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      Help us reach our June donation goal   06/12/2017

      If you can, please help us reach our June donation goal!  Please note that the STEX Collector's Set gift can now be sent to you by digital download, as well as by mail! Simtropolis runs mostly on donations, as you know, every dollar helps us keep things up and running and bring in improvements from time to time. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
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      Simtropolis hardware upgrade - can you help?   06/22/2017

      We've received a recommendation to consider some hardware upgrades to our aging server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the additional load to handle all these new toys is taking the server a bit to task.  You may have noticed that we've been forced to temporarily disable the chat as we work out allocating resources for more optimal performance. We've also applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is something we'd like to be able to upgrade. The last time we upgraded hardware was a in 2012. Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Your contribution means a lot!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins

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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • Japan Recreation(日本作成日時)
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  • FUTURE CITY JOURNAL
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  • Vista Del Mar: Simcity 4 Artiste
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  • Cities Skylines: First Look at Gameplay
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  • Let's Play Cities: Skylines
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  1. Article #2: "Discovering Xá" Xá or Ciudad de Xá is a touristic city of Metzú Republic. Is situated some 55 kilometres of capital city, Yuti. It's an important urban area. Some industries are concentrated here. There are a commercial zone, with great importance in Metzú Economy. Xá has the biggest airport of Metzú, called "Aeropuerto Nueva República". Supplies the capital city, principally. Full map Population: 33.756 (2017) Metropolitan Area: 35.209 (2017) Main Activities: Tourism, Financial Services, Manufactured Industries. Living Xá... 1. Xá Landscape 2. An other view of Xá Downtown. 3. A mixture of Modern and high buildings with old rowhouses and condos. Typical in Metzú. 4. Central Train Station, called "Estación del Sur". 5. Main Avenue at night. 6. More of Downtown 7. Downtown at midnight. 8. City Outskirts. The M1 Highway. 9. Nueva República International Airport. The biggest airport of Metzú 10. Cerro Tay and Playa Marcela. 11. Playa Marcela. 12. Estadio Municipal de Xá. Multipurpose stadium. Home of Club Atlético Xácoense, founded by brazilian fans of Chapecoense. We hope you visit our cities, See you on the next article, Stranger.
  2. Hello simtropolis, it's been awhile but after a long adjournment I'm finally back with some new content. For those who many not be aware back in October my SC4(and windows) hard drive(SSD) crashed. This eliminated everything I had created after entry 35 on this Journal. Feb 2016 was the last time I backed everything up(plugins, cities, pictures, etc) on a separate hard drive. Foolish, I know. It's not that I overlooked the possibility of a hard drive crash, in fact all my important personal stuff is backed up on separate drive and some of that is even backed up a second time on bluray discs. I backed my SC4 cities on weekly basis but for some strange reason at some point in time, I can't recall why (or understand), I moved that backup folder onto the SSD drive. So while I was still well prepared for save file corruption I was not prepared for hard drive corruption. The rest of what follows would probably qualify as TMI so I've have put it in spoilers since most of it is not exactly SC4 related and it kind of bogs down this entry. Most of you are understandably here for pics so this way you can get right to them. Note; Entry number 43 is reserved as a placeholder in case I'm one day able to recover the data that was meant to be shown in that entry. Now onto today's subject matter which will cover what is probably going to be the largest and most complicated interchange in the entire region of Pretoria - The 5 Point's Interchange. This interchange is located in the City of Calgon which is just west of Baycole and north of Dresden. It think I came up with the name Calgon from Calgary, but at this point I can't