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  1. 28 likes
    If yall weren't aware, every one of the lots in the B62 Remastered series has been redone and uploaded. Please give them another look!
  2. 27 likes
  3. 27 likes
    matias93: thank you! I need to add some slope there indeed, thanks for noticing it. About it being a glass roof maybe it would be better to be something simpler since the station wasn't so eye-catching, you know, but it's a possibility SimCoug: So last weekend I just checked the new measures from the Singer Building model with the original ones to make sure they are right this time. BTW I think I didn't posted it here, but I realized the Singer Building actually had an annex building with a different architectonic style, so I'm thinking about doing it as a different BAT in the future. Now I intend just to change some things like it was in its first version before modifications, especially on the top. A quick render from a different angle (yeah I took out all the textures to start it again and make them better):
  4. 26 likes
    A massive reconstruction of central Monroe, which I hope ends up being worthwhile. And a low res gif to make it easier to compare.
  5. 23 likes
    Thank you everyone for the kind words!! If decrepit is what you aim for, then here is an old decommissioned spherical oil tank I just finished. Perfect for that out of the way oil depot old tank farm awaiting demolition. They are standalone units. 1 2 Simmer2
  6. 23 likes
    NAM 37 will be right up your alley. The new FlexSPUIs will actually be interfaced with the upcoming FLEX Turn Lanes, providing several new configurations in terms of the number of through and turn lanes. Here's a taste: -Tarkus
  7. 22 likes
    Haha, for sure! I've finished the interchange in the 'raw' form. At this point I've completed the 'challenge' but there's still a lot more work to do. Tinkering, signs, lights, beautification, etc. It was one of the most difficult interchanges for me to build in SC4, despite it only being 2 levels. Some zoom ins. North: South: East: West: EDIT: Further progress
  8. 22 likes
    This plateau is made of several separate models which will be rendered individually. It still needs a lot of work (windows, doors, roof junk, more girders and separators and the textures are not final. The radial rail assembly is there for reference only (center point) I did a test drive on HD rendering time on the building alone...4 and a half hours! And that is unfinished! 1 Simmer2/Nick
  9. 21 likes

    Version 1.0.0

    503 Downloads

    Alighieri Apartments, by Mattb325. --------------------------------------- Alighieri apartments is a fictional creation in the modern international style. These apartments are 14 floors high and designed to fit into tight inner-city 2x2 blocks. It will work as a stand-alone apartment building as well as in a wall to wall environment. It also provides a little bit of much needed competition to the HKABT/Bixel apartments which have few competitors in the 2x2 space. Like many inner-city apartment buildings, the ground floor is devoted to retail space. The tower area has four apartments per floor, each apartment has a corner balcony; the street-facing apartments are larger (3 bedrooms) and have floor-to-ceiling glass in the lounge area. The rear apartments are 2 bedrooms each. There is no penthouse suite, instead residents enjoy a roof-top communal pool. Basement parking rounds out inner-city convenience. This is a growable R§§ apartment on a 2x2 lot on all tilesets. --------------------------------------- STATS R§§: Lot size : 2x2 Growth Stage: 7 (Medium & High Density Zoning) Bulldoze Cost: § 807 Capacity Satisfied: R§ 1,106, R§§ 612 Pollution: 5 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 9 Mwh Water Consumed: 24 Gal/Month Building Style: Houston/Euro/New York/Chicago Occupant Group: Medium Wealth Residential Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no external dependencies. --------------------------------------- NOTE ABOUT PARKING TEXTURES: Sadly, due to the complaints from a few members of the community, I continue to have to make the parking texture 'disclaimer' on all of my releases. This building is designed for inner-city areas. With the exception of the US mid-west where there has been massive, continued economic downturn and a flight to suburbia, no inner city area in the world has acres of parking: land is simply too expensive. This building has underground parking for residents only and visitors are expected to arrive by either public transport or park their car on the street; therefore no parking textures are included in the lot. If, in the ingame screen shots, there appears to be a parking texture used, it is purely coincidental and merely belongs to an adjacent lot that is not part of this download. If you want acres of parking or desire a different parking lot texture, then use the lot editor to make that change. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  10. 21 likes
    Sooo... I missed my June deadline, but of course it still needs to get done! Here's where things stand now: My hope is to finish this up over the weekend and then dig into a new one for July (or to finish one of my ongoing projects).
  11. 20 likes
    The first airport I've ever built and it's just a crappy dump of a regional one. I'm sure I've missed some essential stuff, so let me know where I can improve.
  12. 20 likes
    Thank you very much, guys! Good analysis, Francis90b, it's always good to know and think more about how the aesthetics of the buildings are connected to the cities history and the time context Well, this one is not new, I started doing it almost 1 year ago, but I was frustrated after the first previews and I realize that it was the most bizarre preview I had ever done. I don't know if it's because the building doesn't have many colourations, or because of its staggering, it does not look good for the game for me. However today I saw a photo from Central Park where this building appeared and I was excited again. Maybe if I add a lot of plants on the balconies it will cause a certain contrast and it will look good. The Hampshire House
  13. 20 likes
    Isn't it wonderfull? Thanks to @rsc204 I got my farms working. And now the Merlot is growing everywhere. Will take some years but then my Sims can raise their glas to rsc204. Skøl! (Skøl - this was said by vikings- and still by Norwegians - to toast when they clinked glasses. On the other hand ... I think the word has the same origin as the english word 'skull'. So I'm not shure if they really used glasses to clink. And maybe they even hadn't merlot in their drinking vessels. So maybe this was out of place now)
  14. 19 likes
    Time for some Dockside Industries for Historic Harbor! Marcszar McCormick & Co: Marcszar Domino Sugar Plant: onlyplace4 Slaytfork Mill: SG Longfellow's Factory: SG Rand Textile Mill, JFM Sheds: JFM Medium Factories, SG Hansons Hosiery:
  15. 19 likes

