me Your... topics, but that will be about it.

mike_oxlong: Cheers! And here is the FA curved building, this I believe is truly one of its kind. JonM was a real visionary!

Simmer2: That's good to hear!

Dgmc2013: Thank you very much!

Jeffrey500: Thanks... And as for Amsterdam Central Station... <meh> It fitted.

{---}

Highlights from Entries 141 to 150

So this is the big one- these highlights contain the best of the urban scenes in Erinsberg. Enjoy!

{---}

1.

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Downtown West.

 

2.

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Downtown West.

 

3.

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Downtown West.

 

4.

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Downtown West.

 

5.

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Downtown West.

 

6.

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Sanariya Hills.

 

7.

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Sanariya Hills.

 

8.

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Sanariya Hills.

 

9.

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Sanariya Hills.

 

10.

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Sanariya Hills.

 

11.

CGfSW0.jpg

Cromney.

 

12.

8c39S8.jpg

Cromney.

 

13.

nkwRlR.jpg

Cromney.

 

14.

X3MpU2.jpg

Cromney.

 

15.

BiK7zq.jpg

Cromney.

 

16.

KOfqLS.jpg

The city centre.

 

17.

XlyKH7.jpg

The city centre.

 

18.

QbN800.jpg

The city centre.

 

19.

L4dmul.jpg

The city centre.

 

20.

ishy7I.jpg

The city centre.

 

21.

RAX769.jpg

Stalag's Range and Helga's Pass.

 

22.

rJlssu.jpg

Stalag's Range and Helga's Pass.

 

23.

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Stalag's Range and Helga's Pass.

 

24.

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Stalag's Range and Helga's Pass.

 

25.

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Stalag's Range and Helga's Pass.

 

26.

9Es4wo.jpg

Bolsmarth Industrial Zone.

 

27.

kVR9Gs.jpg

Bolsmarth Industrial Zone.

 

28.

30GODK.jpg

Bolsmarth Industrial Zone.

 

29.

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Bolsmarth Industrial Zone.

 

30.

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Bolsmarth Industrial Zone.

 

31.

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Vellum Drive.

 

32.

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Vellum Drive.

 

33.

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Vellum Drive.

 

34.

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Vellum Drive.

 

35.

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Vellum Drive.

 

36.

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Vellum Drive.

 

37.

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Vellum Drive.

 

38.

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Vellum Drive.

 

39.

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Vellum Drive.

 

40.

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Delanio's Marketplace.

 

41.

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Delanio's Marketplace.

 

42.

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Delanio's Marketplace.

 

43.

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Delanio's Marketplace.

 

44.

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Delanio's Marketplace.

 

45.

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Delanio's Marketplace.

 

46.

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Delanio's Marketplace.

 

47.

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Delanio's Marketplace.

 

48.

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Anthlem.

 

49.

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Anthlem.

 

50.

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Anthlem.

 

51.

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Anthlem.

 

52.

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Anthlem.

 

53.

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Anthlem.

 

54.

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Anthlem.

 

55.

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Anthlem.

 

56.

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150th Entry Special.

 

57.

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150th Entry Special.

 

58.

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150th Entry Special.

 

59.

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150th Entry Special.

 

60.

qX3T4H.jpg

150th Entry Special.

 

61.

U5ZOdA.jpg

150th Entry Special.

 

62.

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150th Entry Special.

 

63.

ozRKuk.jpg

150th Entry Special.

 

64.

O2V9lr.jpg

150th Entry Special.

 

65.

56CxJG.jpg

150th Entry Special.

 

66.

HVdm6C.jpg

150th Entry Special.

 

67.

HxXmi6.jpg

150th Entry Special.

 

{---}

So, there is one last highlight entry to go: Highlights of Entries 151 to 154. After that there is the finale, which has a special surprise- but I will explain after the Highlights of Entries 151 to 154.

Ln X

yHGGQf.jpg

Replies:

_Michael: Thank you!

matias93: Ha ha! There are certain configurations with buildings, lots and fillers which emulate real life to a shocking degree. But boy does it take time to find them when playing SC4!

JP Schriefer: Cheers!

mike_oxlong: Thanks!

kschmidt: Thank you very much for this comment!

Akallan: *:thumb:

feyss: I don't know how but FrankU's Dutch Park tree fillers blend in very well with moonlight's irrigation set. Thanks for your comment!

Takingyouthere: See my comment in the last entry for my secret formula, finally- thanks a lot for your comment!

Bipin: I can only imagine what you will do to them when you relot them!

{---}

Highlights from Entries 131 to 140

This entry and the next two highlight entries all consist of pictures from Erinsberg, once that is done then it is on to the CJ finale. Now, Erinsberg was the last city tile I completed and it was completed in late-June of 2016. It took me 3 and a half months to complete Erinsberg, in the northern third of this city tile I MMPed a lot of the woodland and grassland- this took me two months to finish. Many of the urban areas were quickly designed thanks to a surge of new content which emerged on both the LEX and the STEX from late 2015 to early 2016: Simmer2's lots, kingofsimcity's car parks and relots, Diego Del Llano's skyscrapers, the 2015 SC4D Advent Calander, NAM 34, nos. 17 relots, mattb325's buildings, T Wrecks W2W IRM relots, JP Schriefer's buildings, Mattb325's buildings on the LEX and a rash of other great BAT/LOT creators who put out fresh work.

Taken together all of this added some much needed freshness to SC4, it gave me a huge push in early 2016 to try out new things with SC4 since I had a whole ton of new toys to play with. Now, while Faverdale may have had some of the best rural scenes and Garforth had some of the best urban scenes of this CJ, in Erinsberg I blended together both into one seamless package. I also found it even easier to create diverse and green suburbs; I definitely think I did my best suburban work in Erinsberg.

Anyway, enjoy these 60 pictures which are the highlights of Entries 131 to 140.

{---}

1.

YGQxj9.jpg

Snapshots of Erinsberg's development... I started with the city centre and some new content around the city centre.

 

2.

T9VwnW.jpg

Then I fanned out to the west and east to flesh out the areas around the city centre. I also created the Commie blocks to the east of the city tile. Finally I altered the hills and mountains to the north.

 

3.

NEvfQ0.jpg

At this point I had pretty much finished the west and east of Erinsberg. I made A LOT of progress with the suburbs to the east of the city centre.

 

 

4.

JKdfQG.jpg

Then came the tedious process of developing the south of Erinsberg, this was a lot harder for some reason. But I managed to complete half of the downtown in the middle of the southern part of the city tile, while the corner to the southeast was finished.

 

5.

h7SBca.jpg

Finally everything to the south of the city tile was complete. By then I thought the city was largely done... But then came Korver's CJ-

 

6.

VzQQMy.jpg

-and I knew the northern part of Erinsberg had to be something special. Thus I commenced the extremely laborious process of adding MMPs to woodland spawned from blunder's Cascadia tree controller.

 

7.

jhnE9T.jpg

Downtown west.

 

8.

AjOitF.jpg

Lots of diagonals in parts of West Downtown.

 

9.

sdD1sc.jpg

Extensive use of Simcoug's lots of Jymer's (of the BSC LEX) R$ homes.

 

10.

eR0cmH.jpg

c.p.'s 19th Century $$ Houses- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. I used these A LOT in Erinsberg!

 

11.

GRyZpX.jpg

I went on a downloading binge of Jasoncw's and NoFunk's W2W BATs.

 

12.

TV1bv3.jpg

 

13.

W7wTab.jpg

Erinsberg also had several extensive diagonal areas to it.

 

14.

fCJ14l.jpg

In the centre and top of the picture are mattb325's W2W British buildings- which can be found on the LEX. I used these to infill parts of southern Erinsberg.

 

15.

jd3nJi.jpg

Aaron Graham's residential W2W NYBT in the centre meets Jasoncw's and NoFunk's W2W American BATs.

 

16.

4pX1b9.jpg

All the woodland and countryside in the north of Erinsberg was inspired by Korver's extensive and incredibly dense MMP work.

 

17.

ic1H7G.jpg

I also created some landslips for extra variety. The idea being that since Erinsberg is an LA-styled city then it would rest upon an active fault line.

 

18.

TyLPbS.jpg

c.p.'s 19th Century $$ Houses meet up with the lush countryside. Erinsberg had one huge line running through it, this line was the transition from rural to urban.

 

19.

fxz3ey.jpg

However, I did leave behind large spaces to let the Berner Oberland terrain shine through. Now this was simply an added benefit of cutting time with the intensive MMPing of the woodland areas.

 

20.

nco0Te.jpg

I destroyed whole chunks of woodland, created by the tree controller, to create grassland areas which would require little MMPing, the requirements would simply be: paths, people, animals and farm/logging vehicles. Doing this probably saved me a month's work. Note: by that I mean all the spare time I had in one month.

 

21.

veeNDT.jpg

The intensive MMPing was utterly gruelling. I had divided up sections: I started in the northeast, then north and then northwest. I would work my way around mountains before tackling the mountains.

 

22.

qWoypB.jpg

At the same time I was creating tourist trails, pastures, lumber areas and prettying up the areas around landmarks: Hollywood sign, Falling Water and the Griffith Observatory.

 

23.

nn6yXn.jpg

I knew the rural areas could not all be woodland and grassland. Thus I created extensive logging sites. This truly took some time to both get right AND to complete.

 

24.

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All in all it was an incredibly intensive process creating Erinsberg. It was a process I knew I could not repeat again- not when I had teacher training commencing on September of 2016.

 

25.

JgKrAe.jpg

It was on the 4th of July that I posted the first proper entry from Erinsberg. The very first picture was this mosaic. Now this mosaic is the whole point of Erinsberg: one area seamlessly blending into another area, just like in real life towns and cities. This is why it took so long to get Erinsberg right, it is also why I posted seven teaser entries for Erinsberg- just when I thought I was getting close to completion I then realised there was more to do.