remember The interchange is the junction between Highways 700, 702 & 707 and as it's name suggests it is a 5 way interchange. This is the first RHW rebuild of this interchange. I say first because there is a second rebuild of the interchange which features no tunnels and is much more streamlined in appearance. But it's so different from this one that it's basically an entirely different interchange and this version is so massive that it would be a shame to not showcase it. edit* For a better understanding of the network I'm adding the regional highway map here; This entry was incredibly difficult to make. It seems the save file for the city is highly unstable/incompatible with my current plugins folder or something. In the process of rebuilding this interchange the game crashed about 50 or so times in the last several weeks which severely hampered my progress. I've encounter errors and crashes which I had never seen or even heard about before. The numerous ways the game crashed on me are listed below, I've also placed this in the spoiler to shorten the dialog that is relevant to the point of this entry; So where to begin with this one... how about with a map of the entire interchange and how it compares to the previous record holder of the title of the regions largest interchange - Spaghetti Junction. All maps are the exact same scale. Spaghetti Junction(newest & more compact version) vs 5 points. And the old Spaghetti Junction which was larger vs 5 points vs The 5 points <---- is north One of the reasons why creating maps of interchanges interest me so much is long ago even well before I ever played sim city when I was maybe 10 year old I was completely mesmerized by city maps and the most interesting part of those city maps were where all those squiggly and curved lines which converged in tiny areas - interchanges. Afterword I would create random huge interchange designs on paper, wish I still had those but they disappeared long ago most likely throw away as junk by my parents Ok let's go through the interchange from south to north starting from the 702 Northbound at the south portal. Highway 702 comes from Dresden and the South Shore borough of Pretoria. There is also one other(very large) interchange between the 5 Points and Dresden in Calgon that I'll show later. The 702 is highly congested at this point being only 4 lanes across. In the final version of 5 points this section has been upgrade to 6 lanes. The Fastraxx ME(Middle East) Commuter Rail line can be see at the top running underneath the highway in a tunnel before reaching Calgon (Central) Station while the L(Loop) line runs over the highway at the bottom of the image. For a refresher on commuter rail the network click HERE. Meanwhile ICR's freight line is on the right hand side of this image. Now here is where things start to get messy. The first lane at the top of the image is a local off ramp from the 702. Next is the EB 707 to SB 702 ramp. Then a local on-ramp, followed by 4 lanes of the 702 itself, then the NB 702 to EB 700/707 & NB 707 ramp and then finally a local off ramp. 4. (note: image number count does not include the road maps) The next off ramp is the NB 702 to WB 707 which takes you directly into downtown Calgon. Overview of the Southern portal to the interchange. 7. 8. The NB 702 to WB 700 ramp is the tallest ramp in the interchange and is 45m/148ft above the lowest part of the interchange about 50m/164ft above the lowest tunnel. 9. Crossing over the 700 Overview of the Eastern portal of the interchange. The 700/707 is up to 13 lanes wide in this section and from here continues on to Spaghetti Junction in Lindin City. Next we come to my favorite portion of the interchange, the central section. This maps shows the 7 levels of the interchange + arguably a 8th level for one of the tunnels. What little help this may be, it explains the purpose of each overhead ramps and the routing of the tunnels which are functional for cars and buses but not trucks. Yup it's a little on the complicated side 12. 13. 7 levels of interchange in one image. Can you make out all the height transitions in there? Hint; there's 13 Moving further north we get to the point where the 700 crosses over the 702 And then we get to the second big section of cluster of ramps. I'm not sure it would help to talk about which ramp goes where, probably best just to look at panoramic shots at the bottom of the entry to make sense of it all. 17. 18. The 700 crossing over the 3 rail lines with exit ramps going both over and under it, one of my favorite images 19. This would be the western portal of the interchange. Back to the 702 which now turns into a collector/express highway system. 