    Version 1.0.0

    2,186 Downloads

    DESCRIPTION Located in the city of Recife, PE, Brazil, Castelo Del Mar is a modernist residential condominium with twin towers built in 2001. Note: this file includes only a stand-alone tower. The Lot includes two pools and 6 Palm Trees, they may take a while to appear. Note: I highly suggest you to also download the reloted versions made by @Fantozzi, they look really good: Maxis Version CAM Version INFORMATIONS The model is available in two versions, Landmark and Residential building Landmark: Plop cost: 15,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$$: 300 R$$: 650 R$: 1,200 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Castelo Del Mar (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. Castelo Del Mar (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Castelo Del Mar (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. Castelo Del Mar (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). To check my other projects you can visit my thread
  16. 18 likes
    Well, 2 years without activity? atleast I'm back here and with an update of Nakama. This update will mostly about the Last Run of 285 series Train in Mizawa Line, Mizawa, Nakama. This update mostly based on the last run of 205 Series Train in Yokohama Line back in 23 August 2014. There're several station on route not shown: Amagi Station (between Hashimoto and Mizue) and Higashi-Mizawa Station (Between Iguchi and Mizawa) because I havent finished the area. ()sad() but hopefully I'll post it later as different update. If there's something is rather incorrect about thing I dont know, please tell me. And credit for several picture I took from Internet as written +--------------------------------+ Nakama 6th - Memories of Snow Part 1 Mizawa line 285 Series Last Run 三沢線285系ラストラン credit to: http://home.a08.itscom.net/yokohama/205/lastrun/index3.html Sunday July 16 2017, Hashimoto Station on Mizawa Line crowd of people gather in 4th platform on this Station. They waiting for the train, but not a usual train. This train is part of event "Mizawa Line 285 Series Last Run" which is basically the final commercial run of the 285 Series train in Mizawa Line before retired. 10.23 am, the train arrived from Mizawa Station direction in the 4th platform of station following a big banner about the farewell to the train. Hashimoto Station in 10.25am Many railway enthusiasts come to the station and took the trip with the train or just took the photo and video in the station about the last trip of this fleet since the next trip on this line will be served by the new fleet, 323 Series. Inside the train itself is pretty crowded almost similar like weekday rush hour of this line, but for now, its a different case. On 10.26am the train left Hashimoto Station as a rapid service while the LED display sign on train changing from "For Hashimoto Station Local Serivces" into "For Mizawa Station Rapid Limited". This train wont serve Hashimoto Station anymore which been served since 1990. Front of the 285 series car in the last run, 285-71f. A sign being set in the front and back car since last week which is about the last run and the farewell sign. "We welcome aboard to the train 1822a rapid limited service of Mizawa Line to Mizawa Station. Train will stop in Shin-Mizawa Station, Kurihama Station, and final station Mizawa Station. Please give the prioritize seat for the elderly, disables, and pregnant woman. This is the last run of 285 Series on Nakama Railway Mizawa Line, please enjor the ride and thank you." as the conductor announce after the trains depart from Hashimoto Station. Train 285-71f passing through suburban of Amagi-cho, Mizawa City. at 10.33am, train approaching Mizue Station. It wont stop in this station since it's in the rapid limited service. In Mizue Station, there're several people waiting not for regular local train, but to capture the moment of this train last run passing through the station. Train 285-71f approaching Mizue Station This train, 285-71f alongside with other 27 set of 285 series fleet previously served this station as local services. The other train sets on this fleet as for 16 July have already retire from this line and currently in depot, awaiting for the next action for this trains. 285-71f leaving Mizue Station Inside the train, many passenger took video alongside this train run to record the final moment of 285 Series serving Mizawa Line. 285-71f in Mizue-cho, Amagi Ward, Mizawa City Leaving Mizue Station, the scenery changed, from dense suburban area into semi-rural area. Alongside Mizawa Line there are various area from Bustling downtown Mizawa City near Mizawa Station into rural area between Kuramoto Station and Akitsu Station while in the middle mostly suburban area. Rural Scenery between Mizue Station and Kozue Station. 10.37am, The final run of 285 Series train enters Kozue Station 4th Lane as it passed the Station. Similar like in Mizue Station, some people waiting for this train and took picutre or record video from the platform of station or the bridge of trainway. Kozue Station was used for the nearby Mizawa International Soccer Stadium which was used in several international events. Atleast during 1990-2017, 285 series serving the stadium attendant even for abroad attendant to come to this largest Stadium in Nakama. 285-71f passed Kozue Station. After Kozue Station, scenery changed back into sprawling suburban of Mizawa which is the second largest city of Greater Nanohana. 