 

26.

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And now enough of this commentary: just straight-up pictures from here on in.

 

27.

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28.

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29.

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30.

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31.

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32.

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33.

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34.

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35.

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36.

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37.

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38.

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39.

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40.

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41.

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42.

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43.

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44.

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45.

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46.

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47.

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48.

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49.

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50.

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51.

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52.

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53.

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54.

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55.

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56.

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57.

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58.

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59.

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60.

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{---}

And so that concludes this set of highlights. Next week, on a Tuesday, I will be posting the highlights from Entries 141 to 150; and boy does the 150th entry have some highlights! After that, a week this Saturday, I will post the highlights from Entries 151 to 154- the last four proper entries of this CJ. Finally, come some time in the second week of the Easter Holidays (in the UK), I will have the CJ finale ready.

The CJ finale will have new pictures from recent creations of mine and a 30-minute long montage featuring the best of this CJ's pictures- all set to the very best music I know of.

With the CJ finale posted that will be it for this CJ. So that is the schedule.

Ln X

bHEsSU.jpg

Replies:

Abrams124: I appreciate your dedication!

matias93: Thank you very much for this fix!

hammerb32: Cheers!

feyss: :yes::yes::yes:

BugeyedDragon: Those roads are actually part of a lot.

Silur: Cool stuff, glad you liked it.

tariely: The river banks are a bit flakey in places, while I think the size of the rapids is not proportionate to the flow of the river. So you've definitely got a point there- God rivers are so hard to do right! Thanks for your comment.

kingofsimcity: Thank you very much!

mike_oxlong: You've seen the best rural stuff. Now see the best urban stuff! As for korver... He is my polar opposite, he goes out of his way to tweak the game and mod it for aesthetics and beauty. With me I push to the limit functional cities which look very nice. In each one of my city tiles everything you see can be plopped in, nor have I used the Lot Editor for anything.

MissVanleider: Thanks for your comment and thanks for providing the link!

Akallan: Thanks for that!

{---}

Highlights from Entries 121 to 130

The bulk of these pictures are from the city tile of Garforth. Garforth was an experiment but because the city tile was medium-sized it allowed me to focus on details and try out different strategies, but without having to worry about filling in a large tile. I reckon my urban design peaked with Garforth. Now, taken as a whole Garforth looks like a slice of city, but its real beauty lies in the close-ups. So without further adieu...

{---}

1.

3ADcoO.jpg

There are a few more highlights from Faverdale.

 

2.

xyof7d.jpg

Where possible I tried to snake paths through the C.P. trees (of the Arden tree controller).

 

3.

m5vut8.jpg

A small village in the countryside. Sometimes English villages can be split in two but be in close proximity, they may be called by different names.

 

4.

DOjXq8.jpg

It was the semi-detached houses of gascooker's (from the BSC LEX) that got some cogs whirring in my brain.

 

5.

ETf5zV.jpg

I started thinking about creating a British-styled city but combining it with the other influences in my urban designs: American, European and heavily industrial.

 

6.

L6UWvd.jpg

 

7.

GcMJLI.jpg

It was in Garforth that I discovered FrankU's Dutch Parks (see in the centre).

 

8.

yc4Q8J.jpg

A miniature graveyard.

 

9.

Bgky26.jpg

A larger graveyard. I mixed in Paeng's cemetery set with FrankU's parks.

 

10.

99L4Fe.jpg

 

11.

aHqfpg.jpg

For the first time ever I used SFBT's soundwalls to really separate areas from the railway.

 

12.

CKduKC.jpg

Always go full-on NYBT W2W.

 

13.

YrMkrx.jpg

 

14.

SHnXwV.jpg

 

15.

oJ5Jfd.jpg

moonlight's canals in action. A VERY cool canal filler set! You can find them on moonlight's webpage- http://blog.livedoor.jp/moonlinght/archives/cat_59226.html.

 

16.

VgXJof.jpg

I also began utilising bixel's skyscrapers. Some of them have such a generic design that they can fit into any skyline. My favourite two are SF 680 Folsom Revisited and TG SF 425 Market St. A great pair of office blocks! The two buildings can be seen in the middle of the picture.

 

17.

duBIPO.jpg

I combined Reddonquixote's Melbourne Arts Precinct Part Two: Arts Centre with FrankU's Dutch parks.

 

18.

inILov.jpg

The two diagonally-facing skyscrapers are from Bixel.

 

19.

8FFEP2.jpg

 

20.

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And here is the British theme kicking in hard: terraced rows. Most of the low-rise terraces you see are gascooker creations, which can be found on this SC4D list- http://sc4devotion.com/forums/index.php?topic=6234.0.

 

21.

0CaBO2.jpg

The power of diagonals!

 

22.

8US61O.jpg

 

23.

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I like to call this part of Garforth the British Quarter.

 

24.

z0JVpB.jpg

 

25.

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On the centre right are a selection of buildings from JBSimio's Smalltown USA set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=642), very good for W2W 2-storey and 3-storey fillers. The back parts of these lots can be completed by adding fenced car park fillers from T Wrecks IRM I-HT filler set.

 

26.

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27.

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28.

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Terraced mode: engaged.

 

29.

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And here are gascooker's semi-detached homes. The complete collection of these homes can be found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=354 and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=356.

 

30.

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31.

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The grid-busting roundabout of dreams...

 

32.

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33.

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I squeezed the hell out of SFBT's diagonal fillers. And the reason for this? Diagonal texture consistency.

 

34.

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Once more utilising the grungy road pieces found in Bipin's industrial essentials.

 

35.

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FrankU's parks can be fitted into even grungy areas and still look good (see the thin strip in the middle right). They are probably one of the best filler sets of 2015.

 

36.

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My most grungy industrial estate yet- so many concrete textures!

 

37.

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38.

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39.

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By combining SFBT's diagonal fillers (the orthogonal tree filler piece), FrankU's parks (the tree filler pieces) and PEGPROD's tree fillers, I was able to create a very diverse and varied set of suburban tree lines.

 

40.

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41.

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The small urban stream is another one of moonlight's creations. It fits in well with -- you guessed it -- FrankU's parks.

 

42.

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43.

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And now we say goodbye to Garforth.

 

44.

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At last we come to the highlights from Erinsberg. This FA factory is one of them.

 

45.

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In a nutshell the Erinsberg urban area (in the city tile) is Garforth but three times bigger, while the north is incredibly rural and MMP dense.

 

46.

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Commie blocks for the grunge win!

 

47.

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48.

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Sometimes canal pieces can make for interesting park fillers...

 

49.

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A rather cutting diagonal line of houses.

{---}

Next week there are highlights from Erinsberg- the last city tile I completed. Erinsberg has a bit of everything and I pushed to the limit visual beauty in a functional SC4 city.

Finally I would like to say that the finale for this CJ is going to be happening in about two or three weeks time. I do have something very special planned so stay tuned...

Ln X

DOnpPY.jpg

Replies:

Tyberius06: Thank you!

JP Schriefer: Thanks!

Krasner: That's good to hear.

raynev1: These highlights would happened with or without the existence of the Trixies. I guess it is just good timing.

will62russ: Ha ha!

TekindusT: Thank you!

rathefalcon: For a while SC4 was my playpark.

mike_oxlong: But there is more, the real highlights (entries 111 to 154) are from 2016 and that's where most of the really good stuff is.

kschmidt: Thanks for your comment!

Moses Zal: It isn't a mod. There are diagonal and FAR buildings available on the STEX.

Akallan: Thank you! The next set of highlights contains many more pictures from that river- the River Faver.

Roman_Samudra: :yes:

Takingyouthere: I think what worked well was that I cranked the NYBT W2W up to 11.

_Michael: The end of this CJ is going to happen sometime in the Easter Holidays.

Ernestmaxis: My CJ finale will have a very large montage video to wrap everything up.

sejr99999: My plugins folder used to be pushing 8.5GB, I also became so familiar with where everything was that I could remember dozens of different patterns and configurations for fillers and lots.

Abrams124: Cheers! The trick is that I keep things rather uniform- especially for the fields. I managed to find about a few dozen aesthetically-pleasing MMP field configurations.

{---}

Highlights from Entries 111 to 120

This is a monster entry with 85 pictures in total, but it does contain some of the best rural scenery I ever created with SC4. If you want to find links and captions then I suggest you start with the actual 112th entry which is Threlkeld and go through the entries until you get to the 119th one. There are links to all sorts in those entries.

Anyway, I'm sorry this entry is a bit late. This is because I had two consecutive lesson observations: one last Friday in the afternoon and one today (Monday) in the morning. Also I am keeping the captioning to a minimum- 85 pictures is a lot to caption.

Enjoy!

NOTE: Fixed the image embedding issue- thank you matias93 for providing the solution.

{---}

1.

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2.

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3.

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4.

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5.

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6.

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7.

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8.

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9.

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10.

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11.

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12.

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13.

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14.

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15.

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16.

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17.

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18.

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19.

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20.

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21.

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22.

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25.

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26.

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27.

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28.

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29.

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30.

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31.

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32.

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33.

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34.

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35.

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36.

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37.

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38.

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39.

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40.

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41.

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42.

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43.

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44.

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45.

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Crop circle.

 

46.

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47.

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48.

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49.

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50.

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51.

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Bassenthwaite Reservoir.

 

52.

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53.

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54.

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55.

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56.

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57.

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58.

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59.

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60.

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61.

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62.

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63.

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64.

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65.

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Thirlmere Lake.

 

66.

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67.

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68.

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69.

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70.

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71.

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My favourite stretch of rural road.

 

72.

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I don't know why but I feel this is the best SC4 rural picture I ever produced. Maybe because it reminds me of the Lake District a bit with the lakes and forests there...

 

73.

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74.

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75.

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76.

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77.

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78.

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And back to Annuq.

 

79.

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80.

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81.