22. This leads us to the final part of the interchange the northern gate and the boundary to Astoria, which takes us to the downtown area of Pretoria. 24. 25. Aside from those sharp level 3 RHW curves, which hopefully will be smooth out in the future, I'm quite satisfied with the look and compactness of this section. 27. You may have noticed a few other unusual things up there and kudos to you if you noticed all four The most obvious one is probably that one way bridge in there which might seem odd because it looks a little different from the rhw roads above and below it. I could of used a rhw overpass but then there wouldn't have been enough space to transition into the one-way road tunnel. I suppose I could of just built the rhw bridge just for eye candy purposes but I wanted to show the interchange in it's functional configuration. That is every path is usable by sims, although I'm having a heck of a time trying to get them to take some of those paths, seems they'd rather be stuck in traffic on local roads then take the express out of town. I had to use a subway portal where the level 3 RHW crosses the the 3 railway tracks. It might look a little strange but it's much better than the alternative. Seems the level 3 RHW can't cross over 3 consecutive rail lines, it drops to a ground level crossing for the one in the middle which would of course look ridiculous. Meanwhile the subway portal ensure functionality on the railway line in the middle since passenger trains can turn into subway turns and vice versa without issue. The freight line on the top remains functional as well. It was very difficult to create this interchange because of all the grade changes over it's length, which resulted in the irregular ripples on the maxis highway curve. For those who don't know grade changes and the RHW go together like oil and water, thankfully with each version of the NAM terrain stability continues to improve. The original footprint of the maxis interchange that came before was much smaller so the city was originally built without realizing that one day I would need much more space for an interchange. For the final version of the 5 points I'm building I completely leveled out the terrain and started from scratch againt to build a fully accessible version without the use of tunnels. Lastly I had to use one of the old 45 degree flex fly ramps because the new piece is one zone large(5x5 as opposed to 4x4). That tiny little difference would otherwise have resulted in major changes to the interchange and a large expansion of its overall footprint. I know many rhw users might of been fine with that since highway interchange are space consuming objects, but I pride myself on building the tightest possible interchange while using smooth curves and transitions as much as possible. I had to modify the NAM files in order for this legacy piece to still show up in game. While I can't plop them anymore they won't disappear, which is what would happen if I didn't modify the file and more importantly they are still completely functional. Next a few night shots to show that there is sufficient lighting around the interchange. Even though you may not know how to get to where you want to be you can at least see where your going! 29. 30. 30. 31. Now time for a little something I call the "eye spy" section... Let me know if you like this new section. 33. 34. 35. And finally, of course the mosaics. For reference sake I put the the original maxis version of the interchange that I set out to replace long ago in the spoilers below. 37. 38. 39. 40. 41. 42. Forgot to add the interchange Stats!Levels - 4All Highways total entrance lanes - 41Bridge Structures - 15Total Crossings, time sa highway ramp crosses another - 37(not including tunnels)Tunnels - 5Ramps - 26 FlexFly Ramps - 8 (2 - 90 degree/6 - 45 degree)Height Transitions - 33 Thanks for stopping by, it feels good to get the CJ up and running again.
  3. I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer. Anyway onto my questions. I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange: Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics: The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
  4. From the album Night Scenes (S3-12-E)

    A scene featuring Mount Tokiko looming ominously above downtown Dresden. This might be my favorite area in the entire region. Combining a mid-size downtown with a complex series of highways & railways clustered together and an mmp saturated hillside overlooking it all.