285-71f after leaving Kozue Station "Next Station is Shin-Mizawa, the door is in the right side of train from the train heading. Transfer available for Matsukawa Shinkansen and Mizawa Municipal Subway Blue Line. Be careful with your step and check your belonging before leaving the train. Thank you" from the announcer of the train as the train approacing Shin-Mizawa. The train entering Shin-Mizawa area. Shin-Mizawa Station, a major Station of Mizawa build alongside the construction of Matsukawa Shinkansen back on 1980s. Although 285 series wasn't served the line yet when it's opened, the train series as it served Mizawa Line have an important role to serve passanger of Matsukawa Shinkansen who want to go to the Mizawa Downtown area. 285-71 entering Shin-Mizawa Station. in the same time where a Shinkansen Train enter Shin-Mizawa Station from Nanohana. "Door will be opened". 10.39am the train stopped at Shin-Mizawa Station. In this station, several railfans who not following from Hashimoto Station, just entered the train to see the final departure in Mizawa Station later on. some other just took videos from the station platform. 285-71f in Shin-Mizawa Station of Mizawa Line "Door will be closed". 1 minutes later at 10.40am, the train departed again from Shin-Mizawa Station and heading toward the next stop at Kurihama Station. Between Shin-Mizawa and Kurihama, the train already pretty packed with people who want to board with this train for the last time in Mizawa Line, some train window intentionally opened for better view on the joyride with this train. "Next Station is Kurihama, the door is in the right side of train from the train heading. Transfer available for Nazawa Line for Arakashi Station and Through service for Shinwangan Line. Be careful with your step and check your belonging before leaving the train. Thank you" from the announcer of the train as the train approacing Kurihama Station. at 10:43am, 285-71f arrived in Kurihama Station. Similar like in Shin-Mizawa Line, some people just board from this station. As the train stopped at Kurihama Station, Nazawa Line 5000 Series also arrived on the Station from other direction. this will be the last time of these train encounter each other as in commercial purpose. 285-71f at Kurihama Station alongside with 5125f from Nazawa line. "Door will be closed". at 10:45am the train leaves Kurihama Station and heading for the last station of his service, Mizawa Station. 285-71f between hilly area of Iguchi-cho. 2 minutes later, 285-71f approaching Iguchi Station without stopping in this station, giving the farewell on running. 285-71f as it approaching Iguchi Station 285-71f passing through the bridge crossing the Nakama National Route 1. few moments after leaving Iguchi Station, Mizawa Line merged with Saikaido Main Line which is the main line connecting Nanohana with Matsukawa until Suzukake. at the time the last run train enter this part, there's not yet any train in Saikaido Main Line to encounter with, atleast for now. 285-71f as it enter the track parrarel with Saikaido Main Line after passing Higashi-Mizawa Station, at 10:49am the train will enter the final destination of this last run, Mizawa Station. 285-71f entering Mizawa Station. In other track 321 series of Saikaido Main Line just left the Mizawa Station and Heading to Nanohana Direction "We will arrive at the last station, Mizawa Station in a few moments. The door is in the left side of train from the train heading. Transfer available for Saikaido Main Line, Miwangan Line, Izumi Line, Serihama Line, Nazawa Line and Mizawa Municipal Subway Red Line. This train that you are currently riding, 285 series will retire as of today from service on the Mizawa Line after serving since 1990. Please make sure that you take all of your belongings with you as you exit the train. We sincerely hope that you take all of your happy memories of being on this train home with you for safekeeping as well." As the final announcer of the driver of 285-71f 285 Series train served between Mizue Station and Kozue Station during winter time 10:51am, the train arrived at Mizawa Station as scheduled and will be here for photo session until 11.00am before it go to Depot in Kagawa. In Mizawa Station itself, there's a lot of railway enthusiast already there taking photo of this train and recording the final moment of it serving this line as it arrived at Mizawa Station. During 9 minutes stop, a lot of people documenting the interior of this train. Final moment of 285 Series serving Mizawa Line. as the time showing 11.00am, 285-71f as the last train of 285 Series in Mizawa Line departing the Mizawa Station. as the train departing the station, the driver honk the train horn and everyone bid the final farewell of the train giving the thanks for the whole fleet of 285 series for last 27 years. as the train leave the station, it will join the other train of 285 Series Mizawa Line at Kagawa Depot while Mizawa line will be served further by 323 Series. to be continued....
  17. 18 likes
    Hi everyone! Today I show a new interchange of mine. It's ugly, maybe not even realistic (non of mine usually is realistic or efficent, but I'm the mayor it's my money, ehh... my citizens money... ). I started to expand the region and opened a couple of new city tiles to make the main highway system around NoirCity. This is the first part of the complex interchange system of SouthPoint. Enjoy! - Tyberius
  18. 18 likes
    Started working on my Paeng/Diggis unification project. Very early state - but if things go well it will make a fine addition to the Big Paeng Theory.
  19. 17 likes