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82.

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83.

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84.

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85.

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And the final highlighted picture from Annuq.

{---}

The next set of highlights are the diametric opposite of this entry- urban scenes from the city tile of Garforth.

 

Ln X

xX9Vhy.jpg

Replies:

Takingyouthere: I believe that after about 110 entries I fully switched the CJ over into the dedicated CJ section. Annuq had many highlights and it holds up very well. But the thing is I went even further with both the quality and the layout, now Annuq had both rural and urban scenes and I really thought I could not go any further at the time. Well I developed my rural skills even more in Faverdale, and I reckon the best-looking urban work was in Garforth; that was my peak. Finally I combined the rural and the urban together in Erinsberg as one complete package. Furthermore Annuq was created in mid 2015, Erinsberg was made in early to mid 2016. Not only was I using filler sets that I once thought would never work (FrankU's parks and plazas for instance or SPAM), but there were new toys available which gave me further options. So Annuq is very good but it's not my best. It was a template for the progression I made last year.

JP Schriefer: Thank you! The 2016 highlights simply double down on all that you said.

mike_oxlong: It does take time and I had to do it on an industrial scale as I sought to complete a large city tile.

{---}

Highlights from Entries 101 to 110

From this point on we get to the VERY good stuff: starting from late 2015 in the CJ's history and moving forwards all the way to the present. And it only gets better moving towards the present. Now, most of the entries are from Annuq with a few towards the end from the rural city tile of Faverdale. So enjoy!

{---}

1.

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The heart of Annuq's downtown. Always go full W2W.

 

2.

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3.

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4.

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5.

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It was getting to the point where even that small area with the church required about thirty minutes or so to get right.

 

6.

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Another overview of Annuq.

 

7.

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8.

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9.

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Annuq's city centre east.

 

10.

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11.

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rsc204's TGN mod in action.

 

12.

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13.

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Being from Britain, roundabouts often feature as centrepieces to entrances to industrial and/or retail estates.

 

14.

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15.

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Annuq's city centre west.

 

16.

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This is probably the largest, compact, urban interchange I have ever built.

 

17.

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18.

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The coolest thing about newer versions of the NAM is the interconnectivity of avenues and the altered MHW.

 

19.

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20.

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The roundabout of grid-busting.

 

21.

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And now moving on to northern areas of Annuq.

 

22.

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As much as I love to build cities and create urban environments, I love to create rural areas and agriculture even more.

 

23.

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24.

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It is in agriculture and rural areas where one can truly grid-bust.

 

25.

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26.

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27.

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28.

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29.

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30.

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The greenhouses are from FrankU's farm fields set.

 

31.

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Since ionionion's OMCO filling gravel (MMP) has a wide range then it can cover streets and roads with dirt and grit.

 

32.

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The factory and large car park surrounded by fields and green areas was an industrial concept I should have explored more.

 

33.

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I also started experimenting with MMPs to expand the lots of buildings and ploppable structures. The car park is fully MMP. Inspiration for this came from Fasan's Krokanien MD work.

 

34.

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MMPs can also connect lots which are "incomplete" and not "self-contained".

 

35.

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36.

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37.

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A picture taken from Faverdale. The field dominating the picture is my favourite field, I used three MMP layers to create a thick, vibrant flowery look.

 

38.

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And back to Annuq.

 

39.

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This is in north-western Annuq.

 

40.

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Mixing W2W with semi-detached properties and apartments can yield some impressive results. It emulates what is seen in British cities with clumps of semi-detached housing, apartments, terraces and other W2W residential.

 

41.

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But while I build in a British way I mix up European, USA and British buildings together.

 

42.

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That offset house in the centre is the Stax house.

 

43.

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Eastern European Commie blocks are the best.

 

44.

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45.

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Welcome to Faverdale.

 

46.

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Faverdale was the first of three completed city tiles which I made in 2016.

 

47.

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2016 was the year where I worked out to create something reasonably realistic and then ran with it.

 

48.

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Faverdale's theme was that of rural settlements and the countryside. I did most of my best and varied MMP work in Faverdale: fields, forests, grassland, rocks, rivers, marshes and agricultural scenes.

 

49.

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It was in Faverdale that I heavily used SPAM: fences, buildings and MMPs. I'm glad I used it as it provides much needed agricultural variation.

 

50.

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Using one of Bipin's petrol stations. They work well: both in grungy urban environments and in rural ones too.

{---}

This Friday stayed tuned for more rural delights from Faverdale- which includes some of my most favourite countryside pictures ever.

Ln X

jmdoPu.jpg

Replies:

_Michael: Thank you!

Abrams124: The ABBT buildings have been somewhat obscured, but the BATs are timeless and a must-have for any W2W area.

RandyE: Cool!

Simmer2: Thanks; it's all about space and what's behind the buildings.

mike_oxlong: Cheers!

PaleoCardio: I don't use the Lot Editor, so all I can do is improvise and experiment with the plugins I've got.

kschmidt: A lot of the buildings were plopped. A lot of the industrial BATs are often early to mid 20th century- which I like. Thanks for your comment!

matty575: Thanks!

TekindusT: Correction; how to build industrial areas almost two years ago. There are now new toys to play with.

Akallan: Thanks! And to answer your question I have two words: NAM 32. This was before the existence of the insane flex-piece wizardry of NAM 35, if I had had NAM 35 two years ago then this interchange would have been very compact.

BugeyedDragon: Two links and just two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2578 and http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=193.

{---}

Highlights from Entries 91 to 100

This is a bigger update since I tried to get more highlights from the 100th entry. Now, in these ten entries all the pictures are from Annuq. So prepare for canals, oil refineries, heavy industry, commercial, suburbs, ruins, wasteland and dense W2W areas.

On a different note entirely, I have also been recently working on a few small areas to get some fresh pictures for the finale entry- once the highlights are all done.

{---}

1.

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Diggis ponds, MMPs and NBVC's modular oil port.

 

2.

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In Annuq I decided to combine canals with industry.

 

3.

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City centre.

 

4.

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Never go full diagonal! So much time lost...

 

5.

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6.

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7.

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Forestry and ruins.

 

8.

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Heblem's legendary Mall del Sur. He released this mall in early 2015 and I believe it is the biggest mall BAT/LOT ever created.

 

9.

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And an overview of Annuq itself. This was the first city where I actually checked every building and made sure it fitted. Annuq was my own personal benchmark; at the time I thought I could not go any further but the 2015 SC4D Christmas Calander BATs and LOTs really changed that, so too did Simmer2's and KOSC's custom content work...

 

10.

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Dead centre is Annuq's oil refinery.

 

11.

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For the oil fields I used Deadwoods oil fields- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=472.

 

12.

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13.

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And for the oil refinery buildings (those grey, grimy ones) I used Citynut's Modular Oil Refinery- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549. For good measure I combined all of this with NBVC's Modular Oil Port.

 

14.

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Throw in T Wreck's IRM IHT fillers and they complement NBVC's oil storage tanks.

 

15.

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16.

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As I was building Annuq I began to throw in more MMP elements to add some more to the wildness and griminess of industrial areas.

 

17.

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The smoke stacks can be found in Bipin's Industrial Essentials.

 

18.

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19.

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20.

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Industrial wasteland.

 

21.

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22.

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23.

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nos. 17's relots of malls and FrankU's warehouses really go well together.

 

24.

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25.

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26.

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27.

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28.

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29.

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I chose 5x5 residential plots to expand the size of the city blocks, the idea being to give the impression of larger, sprawling mid-rise suburbs.

 

30.

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rsc204's TGN mod in action; grass texture unification. I first used this mod in Annuq; it's very subtle but it changes the whole dynamic of urban areas and green areas inside of urban areas.

 

31.

aQdAuY.jpg

T Wrecks 5x5 apartment relots in action.

 

32.

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Some middle-class mid-rise suburbs.

 

33.

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Add in small T-junction street entrances/exits to visually connect RCI lots to road networks.

 

34.

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35.

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T Wrecks W2W IRM in action.

 

36.

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W2W IRM is great for mid-rise industry located in residential/commercial areas. It can also be used to create large city blocks; infill them with T Wrecks IRM fillers.

 

37.

FlKCXS.jpg

Who said vanilla SC4 industry had no place in cities? See centre-right!

 

38.

hX1Gvu.jpg

One of my favourite intersections in Annuq. Count up how many street entrances there are to buildings and car parks.

 

39.

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This is KingOfSimCity's Lakeside Place relot- the massive office building.

 

40.

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41.

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One of the trickier things to design is W2W building variety and suitable back alleyways.

 

42.

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The blue glass building is Xyloxadoria's London Bridge Quarter Place 1; a fantastic mid-rise commercial BAT. Even better it is squat and chunky and those kinds of commercial BATs are hard to come across.

 

43.

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44.

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45.

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46.

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47.

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48.

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And back to the industry.

 

49.

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In early/mid 2015 I started combining fillers, MMPs, diagonal buildings, fencing and ruins to give a more dynamic and grungy feel to industrial areas. It's a type of industrial SC4 haute cuisine.

 

50.

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51.

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52.

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The Chelsea Mills Grain Elevator- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367. A VERY cool industrial building and lot! It has both railways and canal sections!

 

53.

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54.

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The remains of two levelled factories- sure would draw Trump's ire:P! But seriously this sort of thing can be seen across the northeast of England.

 

55.

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Since the start of the new millennium a lot of these wasteland sites have been redeveloped in the northeast: they are now housing, shops, supermarkets or leisure facilities.

 

56.

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My first foray into lumber and the timber industry.

 

57.

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58.

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59.

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{---}

The rest of the highlights are from 2016 with a small remainder from Annuq, I posted 47 entries last year so there will be six more highlight entries and then the finale. To be fair the 2016 entries are the real highlights of this CJ; so stayed tuned for some SC4 magic.

{---}

Bonus:

These pictures and many more will be included in the finale of this CJ.