    Version 1.0.0

    325 Downloads

    This Luxurius beach front condos, are located in Puerto Vallarta , Mexico, my Hometown, the height is 196,85 ft, (60 meters). DEAR PEOPLE FROM SIMTROPOLIS: YOU CAN FIND THE VERSION WITH "NO PLAZA" IN THAT VERSION YOU CAN MODIFY THE LOT, PUT PROPS, FLORA, MAKE THE LOT AS BIG AS YOU WANT... FEEL FREE TO EDIT THIS VERSION. ENJOY. This file Includes: Functional Landmark with 1,200 CS$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugin
  20. 17 likes
    Trying to figure out the Double Decker Highways
  21. 17 likes
    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN WEST: (Click to make bigger.) Yo, guys -- Well -- I put some serious thought to the comments from "RandyE" . It took me more than a week to finish the scheme, and this is just the largest part of it. Here we have the Great Heron Slough. "Slough" may well be a term particular to the US (never seen it used on European maps) -- so, basically -- it is a water feature that is a cross between a swamp, a marsh, and a lake. Generally slow moving, fed by run off and small springs, and shallow. The slough is located at the head of the eastern rail corridor business district. This area has undergone joint development by the city and the owners of the Mandarin Oriental Hotel to allow public access to a restored and maintained wildlife area. No power boats that would create noise and pollution. Here we have the Gardos Tower, a repaired and restored ruin -- a small pier for kayakers -- and a small pavilion with a beautiful overlook. Some landscape detail -- This is an "NBVC" pier that I modified for use -- And finally --a couple of groups of Herons doing their best to avoid the intrusive kayakers.
  22. 17 likes
    Really got back into SC4 in the past week after a break lasting well over a month. Still working the same massive city. Gonna be a massive job to get it presentable for a CJ entry, but its coming along nicely.
  23. 17 likes
    Well, well....It works! Only thing left to do is a nice custom made lot and lot texture a la' Simmer2 and we are good to go. Vester's multi-angled GEvo locos fit just perfectly with my model! Bravo vester &apls Work in Progress RH1 2 3 Simmer2
  24. 16 likes