No Lot Editor was used.

itKQ7w.jpg

pSHEYD.jpg

 

Ln X

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Replies:

89James89: Thank you, I'm glad you enjoyed the overview.

mike_oxlong: I look forward to seeing those MMPs! Don't worry about the pictures as they will be staying on Imageshack and I have a paid subscription too. As for picture 12, I could not find the factory sorry...

Urban Constanta: Thank you very much!

JP Schriefer: Cheers!

feyss: Thank you!

Bipin: Your BATs played an important role in many of the industrial areas I created.

Takingyouthere: Yep, that was back in early 2015 when I decided to go Simcity Medieval.

{---}

Highlights from Entries 81 to 90

These pictures are either from Weckum or Annuq, these particular entries mark the point where I finally achieved my own personal goal of realism: the spacing was right, the buildings fitted, the areas were distinctive, etc... I reckon the first half of 2015 was marked by much experimentation as I sought to build realistic cities, then the second half is where I finally worked out how to create realistic cities and that began with Annuq.

This laid the groundwork for the three city tiles I created in 2016, each one was focused on a different style: agriculture and rivers for Faverdale; diverse city areas and urban sprawl for Garforth; LA-styled city and large countryside areas in Erinsberg.

Finally I scatter around some advice, tricks and tips in this entry: so pay attention.

{---}

1.

kzZ38s.jpg

Sometimes relots of vanilla SC4 industrial buildings can create realistic industrial sprawl. The car park on the right is an addition I made to "expand" the lot.

 

2.

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Utilising Simcoug's R$$ diagonal housing, they also come with their own diagonal filler set...

 

3.

dWYcUc.jpg

Jasoncw's Perry Station. This fantastic railway station is W2W and large! A must have for any urban area.

 

4.

UknIzz.jpg

I used T Wrecks IRM fillers to "expand" industrial lots and connect them together. It helped to create industrial complexes and give the impression of car access through back alleyways and car parks.

 

5.

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6.

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An interchange in Annuq.

 

7.

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This was the first thing I created upon the city tile.

 

8.

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9.

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While I had downloaded Simgoober's canals some time in 2013, it was in Annuq that I began to use them on a large scale. Canals and industry is very oldschool and 19th century.

 

10.

fOaIlQ.jpg

As I created the canals I also laid out an intricate railway network with many railway stations and industrial loading areas (transit-enabled lots with railways).

 

11.

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And back to Weckum.

 

12.

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13.

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It was in Weckum that I began laying out blocks of NYBT W2W.

 

14.

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Paeng's parks make for fantastic urban fillers- highly detailed ones as well.

 

15.

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I also integrated Paeng's parks with his cycleways too. Utilising two or more modular filler sets was a skill that took a while to develop, while making it appear seamless is even harder.

 

16.

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The power station.

 

17.

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Once more using the cooling towers which are found in Bipin's Industrial Essentials.

 

18.

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While FrankU's warehouses are large and useful industrial fillers which can complement light, medium or heavy density industry.

 

19.

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20.

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21.

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I completed a lot of the commercial areas in Weckum with Goofyguytpa's American W2W buildings. I have used them in every city tile since.

 

22.

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Pictures from Annuq. These were my first photoshopped pictures.

 

23.

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24.

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But it was a one-off entry. The next time I would photoshop pictures would be almost a year later in mid-2016.

 

25.

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26.

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And back to Weckum.

 

27.

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The downtown areas were where I paid a great deal of attention to the RCI buildings. I wanted both more W2W and more visual consistency.

 

28.

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29.

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The St Paul's Cathedral in Melbourne is one of my favourite Reddonquixote creations. I also used Paeng's cemetery set to expand the presence of the cathedral.

 

30.

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31.

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Here I experimented with mixtures of orthogonal and diagonal buildings.

 

32.

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Once more using Paeng's cemetery set.

 

33.

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The grungy road can be found in Bipin's Industrial Essentials. Beneath the grimy concrete texture is a fully functioning road which can be dragged underneath the texture. Use this to create <VERY> realistic urban areas!

 

34.

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35.

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Also check out the NYBT ABBT Manhattanville Project. If you want realistic, grungy, W2W commercial/industrial buildings look it up. The city block you see in the centre of the picture has these ABBT buildings.

 

36.

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37.

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Deadwood's Austrialian shops make for good low-rise W2W fillers (DEDWD Small Shops FlatRoof Set). A trick I use to create car parks behind commercial buildings is applying T Wrecks IRM industrial fillers and then using the transit-enabled parking lots to create a realistic-looking street entrance. Or sometimes I will create back alleyways behind buildings with Paeng's grunge concrete set and add in vehicle MMPs- see the bottom part of the above picture.

 

38.

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39.

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40.

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41.

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42

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43.

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44.

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45.

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46.

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jestarr's buildings and T Wrecks IRM fillers go hand-in-hand. They share similar concrete textures you see. To find all of jestarr's buildings check out this link to the BSC LEX: https://cse.google.com/cse?cx=partner-pub-1378940987028293%3Awyjdrk-l6zg&ie=ISO-8859-1&q=jestarr&sa=Search#gsc.tab=0&gsc.q=jestarr&gsc.page=1

 

47.

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48.

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And now back to Annuq.

 

49.

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The electricity pylons I use are a creation of MandelSoft's- fantastically large and realistic! Look for on the STEX: Dutch Electric Pylon Set - 380KV - "Donaumast" v1.0.

 

50.

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{---}

The next set of highlights are all from Annuq. They culminate towards the 100th entry special which was a milestone I achieved about a year and a half ago.

Ln X

XPYbff.jpg

Replies:

Simmer2: Thank you very much!

Tyberius06: Thank you! The factory is this one-

And the train station is this one-

mike_oxlong: Thanks for that comment. But I am moving on from SC4 since I am focusing on story writing. Also thanks for providing the links!

Akallan: Cheers!

MissVanleider: Thanks, and yes I suppose it would be Simcity China since the Lego blocks are probably made in China!

philforhockey51: Thanks for that. I would suggest browsing through the forum version of the My SC4 CJ Scrapbook, a good place to start would be about here to answer your question-

tariely: rural areas and low-rise areas and suburbs interested me more and more as I played SC4.

Takingyouthere: The 2014 pictures are good, the 2015 ones are better and the 2016 ones is where I peaked.

{---}

Highlights from Entries 71 to 80

These pictures are from two city tiles: Broadsville and Weckum. Broadsville is where I experimented heavily with diagonals and industry. Weckum is where I fine-tuned the W2W city blocks and the eye for detail and consistency; consistency in the RCI was something which the 2014 entries of this CJ sorely lacked! These entries cover a six-week period from the first day of 2015 up to mid-February. The progress I made with rural design, urban design, W2W buildings, ground texture consistency and other SC4 areas was very substantial. I would go on to consolidate what I had learnt with the city of Annuq and go beyond that in 2016.

{---}

1.

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We start off in Broadsville.

 

2.

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During the winter of 2014/2015 there were new buildings and lots to try out, a special shout out must go to nos.17 who single-handedly gave fresh life to malls, commercial strips and low-rise shopping complexes thanks to his great relots.

 

3.

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Though Broadsville was never properly finished there were many areas complete; the town centre for instance.

 

4.

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It was in Broadsville that I discovered diagonal buildings.

 

5.

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I tried out every possible combination and arrangement, suffice to say it was a very steep learning curve.

 

6.

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I learnt that the hardest part of creating city blocks with diagonal buildings is the fillers and the gaps between the buildings.

 

7.

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The other main area I finished in Broadsville was the industry just east of the town.

 

8.

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It was a chance to once more explore FrankU's warehouse set.

 

9.

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During this time I also discovered WorkingMan Productions. It was a small team who specialised in relots and rural BAT/LOTs.

 

10.

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The city tile of Weckum came about by accident. It was originally a testing ground for a new type of mod the IRM W2W, that is T Wreck's wall-to-wall Industrial Revolution Mod. The IRM W2W uses buildings and props to help create W2W industrial areas.

 

11.

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This is a very brilliant mod as it is super useful for creating an early/mid 20th century feel to urban areas. In those times factories and warehouses were often closely situated to homes and shops.

 

12.

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And back to Broadsville and the industrial area.

 

13.

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I wanted these areas to have more car parks and space.

 

14.

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15.

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This area is a very weird mix of elements: highway lots, residential, alleyways and rural industry. But it somehow works...

 

16.

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Here I push to the limits Jestarr's BATs. It's all about how to combine them all together.

 

17.

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18.

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19.

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20.

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And now for something very different; a Medieval town!

 

21.

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Here's the link for xannepan's castle: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3036.

 

22.

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The rest of the buildings are from Wallibuk who creates a lot of East European buildings which can be found on the STEX. For the castle walls look for the Slovak/Hungarian smalltown file.

 

23.

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This trick I picked up from Fasan (of SC4D). The trick is to plop in vanilla agricultural fields and hide their edges with MMPs. This simple method can yield some ridiculously realistic farming scenes.

 

24.

UBwlzJ.jpg

 

25.

KLLNcS.jpg

 

26.

OUEtck.jpg

And now back to Weckum. As strange as it may sound but industry as often been my muse in SC4, it was the first thing which pushed me towards more realistic city designs.

 

27.

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In early 2015 I was still figuring out how to create "realistic" cities. These days I don't even think about the realism anymore, now it's 100% aesthetics.

 

28.

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Yet more work on creating seamless diagonal fillers.

 

29.

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By this time I was heavily using T Wrecks 5x5 apartments to infill suburbs. T Wrecks is one hell of a relotter!

 

30.

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And another power station!

 

31.

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This big, black skyscraper was a happy accident, yet it came to define the city centre of Weckum.

 

32.

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The city blocks on display here are some of the first where I began making sure every building fitted. This greatly added to the time required to finish cities, while it also involved insane amounts of demolishing buildings still I got the right one. At least I managed to find the lotplop cheat though during this time!

 

33.

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And the completed city tile of Weckum.

 

34.

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35.

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In an interview on the now defunct PLEX, Paeng stated how he would focus on one area trying to make sure every building, every fillers, every MMP, every lot, every square tile looked right and "fitted". Three years ago I thought this was obsessive, but I came to adopt this style during 2015.

 

36.

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It was in Weckum that I discovered how MMPs could complement urban areas. The cars in the back alleyway are all MMPs despite them appearing as props on those building lots; MMPs can help to give extra detail and spice in lots!

 

37.

qfU8tB.jpg

I also discovered Goofyguytpa's W2W buildings, these are invaluable for infilling urban areas!

 

38.

AxwHCu.jpg

Another thing I started doing as well in early 2015 was making sure the ground textures flowed smoothly. Ground textures trip up many SC4 players in their quest for realism. This became my strength in 2015 and I explored this even further in 2016 in both rural and urban settings.

 

39.

gwkX6e.jpg

 

40.

KK04YY.jpg

{---}

In the next set of highlights there is a lot from Weckum and also from Annuq. It was in Annuq that I found a standard I was at last happy with- quality, ground texture consistency, good RCI placement and variety and all kinds of other factors.

 

Ln X

Ivrklz.jpg

Replies:

Silur: Thank you!

RandyE: Thanks!

Mańkowsky: Thanks, it was the only major seaport I ever made in this game.

Fantozzi: This mayor will be sure to build a wall bordering your city tile and make your city pay for it all!

_Michael: The port was on the wish list of things to do, it was an experiment which went right.

tariely: Mas71's river pieces are some of the best urban fillers going. They also come in diagonals too!

matias93: What you need is a datpacker to identity the erroneous file, drop me a PM and I'll show you how to identify the growable lots giving you CTD grief. Thanks for providing the link as well.

Sciurus: Cheers!

kschmidt: I always cram in a lot with each city tile. The RHW does take up a lot of space but I haven't tried stacking networks that much. For the habour I mixed different seaport sets together: pegasus and nbvc.

mike_oxlong: Thank you! Also the XyloCorp skyscraper is one of the coolest buildings going: it even has small parks on the lower roofs. Definitely the best curving skyscraper ever batted. Check out his other buildings too; he has created the London Shard.

juliok92012: Thank you!

jacob814: I do it's called the Cities Skylines Scrapbook, it is about twenty or so entries. But I stopped playing C:S as it was fragging out the graphics cards.

{---}

Highlights from Entry 61 to 70

This is the last of the highlights from 2014. Most of it is from Townshead but there are a few special surprises too from that period of the year with the CJ.

{---}

1.

z6M5K1.jpg

These set of pictures are from Repoville which is a port town.

 

2.

zqRK5X.jpg

I mixed seaport facilities with heavy industry to add more variety.

 

3.

70EXOG.jpg

I only had a few sections which were diagonal because otherwise they get quite repetitive.

 

4.

hjxJ7S.jpg

For some reason it took a while getting the road to slope upwards correctly. I use road slope mods to ensure roads gently ascend up hills.

 

5.

IzvPGS.jpg

 

6.

WBzK2I.jpg

One of nbvc's marina sets.

 

7.

NXkfzB.jpg

Using diagonal fillers can complement diagonal roads and even help to differentiate them, and separate them, in rural areas.

 

8.

ZMwb80.jpg

One of my favourite night shots. The lighting came just right in nearly all areas.

 

9.

fUzuDS.jpg

And now back to Townshead.

 

10.

Ns1LE6.jpg

The Lotus Temple.

 

11.

s3v4Qi.jpg

The next seven or so pictures are all from Townshead's CBD.

 

12.

90ruiW.jpg

 

13.

IVY0pB.jpg

I like to juxtapose hi-rise with low-rise and medium-rise buildings as this is commonly scene in city centres. It also gives a good sense of old versus new.

 

14.

OocIbD.jpg

 

15.

MqzZMy.jpg

More low/high juxtaposition.

 

16.

Des3Dt.jpg

 

17.

rSUNCm.jpg

 

18.

6XBeNX.jpg

The next city tile is Ravensworth. The inspiration came from Fasan's Krokanien MD: http://sc4devotion.com/forums/index.php?topic=16683.40.

 

19.

C0mBfx.jpg

It was Fasan's pictures which inspired to create rural scenes with lots of MMPs.

 

20.

NZJTqL.jpg

He also inspired me to to mix together MMPs, buildings, lots, roads and surface painters all together.

 

21.

qx3myZ.jpg

Here is a mixture of MMPs, lots and fillers. The idea is that it's impossible to tell where the lots begin and where the MMPs begin.

 

22.

x1hX7H.jpg

The JENX Poseidon Water Effects mod comes with surface painters. They impose a texture which overrides every other texture. The result is a fusion of terrain textures and surface painter textures.

 

23.

syLK6r.jpg

I also spent some time consolidating my MMP field skills when working on Ravensworth.

 

24.

3YMrUD.jpg

25.

bSc3oR.jpg

I also worked out to plop buildings without having to place them next to a (visible) road. The trick is to hide the one-tile piece of road with the surface painter tool and voila! Realistic offset farms.

 

26.

sJZhb5.jpg

And now back to Townshead.

 

27.

XbEvef.jpg

More experiments with creating plazas and city squares.

 

28.

dnFPIP.jpg

 

29.

hBbmTy.jpg

 

30.

FO1TXW.jpg

 

31.

VL5NZT.jpg

 

32.

XjMUUz.jpg

 

33.

yQIYRw.jpg

 

34.

ekr775.jpg

 

35.

35onC6.jpg

 

36.

rouhta.jpg

 

Before there was Simcity 4 there was Lego cities.

 

37.

iyi2Fj.jpg

 

38.

O4NL2R.jpg

 

39.

yDXKUA.jpg

 

40.

8LWKbl.jpg

 

41.

Aawn9I.jpg

 

42.

IzkRdG.jpg

 

43.

tzwqgW.jpg

Here was another park I designed for Townshead.

 

44.

KGdJqz.jpg

Towards the end I spent most of my time infilling the empty terrain areas in Townshead with MMPs fields, forests and grasslands.

 

45.

OOmhLp.jpg

Fasan's Krokenian MD probably had some influence here!

 

46.

uehGpY.jpg

 

47.

pC1gaw.jpg

 

48.

x3CC3k.jpg

This next city park was the final one I created for Townshead.

 

49.

rlQKVw.jpg

It was important to create different sizes of paths. Larger for main paths and smaller for minor routes which walkers would prefer.

 

50.

g5DjJE.jpg

 

51.

OKUenz.jpg

 

52.

g1J7GU.jpg

 

53.

3C2u9w.jpg

 

54.

9mOn7s.jpg

 

55.

GwV4SJ.jpg

 

56.

FaU8ua.jpg

Sometimes it's good to have only pure textures to complete city blocks...

 

57.

O0DkEi.jpg

{---}

And this marks the end of the highlights for 2014. I made some remarkable progress in 2014 and there was some methods I used which I have not stopped using.

2015 was the year where I found a standard which I was happy with, where everything I placed down had to fit in. The first half of the year was marked with a lot of experimentation, the city tile of Weckum proved to be a halfway point where I started to at last focus on every building that went into a city block. But it was Annuq where I finally worked out how to do it in a proper way and in a way where there was transitions between different textures and buildings.

So, for the next set of highlights, there is a little bit of everything: farms, diagonals, the urban, rural scenes, power stations, large industry and other special goodies.

Ln X

1H75H8.jpg

Replies:

Urban Constanta: Thank you!

tariely: You're welcome.

Simmer2: I use GIMP and adjust overall brightness, contrast, saturation and colour brightness for different effects.

slickbg56: Thanks for your comment and thanks for explaining how you created those road lots.

kschmidt: I just downloaded everything I could, plus I always knew where most of the plugins were in the game. Thanks for your comment!

Tonraq: The photoshopping has brought new life to pictures at least two years old.

jmsepe: There's no river traffic you see!

Sciurus: I'm not sure if I took any detailed pictures of that interchange, sorry!

BugeyedDragon: You can find the apartments here, they are one of Paeng's brilliant relots.

Abrams124: Thanks for that!

Akallan: Cheers!

{---}

 

Highlights from Entries 51 to 60

Pictures come from the city tiles of San Widge, Townshead and Repoville. Prepare for some MMP magic!

{---}

1.
4oygDW.jpg

The pictures start with San Widge.

 

2.
EUGLVq.jpg

Wood fillers and car parks, staples of my filler techniques.

 

3.
1FyJPJ.jpg

I also began integrating different NAM layouts to help add a bit of road realism to cities.

 

4.
ljVAm6.jpg

It was in San Widge that I began focusing on W2W buildings.

 

5.
n1D147.jpg

The park in this picture is special because it was here where I learnt how to use MMP flora.

 

6.
155j1G.jpg

7.
FTMwc8.jpg

This is where I worked out how to create convincing grassland and marshland areas.

 

8.
nJNpVb.jpg

I also paid more attention to the little details such as park fencing and entrances.

 

9.
6XhuxY.jpg

And now for the good stuff.

 

10.
20wmWY.jpg

This is where it finally clicked and I decided to blend two or more flora MMPs together. One MMP would be a flower, bush or piece of grass; the other MMP would thicken the vegetation. I also added random variation and distribution of different flora types: bush, grass, marsh, flowers...

 

11.
iJ1wIg.jpg

Townshead is a very interesting transition point in this CJ's development. I knew how to use MMPs and I used them on a massive scale in Townshead, but I was still just zoning residential in most areas and just letting it grow willy-nilly. It was this factor which was holding me back throughout 2014, but in 2015 this changed as I began focusing on every building, lot and plot of land!