    Version 1.1

    385 Downloads

    The Great Southwest Building, formerly the Petroleum Building, is a skyscraper built in 1926 and located at 1314 Texas Avenue in Downtown Houston, Texas, in the United States. The structure was originally commissioned by Joseph S. Cullinan, founder of The Texas Company, to house the offices of his growing oil and gas business. Designed by New York architect Alfred Bossom, the building features Art Deco styling with unusual Mayan touches including reliefs and a stepped back style on upper floors to mimic a Mayan pyramid. This is the second version of this building, the old one is now unavailable. Textures and nightlights were improved. Click on the image to check the other views: INFORMATIONS The model is available in two versions - LM and CO$$$ - and with and without the annex building. All of them are corner W2W. Landmark - with annex Plop cost: 70,000 Lot size: 3x2 Commercial Office - with annex: Lot Size: 3x2 CO$$$: 1,500 CO$$: 2,000 Landmark - no annex Plop cost: 55,000 Lot size: 2x2 Commercial Office - no annex: Lot Size: 2x2 CO$$$: 1,500 CO$$: 2,000 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Great Southwest Building (with annex - MN): this is the version with the annexed building for those who do not use SimFox Day and Nite Modd. Great Southwest Building (with annex - DN): this is the version with the annexed building for those using SimFox Day and Nite Modd. Great Southwest Building (no annex - MN): this is the version without the annexed building for those who do not use SimFox Day and Nite Modd. Great Southwest Building (no annex - DN): this is the version without the annexed building for those using SimFox Day and Nite Modd. Note: inside each .zip there are the Landmark and Commercial Office folders. If you don't want one of them you can delete its respective folder, but never the .SC4MODEL. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only).
  25. 16 likes
    Regrettably I haven't been working on this too much lately, but I have done some work over the past few days. There really isn't all that much left to do on the day render... I do still need to post those HD closeups of the trucks though. One of these days I'll post on here why I'm so sporadic with my postings and why I jump around between projects so much. I can assure you there is a valid reason aside from my hatred of exporting and modding... gahh... --- I have a job now (my first!), and have been there for a few weeks, so I have been busier than I usually am this time of year. -Mushy
  26. 16 likes
    This is the skyline of my new city, Teufort (Like every city I name is Teufort)...
  27. 16 likes
    Another variant joins the fray. Not too fond of the textures but everything WIP is subject to change.
  28. 15 likes
    1. So, first, after deciding things had got to change in Middletown and its region, Mayor Arielle had herself built a new Mayor House. Not quite Mies Van Der Roe-ish, close to the very orthogonal Downdown, close to the very proper City Hall, but still, it was a clear declaration of intent : let’s get into the XXIst century, people – or at least the XXth ! 2. 3. Then she enticed IKEA to open a store downtown : 4. At that time, the whole eastern part of the city was still fields and woodlands. As many new people were coming to Middletown, Arielle B. rezoned it residential and commercial. But most of all, she asked the city planners to let go of the grid. Until then, the town had grown according to the good old orthogonal Vulgate, especially south of the tracks. 5. 6. 7. But it HAD to change in the new north and west parts of town. 8. A plaza illustrating the modern, curvy Mildletown was built in the middle of the first new neighbourhood, and was named of course after the daring Mayor : Arielle Plaza. 9. Arielle B. had not expected her citizens’ resistance to the Ungridding of Middletown. Despite the new roads and streets, they obdurately kept on orthobuilding for a while. 10. There were definitely mixed results. 11. At first the resistance was fierce, albeit polite. Then, little by little, it slowly faded. Tax inducements helped, and the fact that the older griddy rich migrated away from the new neighbourhoods. The new citizens were not very wealthy, but they were young and more enthusiastic about modern living. 12. 13. 14. 15. The great Ungridding battle is over now, Arielle B. has mostly won (the neighbourhood towns are going antigrid big time) and Middletown has settled back into its normal life. Quiet neighbourhoods… 16. Quiet fields (this last untouched one will likely be transformed into a bona fide park, at some point)… 17. Quiet shopping sprees in big and small markets… 18. 19. 20. And, for the daring, some excitement brought from the Outside World by the truckers for whom Middletown is a welcome stop. The Rocking Truckers Motel’s bar-restaurant transmogrifies into a disco with live bands on weeks-ends and holidays ; the local band, The Midnight Ramblers, are all ex-choir boys and began in the St-Felicity Church basement. Now, that’s modernity for you ! 21. 22. 23. 24. 25. And Arielle is happy !
  29. 15 likes
    This is completely inefficient and a huge waste of space. However, I love how it looks, the curves are super-smooth, and I had to share.
  30. 15 likes
    Finally got back in the game after a year The RHW team is magical. I'd never imagined this would be possible in SC4
  31. 15 likes