 

12.
iTm58R.jpg

In large parts of Townshead I elevated ground in various 16m increments and went overboard with the retaining walls.

 

13.
uq6rKv.jpg

I did make substantial progress with commercial areas as I became increasingly selective about which buildings to plop down. I was now more often plopping then growing buildings.

 

14.
I7TmOW.jpg

One of the largest stadium complexes I ever created!

 

15.
1ydHSq.jpg

I also realised how elevating train tracks above the rest of the ground could make them stand out in a very cool and realistic way.

 

16.
U1a3Q5.jpg

I also get very quirky with RHW interchanges too!

 

17.
1d6YqU.jpg

Here I was trying to emulate Haljackey a bit with the various road layouts.

 

18.
ZB3wR1.jpg

But I went a step further by using MMPs to infill areas.

 

19.
Vfd1Vu.jpg

This small city block is an example of how I could make RCI areas very good when I started paying more attention to the buildings being placed inside the city blocks.

 

20.
OLruoa.jpg

I also began to explore creating layers with different diagonal fillers which would merge together rather seamlessly.

 

21.
xou0kx.jpg

This is Townshead's Downtown area.

 

22.
d8Dnhq.jpg

23.
LiBNcO.jpg

A bit more W2W...

 

24.
7wmts8.jpg

25.
XEPCcn.jpg

The area in the middle is One Castle Hill.

 

26.
Qeb4eC.jpg

I used multiple layers in One Castle Hill which had been raised by 16m, 32m or 48m.

 

27.
MN1Qgi.jpg

I wanted to create a stepped area and this was a huge project as I had to align a lot of terrain and areas!

 

28.
dn6NtR.jpg

Not only were there homes and commercial but also wild areas too.

 

29.
cy1IPS.jpg

And this is the top of One Castle Hill.

 

30.
Be6nm6.jpg

31.
GIi3hO.jpg

For these suburbs I wanted to try something very different...

 

32.
cvmb7b.jpg

There would be streets and homes but these would be spaced out by grassland and woodland.

 

33.
k0Rt3d.jpg

The green areas are some of my standard MMP templates. 

 

34.
SARAoh.jpg

I also explored creating a transition between coniferous and deciduous woodland...

 

35.
xkzMj5.jpg

36.
MOqK8b.jpg

37.
KsiQq8.jpg

38.
gJXbN2.jpg

39.
Joui2w.jpg

And now for something completely different- the port town of Repoville.

 

40.
64k7Zw.jpg

The seaport was one of my projects on the "to do" list- very unique and challenging things which have been rarely attempted on SC4. While a year or two later I managed to complete a quarry, lumber industry and the dam, I didn't manage to get around to creating an open-cast coal mine.

 

41.
feo2og.jpg

The habour and the seaport took an immense amount of time with the levelling of the land and getting the width correct to place in the seaport lots.

 

42.
PoTGwe.jpg

It was also the first and only time I used the Fukushima power plants!

 

43.
0zmNPV.jpg

44.
7lCbat.jpg

45.
z8fuXo.jpg

46.
HlUPbt.jpg

47.
op86on.jpg

48.
AG2Cu6.jpg

It was in Repoville that I started using FrankU's warehouses to create modular industrial complexes and industrial estates.

 

49.
QrJZVc.jpg

It was quite the challenge fitting in the railways and the buildings which had transit-enabled railway lots.

 

50.
1YyDdt.jpg

I also started experimenting with using vehcile MMPs to spruce up minor streets and back alleyways.

 

51.
ONDzPt.jpg

{---}

In the next batch of highlights these chronicle the final entries from 2014. After that the highlights will start on 2015 and that was the year this CJ reached a standard I was at last happy with; it also marked the time when I started detailing EVERYTHING!

Ln X

Pcyoip.jpg

Replies:

Tyberius06: My only piece of advice is to download the most recent dependencies on the WMP website. The way they lay them out is not good but it may explain the brown box you have with the roundhouse. There will be more highlights to come and the finale, after that the occasional picture every month in the SC4 forums.

raynev1: Thanks a lot! As for the newcomers... Well it's all part of this consolidatory process, the photoshopping helps give a second lease of life to pictures two or three years old.

Scicrus: Thank you!

metarvo: That's a good point. While the wildflower areas you mentioned are an important part of my industry building methods; for all the concrete there is a surprising amount of grass and bushes.

Urban Constanta: Cheers!

BugeyedDragon: Here you go-

tariely: Your admiration is appreciated!

Odainsaker: That must be the "Vivid" photoshop technique I use where I increase contrast and lower saturation.

Silur: Thanks!

kschmidt: I always add that variety to ensure each CJ entry from that city feels different. I do have both airport and habour sets, however I have rarely used the airport sets, for some reason I could never get into airports. Well I'm greedy and wanted anything that looked good, so while it does mean a bit longer searching it does get quicker with practice. Thanks for your comment!

Bipin: Your BATs and grungy pictures were a big inspiration for the industry, so thank you!

{---}


Highlights from Entries 41 to 50

And the journey through past entries continues! These selection of entries are quite important because I finally work out how to create some decent MMP scenes and I continue to develop my skills with the creation of city blocks and special areas.
 

{---}


1.
gTbVnX.jpg

The city of San Widge. I completed this city in its entirety, sadly I had to battle prop pox to get the job done.


2.
mAGzp2.jpg

I also made improvements with the spacing within city centres. Less packed skyscrapers and more plazas, parks and car-parking.


3.
5WMAGe.jpg

One part of the World Trade Centre complex I created in San Widge.


4.
MA24fv.jpg

I wanted to raise the entire city block to further elevate the Twin Towers.


5.
wlRRNO.jpg

6.
nVnicv.jpg

7.
2KenGL.jpg

At this point I began using Reddonquixote's BATs.


8.
L9H6Dm.jpg

It was also the first time I utilised Mas71's river banks and river pieces set.


9.
cGwsqd.jpg

At the time best city parking set available was Hooha's parking sets, this was about two years ago before KingOfSimCity published his amazing parking sets.


10.
onCmJx.jpg

Another first in my city design was creating a sunken RHW highway. This took many hours!


11.
8vgFOQ.jpg

I also created some elaborate RHW interchanges AND decorated them too.


12.
nsMTSe.jpg

I was also learning from experience how to place various BATs and LOTs together.


13.
vQUFOI.jpg

14.
0AX4ER.jpg

More often than not I was creating coherent scenes within the CBDs at this stage.


15.
KXlcAT.jpg

16.
fN2ln9.jpg

And back to Grethor.


17.
ci9hhg.jpg

And yet more experiments with MMPs.


18.
4mepBm.jpg

This was the first farm that looked reasonably realistic, before than I had relied on the building and the lot it came in, however here I add to this with different buildings and fillers- such as FrankU's greenhouses.


19.
TMSOOP.jpg

20.
0tUXOJ.jpg

This dark green grass came from Jeronij's MMP sets I believe.


21.
UTALJ8.jpg

22.
RmtwSp.jpg

Here I was practising my mid-rise urban development; I often feel mid-rise areas are hard to get right because they need a lot of varying fillers to make the entire area look good.


23.
DOzmxm.jpg

24.
7ze70m.jpg

At the bottom left is a rather funny solution I found to the challenge of fencing FA roads. I decided to use Chrisadams3997's curved fence pieces to create a continuous fence, one which was not jagged or abruptly went from straight to diagonal. Whoever designs FA fencing deserves a Trixie or a spot in SC4D's Hall of Fame. Or both.


25.
xIx6Os.jpg

This was a preview picture of Townshead, a very important city which helped consolidate my SC4 skills.


26.
DoETXU.jpg

And now back to San Widge.


27.
tuZnxy.jpg

I basically went nuts designing intricate railways networks within the city, and sunken railway networks and detailed railways networks with tree fillers, fences and retaining walls.


28.
GPJebF.jpg

Here I combine Paeng plazas, Paeng parks and rsc204's diagonal filler set.


29.
OVQVu6.jpg

I think one of the strengths of this MD/CJ was combining different filler sets together and discovering how they could help to create a unified look or detailed look within a city area.


30.
IsqziP.jpg

31.
p12tlF.jpg

The San Widge CBD at night.


32.
TM10OP.jpg

33.
UUg7ll.jpg

34.
bJsgcZ.jpg

35.
qjhroG.jpg

36.
QEkmkk.jpg

37.
Funb44.jpg

38.
x1Zl93.jpg

39.
nl9i91.jpg

40.
8jWbLF.jpg

41.
nad1Ur.jpg

42.
E6yhZ5.jpg

And now on to Townshead. When I focused on one particular area and became very selective about the buildings the quality produced was equal to anything shown in my more recent entries, say the last fifty.


43.
s0Z8du.jpg

I even began experimenting with adding the right texture fillers to "expand" lots.


44.
gzDG3F.jpg

While I took MMPing and natural landscaping within cities to a higher level, my own personal level that is, with Townshead.


45.
wpoGAN.jpg

Bladerunner.


46.
5RlImo.jpg

There were still two problems: I still relied on sporadic RCI development and I did not have enough variety of fillers nor did I have the experience back then to really make the most out of what I had within the plugins.


47.
v8IuYP.jpg

But my MMP skills were finally starting to produce some good, consistent results. By the end of 2014 I knew how to create convincing rocky areas and forested areas.
 

{---}


For the next set of highlights prepare for urban architecture, seaports and the first of my MMP artwork (inspired in no large part by Fasan back at the end of 2014).

Ln X

VKWJkV.jpg

Replies

nos.17: Thank you!

kschmidt: Thanks! I do like to try out a variety of different building styles in SC4.

tariely: :thumb:

raynev1: Thanks for your kind words!

metarvo: That's the idea with the diagonals!

city89: Because it wasn't a very good airport, that's why. Also I have never focused on airports.

sejr99999: Thanks!

{---}

Highlights from Entries 31 to 40

In these highlights there are three city tiles: Zooropa, Grethor and San Widge. These three cities are the big three which marked my transition into landscaping, MMPing and city construction with greater detailing.

 

{---}


1.
xmtOhM.jpg

With Zooropa I actually started afresh with the plugins -- deleted everything! -- and rebuilt the plugin folder from scratch. The first thing I did was to ditch the CAM.


2.
PgPjpi.jpg

With Zooropa I wanted to try out my low-rise skills.


3.
PrEC1R.jpg

Though the eclectic RCI layout remains!


4.
Uqdo3k.jpg

My first ever use of retaining walls.


5.
gVdOUT.jpg

I also discovered T Wrecks IRM fillers- every city since Zooropa has ALWAYS used them!


6.
EdOaJz.jpg

It was in Zooropa that I stumbled across my method for creating fields with MMPs: choose one plant, then a second plant to complement it (thicken up the vegetation) and lastly lay down dirt MMPs.


7.
BmGbBZ.jpg

I also started using ionionion's OMCo Filling Gravel to dirty up the textures in my MMP fields.


8.
B4kg6f.jpg

Zooropa was a very crucial stepping stone.


9.
5XCb2I.jpg

The next crucial stepping stone is the industrial town of Grethor.


10.
TAoxhY.jpg

To date it is the largest industrial area I have ever created.


11.
8l3tRT.jpg

A large part of the area was the nuclear power plant I added in.


12.
FCrlYw.jpg

13.
yGTiCe.jpg

14.
aBkuKu.jpg

Finally I was creating a concrete labyrinth which is exactly what industry feels like.


15.
2EKVwf.jpg

16.
hA7EwW.jpg

MMPing on the Lowkee Appalachian terrain mod. This is a VERY forgiving terrain when it comes to MMP usage.


17.
M8ioGT.jpg

18.
ace3vV.jpg

19.
tixB6L.jpg

Good old black gold.


20.
fDHzMH.jpg

I also utilised varying railway layouts in Grethor: orthogonal, diagonal and FA.


21.
UNvhuS.jpg

22.
L2o9ss.jpg

23.
25XHiL.jpg

It was in Grethor that I became more picky about <what> emerged in residential zones. It's strange because I focused first on realistic industrial layouts, then realistic commercial layouts and finally realistic residential layouts.


24.
euIFl9.jpg

I have always liked this picture. Must be the meadow.


25.
CW3ljp.jpg

26.
0pKNGp.jpg

27.
eD3afa.jpg

The town centre in Grethor is a little muddled when it comes to the residential layout.


28.
YfZFJW.jpg

Even so, I did make more of an effort to filter out the residential buildings I did not want.


29.
TeC21N.jpg

30.
zdEfjS.jpg

MMPs and Diggis ponds.


31.
KIjWj7.jpg

32.
sLkL08.jpg

33.
1zKYA4.jpg

Larger stadium layouts...


34.
UlOUEu.jpg

35.
HYKfHQ.jpg

36.
42jPSa.jpg

37.
i1q1LZ.jpg

And now a few shots from San Widge.


38.
xc9NYW.jpg

San Widge is a cursed city but I will explain more in the next entry.


39.
fV8DR1.jpg

40.
0dKIiH.jpg

I simple MMP landscape theme I created: adding ionionion OMCo filling gravel to add some variety to the woodland.


41.
jIFN9Z.jpg

And this is probably the earliest example of my current approach to industry: natural scenary, parking, fillers and space.


42.
TMdbLZ.jpg

43.
9K4y6c.jpg

Smoothing out the diagonals...


44.
n1GVRc.jpg

Concrete overload.


45.
ayk12u.jpg

46.
PaNZ2P.jpg
 

{---}


The next set of highlights will largely focus on San Widge, this is another important city as I focused a lot more on the CBD, railway networks, city parks and started to more clearly differentiate areas.

Ln X

rKgKgI.jpg

Replies:

Takingyouthere: My style was quite eccentric! Back then (about three years ago) for me an area would be complete once I had zoned an area and the buildings had popped up.

Akallan: Thank you!

raynev1: Thanks! It's the only way I could think of to wrap up this CJ.

{---}


Highlights from Entries 21 to 30

Today's entries are from two city tiles: Treblane and Stokesley. In Treblane I continued to develop my industrial and CBD skills, whilst in Stokesley I heavily experimented with MMPs, landscaping and water.
 

{---}


1.
TlqbMV.jpg

Treblane was the largest city I had finished and I tried to create a wider layout for the different building densities.


2.
l8VgCp.jpg

The first power plant I created. I used Paeng's coal cheatsheet for some of the lots.


3.
qukaom.jpg

Also around that time I began searching for other big industrial LOTs.


4.
VuA6Dj.jpg

5.
7loVnt.jpg

The first row of diagonal housing I created.


6.
cEu1w4.jpg

Not sure why but there is something about this particular stretch of the waterfront.


7.
JZ26nM.jpg

Diagonal housing forced me to be more methodical with suburban development.


8.
IQLPWE.jpg

9.
a9Lgri.jpg

But there was still more work to be done with the transitions between low to medium density.


10.
kggmWp.jpg

Treblane CBD's was the second one I created.


11.
l5xXXi.jpg

Use of the canals made me focus like I had never before and the result was a rather coherent area, quite surprising giving this was early on in the first year of the CJ.


12.
3Jg2w0.jpg

13.
yvbDRV.jpg

My ad-hoc zoning method would produce interesting results though...


14.
NNSS0A.jpg

But the canals and their layout still hold up.


15.
B198Kn.jpg

16.
H8NVjk.jpg

I also began utilising large LOTs to create different themes within a downtown/CBD.


17.
3v7Ds4.jpg

I experimented with SFBT diagonal fillers and canals to create this small park which is the size of a small city block.


18.
uRlAbb.jpg

This curved train station can be found here- http://www.bripizza.net/sc4/1208NAMCurveSta/1208NAMCurveSta.html. Japanese BATters and LOTters are crazy!


19.
GdId7L.jpg

I also spent some time, when I was building Treblane, finding more utility buildings on the STEX and LEX; especially garbage disposal buildings.


20.
rSVl1Q.jpg

Treblane also marked the first time I used custom electricity pylons, these would become a staple item in future cities.


21.
SwXVXR.jpg

The next set of pictures come from Stokesley.


22.
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In Stokesley I worked on developing MMP rivers, waterfalls and land bridges.


23.
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It was also a chance to test out my rural MMPing skills.


24.
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One of the land bridges I created using the "rain" terraforming trick.


25.
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Yet another attempt at creating rocky terrain.


26.
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It was Stokesley where I began creating MMP footpaths with Heblem's footpath textures.


27.
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28.
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29.
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And yet more mountain work.


30.
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This mountain I sculpted by hand, I wanted to emphasise the ridges and corries.


31.
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And back to Treblane.


32.
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33.
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On display are a collection of LOTs from Paeng's coal cheatsheet.


34.
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35.
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The quality of some areas is on par with anything recent I have created, especially the night time shots.


36.
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And a return to Stokesley.


37.
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A small stream and marshland. The techniques I learnt here would be applied extensively in the Faverdale city tile- something I showed this year.


38.
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39.
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In the centre left is a scree slope, one of the first I designed and one of the first I felt I got somewhat right.


40.
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41.
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And we return to Treblane once more.


42.
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This approach of seamless orthogonal and diagonal transitions became a huge part of this CJ.


43.
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Some of my first experiments with transitions involving the RHW.


45.
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{---}


For New Year's Eve don't miss out the highlights of entries 31 to 40! Here I made quantum leaps with MMP fields, industrial layouts and MMPs.

Ln X

31jvvD.jpg

Replies:

BC Canuck: Thank you very much! I did continue on with skyscrapers but with later entries I got the city proportions better developed.

kingofsimcity: Thanks. I got my head around industry with Grendon which is highlighted in this entry.

Akallan: Thank you!

JP Schriefer: Thanks!

kschmidt: The highlights are a time capsule. Once they are done and once I have completed the finale, which is a video montage, then I have finished this CJ. Thank you for your comment!
 

{---}


Highlights from Entries 11 to 20

Enjoy the highlights, once these have been done and once I have finished the montage video that's it! I have removed all of my plugins and the backups, the slate is completely clean since my focus is on story-writing.
 

{---}


1.
o1rIN3.jpg

Part of the industrial area of Grendon.


2.
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My basic industrial style has never really changed since Grendon: railways, green spaces and large industrial complexes.


3.
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Grendon was also a great testing ground for all kinds of fillers: from grass, parking, grunge roads to highway supports...


4.
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My first attempt at mixed residential zoning...


5.
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I also extensively used diagonal texture extenders.


6.
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And my interest in grungy SC4 scenes was born in this city.


7.
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The layout is there but the textures are not quite unified. I cracked this about a year later and two years later I began using grass base texture unifiers.


8.
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Also I began utilising different SAM streets to add more dirt and/or concrete to industrial areas.


9.
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10.
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One of the first detailed industrial complexes I designed, for some reason oil refineries are quite easy to put together- must be because of the large lots!


11.
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12.
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The first mosaic- I even extended the width to test out GIMP.


13.
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Some urban decoration. This was in its infancy and it honestly took me a long period of time to create coherent, realistic areas.


14.
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And some diagonals... Minus the diagonal housing!


15.
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I also explored infilling residential complexes with parks and car parking.


16.
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These next pictures come from Fernsville. This is where I began exploring MMPing, landscaping and agriculture.


17.
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Creating pasture scenes was quite easy, all it requires is a good terrain controller, fences and MMP animals.


19.
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But I still had to put in a lot of practice to get crops and MMP grasslands right, here it is all a bit ad-hoc.


21.
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My first and only MMP vineyard.


22.
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Most of the features on the terrain are MMPs.


23.
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I used a surface painter to plop a bland water texture on the ground.


24.
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Stonehenge.