    Version 1.0.0

    1,103 Downloads

    DESCRIPTION Located in Belo Horizonte, MG, Brazil, the Sophia Building is a modernist residential building from the 70s. INFORMATIONS The model is available in two versions, Landmark and Residential building. Both W2W corner building. Landmark: Plop cost: 25,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$: 950 R$: 1450 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Sophia Building (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. Sophia Building (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Sophia Building (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. Sophia Building (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). You can check all my projects visiting my thread
  32. 14 likes
    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN WEST: (Click to make bigger.) Yo, guys -- Here are a few more "detail" pictures of the Siegessauler Platz -- as promised -- for those of you that are interested. A different angle to show the areas not visible in previous views. 05 06 And a few close-ups -- mainly because they make pretty pictures ...(lol) 07 08 09 10
  33. 14 likes
    I was challenged to build the Highway 401/404/Don Valley Parkway interchange in Toronto in SC4 here: http://urbantoronto.ca/forum/threads/roads-ontario-gta-highways-discussion.12233/page-162 Challenge accepted. Here's what I have so far: https://www.google.ca/maps/@43.7674403,-79.3367528,1251m/data=!3m1!1e3?hl=en EDIT: Further progress
  34. 14 likes
  35. 13 likes
    Slowly turning that walkable part of the CBD in a W2W historic centre
  36. 13 likes
  37. 12 likes
    This is not from Simcity4 but from real life. I find this pic awesome and there are many similarities with what people are doing and posting here. English This exchanger of Huan jue wan was finished recently in the periphery of Chongqoing, enormous metropolis in the south-west of China, after eight years of construction. The work superimposes five levels where the tallest one is 37 meters tall. No less than 15 ramps had to be constructed to allow the traffic to go from one level to another, in eight directions. French L'échangeur de Huang jue wan a été achevé récemment en périphérie de Chongqoing, immense métropole du sud-ouest de la Chine, après huit années de travaux. L'ouvrage superpose cinq voies de circulation dont la plus haute culmine à 37 mètres. Pas moins de 15 bretelles ont dû être construites pour permettre aux véhicules de passer d'un niveau à l'autre, en huit directions.
  38. 12 likes
    Been working on an area filled with rivers.
  39. 12 likes
    Got some farmlands to show: Tulip fields and a museum. Grass fields, lots of open land. That's what I tried to achieve here compared to the densely packed farms I used to make.
  40. 12 likes
  41. 11 likes
    A random city I did to test some new Bat's =D
  42. 11 likes
    A very small town. Or perhaps a better term would be "hamlet" or "village".
  43. 10 likes

    Version 1.0.0

    372 Downloads

    This Luxurius beach front condos, are located in Puerto Vallarta , Mexico, my Hometown, the height is 196,85 ft, (60 meters). DEAR PEOPLE FROM SIMTROPOLIS: YOU CAN FIND THE VERSION WITH "NO PLAZA" IN THAT VERSION YOU CAN MODIFY THE LOT, PUT PROPS, FLORA, MAKE THE LOT AS BIG AS YOU WANT... FEEL FREE TO EDIT THIS VERSION. ENJOY. This file Includes: Functional Landmark with 1,000 CS$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugin
  44. 10 likes
  45. 10 likes
    Correct. I developed the west side of the river first so farms could grow. Then I made ploppsville. Here's the city with the simulator turned on, infill development now grown. ...And a neat shot of the incline towards the RHW bridge. Train passing overhead with fireworks? Sure why not.
  46. 9 likes
    Some additional thoughts on a few of the topics raised... Automated System As I see it, the concept for APT type system (following @matias93's post here) would be the ultimate universal solution for distributing content. Bridging the gap between both accessibility and ease of use. Greatly simplifying the process of batch installation -- that's what this is all about. Therefore as such, it should leave no stone left unturned. If this is the way to go, it needs to cover all the main aspects of plugin management. The whole incentive aims to reduce the steps needed to add BATs, lots & mods in bulk. We want to make it easier for everyone involved. Whether a newcomer to SC4 or a veteran player. People want to have the option of adding custom content, without going through the arduous and headache-ridden task involving dependencies and testing for conflicts, binary searches etc. The mise en place would be done beforehand, and then the system takes care of the rest. After all, that is the main appeal of fast food restaurants... I imagine a key benefit is it'd be relatively simple to modify the master list for each pack. Effectively being a central reference and set of instructions. Adding new files accordingly, and the same if needing to point away from obsoletes. By sourcing the original files, something worth considering is if authors decided to release updates. The STEX (at least) uses versioning, where any previous revisions are saved and are by default still available for separate download. We'd need to ensure should any given file be updated, the system retrieves only the version it expects. This would be the one incorporated inside the MODPACC, already checked for compatibility with the others included. Any changes would need manually approving for inclusion. Then the instruction commands could be altered, pointing to the new version and any additional dependencies. The authors supply content, and those tasked with arranging the packs determine how it gets compiled. Otherwise the more extra variables, the greater chance of all sorts of potential conflicts and chaos. Without cohesion, it'd defeat the purpose. For the user, the process of updating ought to be as simple as re-running the tool, to synchronize with the pack's contents. Removing obsolete files (in the modus of Cleanitol), and replacing them with the newly released ones. For the sake of bandwidth and convenience, it'd be grossly inefficient to re-download the entire content set more than once per installation. Above else, all this needs to revolve around simplicity. Streamlining at both ends of the spectrum. Going down this route, I'm very much in favour of it being implemented cross-site to the fullest extent possible. Personally, I must admit the finer mechanics of all this is beyond my current technical expertise. I know the IPS suite does provide a standard REST API which may help provide the platform for integration. However, this would absolutely require a team not only willing to work on this, but obviously have the knowhow to understand how all the procedures work to bring this to fruition. So essentially looking ahead in this direction, we'd need at least 3 core groups of people: Developer(s): Creating the base framework, integrating it accordingly with site software, and creating the commands for processing. Organisers: Determining the contents of each MODPACC, considering compatibility between items. Testers: Basically quality assurance for functionality, and checking each MODPACC works correctly in SC4 (and ideally when combined with other packs). This would need to be in a standardised environment as determined by the package manager. Content & Community Cycle While I like the idea behind automation and packaging content in general, I feel @Fantozzi's earlier concerns are very valid. Following on... How would the batch distribution of plugins (automated or otherwise) affect the motivation of active or aspiring content creators? Knowing a MODPACC bundle is far more appealing, there's a chance of individual entries on the STEX or LEX being overlooked, especially if included. With a package containing multiple items, individual creations are less likely to be recognised and cherished in their own right. I suspect at least for some, this plays a big part with motivation -- knowing what you create is valued by those who decide to pursue it. For any aspiring creator, the task of earning appreciation may then become steeper. If all the plugin packs attain most of the the limelight, and you receive no feedback, why would you bother to continue sharing your own works? It'd be very hard to compete on such a scale. I imagine this is one reason why there's been so very few transport mods other than the NAM and RTMT, or based around them with compatibility in mind. The reason being, a MEGA mod is designed to be an encompassing solution for a specific need. Tried and tested, and proven to achieve just that. Anything much more than a collection of fixes, I think we need to proceed with a degree of caution to ensure authors are respected for creating individual uploads. I very much agree with @rsc204's summation, including the points about informing people about custom content as a whole. At the same time, I think we also still need to encourage newcomers to ask questions. A starter pack should be strictly limited to just that -- an introductory taster. The thing is, there's a cycle where people enter the scene, slowly learning their trade. First starting small, posting on the forums, or seeking advice. Sharing progress, while progressively becoming familiar with how the game and custom content functions. Maybe delving into BATting, lotting, modding or map making of your own. All the time expanding on your knowledge and gaining vital experience. Finally completing the loop by passing it onto other newcomers who come along. While the so called 'golden era' for new creations may be over, what we're seeing nowadays is quality over quantity. We therefore still need to be careful not to break the cycle, otherwise closing the door and potentially discouraging those interested in taking up creating BATs, lots, mods or maps for the first time. That cycle is what keeps any learning community alive and well. This isn't and rightly shouldn't simply be a museum. Bandwidth Considerations Anything involving mass online data