25.
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This is a meteor crater.


26.
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Exploring rock crags...


28.
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This lake was created with PEG's MMP water.


29.
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And this is where the landscaping comes in...


30.
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33.
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I never kept this design for my first power plant complex in Treblane, I believe it was lost due to a CTD whilst saving, but the picture always looked good.


35.
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Treblane's CBD and canals...


36.
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Treblane was where I started working on detailed CBDs...
 

 


The highlights from entries 21 to 30 will have quite a bit from Treblane and some very distinctive images.

Ln X

SyQNAR.jpg

Replies:

JP Schriefer: Thank you very much!

_Michael: Cheers!

raynev1: Thanks!

matervo: Rocks are the hardest thing to get right in SC4; glad you like them.

Tonraq: Thank you!

Cyclone Bloom: The final for Erinsberg, after going through the highlights of this CJ there is one final entry left which is a video montage and several more pictures.

MeMyself&I: What you said is true- I really did go over every single tile of Erinsberg. The continuity also comes from base texture mods which help unify the terrain textures and urban grass textures.

tariely: The pictures pop due to increasing the contrast and decreasing the saturation. It creates a "vivid" colour correction.

Simmer2: Thanks!

mike_oxlong: :thumb:

rathefalcon: Thanks. Coming up later is a finale to wrap up the entire CJ.

citybuilder234: That was the idea.

{---}


Highlights from Entries 1 to 10

I will be selecting 2 to 5 pictures from each entry which I felt looked the best, all of them will have a touch of GIMP applied to them. This is a brief recap of everything that I have done. Once this is done then I will knock up a video montage and that will be it for the CJ. So enjoy the ride!
 

{---}


1.
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Tamboria was the first city to be shown.


2.
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I had gathered together about 4GB of plugins and decided to experiment with them; Tamboria was thus a testing ground for the buildings, lots and mods that I had downloaded.


3.
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Back then I loved using Paeng's Industrial Grunge Alleyways.


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No fillers- just crammed in residential!


5.
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One of the first parks I worked on.


6.
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There was also a bit of MMP work too by adding in additional trees.


7.
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The Lotus Temple.


8.
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The mountain on the left is Fraizer's Point.


9.
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Back then I was using the Zurich region, made by blunder, with Berner Oberland terrain.


10.
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This was my first use of MMP paths.


11.
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This was also the first time I used MMP rocks and boulders too.


13.
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But the rock MMPs I added by the path were far less convincing.


14.
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The third city tile which I showed was that of Cranksville.


15.
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This was a finished city unlike Tamboria, well there will still big gaps in the city tile but I felt it was finished at the time. It was in Cranksville that I developed my obsession with railways and railway mods.


16.
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I think the use of CAM helped as it contained many distinctive and large RCI buildings.


17.
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The CAM buildings are spectacular, however I stopped using CAM when discovering it had stability issues to it.


18.
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And so began my journey with the use of fillers...


19.
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Focusing so much on railways helped develop my sense of realism in SC4.


20.
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The first finished CBD.


21.
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22.
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The first lake I created.


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It took many hours filling in the banks.


24.
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{---}


My favourite pictures have to be from Fraizer's Point, the Berner Oberland terrain and the Arden Tree Controller worked brilliantly on blunder's Zurich region. So I didn't have to add much!

This weekend there will be highlights from Entries 11 to 20.

Ln X

C951ZT.jpg

Replies:

Adrianor: Thank you!

JP Schriefer: :thumb:

tariely: Thank you! Bad news though- this next entry has fifteen mosaics.

raynev1: Thanks a lot!

tonyr: Oh yeah!

juliok92012: Cheers!

BC Cunuck: Thanks for the comment. As for the menus, well I have a good memory. But there are still items which I have never used, also the park and landmark menus are humongous in size.

kschmidt: Yeah West Erinsberg has a great mix of zones. A lot of the buildings have massive lots but it still required adding fillers to finish a city block. I'm not sure what the purpose is for that building in picture 32. Thanks a lot for your comment!

whiteshark365: Thanks; a large part of the credit should go to Simmer2 who designed the railyard lot.

feyss: Thanks!

TekindusT: A lot of these buildings are quite similar in style, and some styles just "rhyme". Besides SC4 always had a haute cuisine of styles with the vanilla buildings.

jmsepe: It's a bit rural but you would be surprised just how much rural elements there are inside industrial complexes. Simmer 2 also created some compact, urban-styled railyards too.

Urban Constanta: :thumb:

sunda: Thank you very much!

 

{---}
 


Update 153: Chunder's Mound and Griffith Observatory

This is the final entry from Erinsberg. While Chunder's Mound, the tallest mountain in the city tile, was one of the first areas I worked on when I began MMPing the north of the city tile, I feel it is one of the more interesting rural areas of Erinsberg.

Due to the layout of Chunder's Mound this entry has A LOT of mosaics; fifteen in total.
 

{---}


1.
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2.
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This was the first area I began MMPing.


7.
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10.
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Mosaics are the best way of appreciating the scale and layout of Chunder's Mound.


11.
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Griffith Observatory. Yet another famous landmark in the north of the Erinsberg city tile.


12.
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The building can be found here- http://community.simtropolis.com/files/file/30905-griffith-observatory/


13.
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Another rural-to-urban mosaic.


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The scenic look-out can be found here- http://community.simtropolis.com/files/file/14809-peg-mtp-scenic-views/.


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The northeast part of the city tile.


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A cloudy day in the forest.


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A VERY cloudy day in the forest.


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The east side of Chunder's Mound.


37.
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38.
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A flyover of the east side of Chunder's Mound.


39.
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And the top of the mountain itself.


40.
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41.
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The peak of Chunder's Mound is marked by a trig point, gravel and a cluster of stones. This is VERY British!


42.
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43.
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44.
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45.
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The west side of Chunder's Mound segues into the east part of Flander's Hills.


46.
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A big part of the challenge of MMPing the north of Erinsberg was creating distinctive themes for each area.


47.
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The flora from the tree controller only gave me so much to work with. I had to create organic gaps in the tree line by bulldozing areas of woodland in a natural pattern; this gave Chunder's Mound its distinctive look.


48.
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49.
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50.
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The view from Chunder's Mound at night.


51.
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And at day.


52.
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Cityscape...


53.
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On a large scale... For SC4!

 

{---}


The next entry will be taking a selection of some of my favourite pictures from past entries of this CJ. It will start with the first ten entries, then the next ten and then working all the way to the latest ones. After that there will be entry with a video montage and several new pictures.

Ln X

West Erinsberg

Czkpua.jpgReplies:

_Michael: It took a lot of terraforming and road laying to get them roads smoothly rolling over the hills.

tariely: That final mosaic was an absolute nightmare to do. Crashes, crashes and more crashes every time I was moving away from the city centre. Finally I got about six photos and the game crashed, so what I did was carefully note my position on the map to carry on taking pictures. I was only two pixels out!

raynev1: Exactly- BAM! And thanks for that comment, all I do is show what is possible without using the Lot Editor or Korver's style of photoshopping.

aciaKa: Thanks!

whiteshark365: It took six weeks, I would go to work and then come back home and spend most of my time laying down grass and tree MMPs.

JP Schriefer: I like both, the urban and the nature, equally.

_marsh_: Put it this way- I couldn't take enough pictures which is why I used a lot of mosaics.

MeMyself&I: Erinsberg is a fantasy-styled Los Angeles.

kschmidt: Thanks- for the woodland I used the tree controller and then used MMPs to increase flora density. I had to use the road as the parking nearby had a road transit-enabled lot. Thank you very much for your kind comment!
 

{---}


Update 152: West Erinsberg

This area is a mixture of commie flats, apartments, shops, light industry and of course the Staples Centre.
 

{---}


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{---}


Next weekend the next entry will be back to the countryside and to the mountains...

Ln X

Flander's Hills

pTj4DM.jpg

Replies:

feyss: Yep!

_Michael: Thank you! Ferox buildings were an experiment with blending W2W European with W2W American.

JP Schriefer: Cheers!

tariely: Yep- they are the CSX Mansion reward lots.

raynev1: Thanks a lot for your well-wishes!

BugeyedDragon: Thank you!

El Argentino: Sometimes black and white is the best.

kschmidt: Thank you! The building is the CSX Mansion Broadlands- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=143. Collect all the CSX mansions as they are great fillers for suburbs!

{---}


Update 151: Flander's Hills

Hills. Pasture. Grassland. Woodland.

Enjoy!
 

{---}


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{---}


Since my spare time is more limited, I will be posting one entry a week.

Ln X

Victoria's Quarter

Replies:

Mańkowsky: :thumb:

korver: Thanks! It's also getting a bit more quicker photoshopping in clouds.

raynev1: Image 11 took a while to get right as the first changes had too much contrast and saturation. Anyway, if I do somehow get a book published and a few more afterwards, then it's time to think about Hollywood. My story writing is largely science fiction.

rathefalcon: Cheers!

Fatjuice: Thank you very much! Now, if you check the download page on Bripizza, it contains a dependency on the left side of the screen which has the concrete texture. http://www.bripizza.net/sc4/201311LWH/201311LWH.html

kschmidt: Thanks!

mrsmartan: :ohyes:

feyss: Thank you!

tariely: I can think the landslip/(scree slope) should have been longer and should have fanned out some more. The straight grass lines by the FA road are unavoidable, it was that or have jagged grass lines as the MMPs will not plop onto road tiles. The building in question is Mattb325's Sandgate Council Chambers- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3283.

_Michael: Thanks a lot!

JP Schriefer: Cheers!

Cyclone Boom: Thanks for the well-wishes!
 

{---}


Update 150: Victoria's Quarter

This next entry from Erinsberg is from a more older part of the town. Quite a bit of it is pre-20th century buildings with modern road networks running through.
 

{---}


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{---}


Next entry is something more rural...