distribution brings this into the picture. Here at Simtropolis, the STEX is unsurprisingly the biggest overhead in this regard. Putting it in perspective, the past 30 days has seen 630GB of bandwidth used from all files downloaded. I can confirm within the IPS suite, there are standard usergroup settings to cap bandwidth quota, download speeds and also quantity. So there are options to limit the flow, should that be required. Using an external host such as ModDB is a possibility. At least on the STEX from files, it's possible to link the download location set via a URL. That way the user would either by redirected to the page (as the NAM does currently), or perhaps a direct link to start the download. I did notice ModDB's terms state the following: As @CorinaMarie previously mentioned, I suppose a way around this is by re-designating all content as property of the community. If we can help it though, I think it's best to keep everything hosted here. Nothing on the internet is certain. But the recent Photobucket debacle proves yet again how relying on external sites puts full trust in their policies and services. Integrating any system is also much harder without direct access. Indeed, through a system allowing MODPACCs to be batch downloaded on site, or even compiled and offered as individual entries, it can only result in a sharp rise in the amount used. As @Tarkus said above, it's difficult to predict the scale or trends of such an increase, and we'd need Dirk to clarify whether this may overflow the upper limit costs of the site. Depending on the scale, the question is: Do costs need to be covered? Then if so, where possible, finding the best method(s) to recoup this without restricting the packs to an isolated group of users. I've mixed views about packs being withheld and not openly available. On one hand it'd prevent bandwidth mounting, but on the other would be contrary to making them accessible to all SC4 players. Similarly with putting each on a DVD or in an exclusive section say for site donors (min $X amount). The deciding factor here is whether or not it's sustainable to cover the costs of any extra bandwidth. It's tricky to have it both ways. But if we can avoid it, I'd be in favour of keeping them available to the masses. If we're looking at lowering barriers for newcomers, this I feel is necessary. Overall the entirety of this project would undoubtedly be a mammoth task. But when there's a will, there's a way... right? Like most things: start small, gain momentum, get off the ground, with the ambition to expand.
  47. 9 likes
    SimCity 4 is a spreadsheet that will never be balanced, but that’s what makes it so fun, even 14 years after release. Yesterday, an article about SimCity 4's Network Addon Mod, a comprehensive mod for roads and traffic in SimCity 4, reached the front page of r/Games.”Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod,” author Dirktator wrote. While that’s definitely true, and the thriving mod community for SimCity 4 is a joy to browse through, after playing until two in the morning I can safely say that SimCity 4 also holds up on its own. Full article: http://kotaku.com/SimCity-4-is-still-great-1796823071
  48. 9 likes
  49. 9 likes
    Just Trying to make a nice little town in my region and semi realistic little town, Called Piytan Lake Would love some feedback and let me know how i can improve! Main Road and a small neighborhood Another neighborhood just north of the last one. High Wealth neighborhood, just started on it And the view of the whole town, has farms south of the town.
  50. 8 likes
    I admit the scripted ways look very neat and very user friendly as well as automated. From an end user point of view, no doubts at all there... But I do have some niggling questions: in light of the fact that everything is becoming more expensive to run...here I see more and more donation messages for instance, it's a fact that the webmasters - on whom we all rely - are feeling the pinch. Also, unless the solution is quite a graphical gui, it would seem to heighten @Fantozzi's concerns about anonymity and loss of getting to know the author. So the questions are: 1) How does this automated script to install a plugins suite add real, monetary value to the websites to ensure that the websites remain an ongoing concern? It's great for the end user, but I don't see value for the webmaster (and I might be missing something). 2) These files will increase the download volumes, bandwidth and hence cost - I don't see how a user could be charged to use the solution, or how you could make a 'starter pack' plugins from this unless the gui is very limited from the get-go 3) I assume one would need to be logged in to access the modpak feature; that removes some of the existing revenue stream - a large number of users just download without being logged in and have to sit through an advert to do so. 4) Who is going to reclassify all of the STEX files to make the searches that build the plugin packs meaningful? The files date back to last century and it has always been an open exchange, so varied stuff and indeed varied results. Also the script at the top of the page would rely on a plugins folder not being datpacked (or any other end-user created dats) 5) Going back to an earlier example, where a pack contains work from a number of authors, what is to stop an inactive user logging in once more, seeing that their work is now part of a pack which is being pinged by automated scripts and saying 'heck no! I didn't sign up for this' and locking, deleting, or replacing their files with a text pad...while I believe the delete option isn't available in our current site, updating files to a simple text-pad has been done before - and en masse. 6) How does it fix the older, non-functioning files; to give an example - let's say the community wanted a dutch-themed pack.......There are several makers of dutch bats and lots who come to mind - one was a prolific batter (he has 5 pages of stuff) whose buildings are among the most exquisite bats ever, ever made, but only about 30% of them actually work in game. The rest are all bugged and either don't show up or CTD. If you want to use his work, you have to mod it yourself. On an automated model, you would be installing bugged files into a plugins pack. How does this add value to a user and how could you charge a nominal amount for it? It certainly appears that while scripts are incredibly easy for the end user, it looks like a lot of work getting all the files aligned to a script and then somehow being able to put the brakes on bandwidth as well as somehow engineering it as a 'value' proposition, like the CD is now (i.e give $, get gift). Perhaps, @catty-cb, @cycleboom or @tarkus might be better placed to answer some of these questions from a webmaster pov. Edit: The last thing any solution should do is have the unintended consequences of cannibalizing Dirk's existing revenue stream (that is the sale of CDs and the ad revenue from anonymous downloads) - any solution must complement these - because it will drive up costs associated with hosting the site and bulk downloads.
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