  5. Taking a break from the usual localized entries it's time for another all-encompassing E2 update(the last one was almost 8 months ago!) E2 is short for Encyclopedic Entry and it is a comprehensive analysis/overview of one specific system covering the entire region. The original plan was to have 12 of these updates, but there will be 10 now after cutting off 3 and adding 1 special entry - that special entry is today's. What's special about this E2 is that instead of focusing on one specific system I'll instead be showing a variety of images from many different places across the region. Additionally to keep things fresh (for the images already seen) I'll be doing it in a way that as far as I know has not previously been done on Simtropolis - we'll be seeing their blueprints. These places encompass my best work in SC4 to date and my favorite things to create in-game(Industry, Infrastructure, Interchanges, Road & Rail networks, Lattice Towers & Skylines), with the exclusion of only my mmp work which doesn't pick up well with the blueprint photoshopping. In any case I figured this would be as good of a time as any for an update that showcases the best of what I've done so far since I've likely passed the half way point of the CJ. This entry is in essence both a review of what's been shown and a teaser of what's to come(all the images in spoilers). It will quite likely be the biggest single entry of the CJ both in terms of the number of photo's and quality of content so I hope you like what you see. Industry & Infrastructure Seeing as how I'm working through the industrial heartland of the region it's only fitting that I start with Industry first. Dresden Generation Station You might be asking how many times must I show this place before enough's enough? lol, well these images are a little different then the ones before but more importantly I'm please to announce that I'm planning on releasing this relot on the exchange, so the next you'll be seeing this facility is in your own city. As is the complex is made from several different modular lots, perhaps 2 dozen different ones in total. So it's going to take me a while to put it all together in one or two lots and it probably wouldn't look exactly the same but I'll do the best I can. Eastlea Power Plant Hillsboro TS South Shore Sewage Treatment Plant For sneak a peak at some of the industrial facilities I will be showing more of shortly, click on the spoilers below. Highway Interchanges It simply wouldn't be an all-inclusive update without showing you my highway interchanges. Here's a fine selection of which for your viewing pleasure Cisco Bay Highway 709/700 Interchange Highway 709/Crosby Ave. Interchange Sky Bridge, southern approach Dresden The Z-change The Web Looper Junction, Highway 700/702(S) Lindin City The Butterfly, Highway 705/709 () Spaghetti Junction v1.0(NAM 32), Highway 700/704/707 Spaghetti Junction v2.0(NAM 34), Highway 700/704/707 Perhaps the biggest spoilers of all, some of the other major interchanges which all together have have taken me hundreds of hours to create. Road & Rail Networks ICR & Fastraxx rail lines in Lindin City Frieght and Passenger rail lines in Dresden Telecommunications A personal favorite of mine, still have plenty of custom BAT's(and relots) to show & release The Ring of Steel from below KIRO TV Tower WBNS TV Tower Some of the towers yet to come; Skylines So far very little in the way of skylines has been shown so far but that will change as I get closer to the center of the metropolis. Lindin City Cisco Bay Dresden Click on the Spoiler below for teasers of Central Pretoria; I'd love to hear which one is your favorite picture or place and what you are most looking forward to seeing next. Also big thanks to all those who voted on the last poll with regards to the hydro pylon textures, I'll give it one more week before the results are final as it's pretty close right now but it looks like I'll be changing the textures afterall. *Update 07/08 I've modified the contrast and lightness settings on a number of the images so that the details are more clearly seen.
  6. The completion of the Beltline Dr extension and connecting roads, opens up almost a thousand acres of land for the city's expansion. including additions to the technical school. Thanks for the visit - Dick
  7. In my city, which is fairly small, at only 70-ish thousand population, I have been having a traffic nightmare at one of my intersections. The cars randomly stop in the middle of the 3-lane highway, creating traffic jams that stretch all the way to the high-rise area sometimes. It's not even that big an area, it's about two times smaller than my high-rise area, and is simply industry, commercial, and low-density residential. Pictures attached. So I have only one question to ask: whatdo? http://imgur.com/a/3TTzq
  8. Spaghetti Junction was originally showcased in entry 13. I remember that entry quite well because it was perhaps the most time consuming thing I've ever made in SC4. The making of the CJ entry itself took something like 4 days. Making diagrams, GIF's and labeling things all take a lot of time. Though it's still only second to entry 15. That one took me about a week to make because of all those diagrams, the actually in game stuff for 15 probably took an hour or two lol. These days it usually takes me a day or days to make an entry on simtropolis, not the entire day but a good part of them. That is capturing all the in game images, screening out photos, making mosaics planning out the progression of an entry and uploading photos then adding a detailed explanations. Today's entry will be fairly light on the dialog since I've already gone into detail about this interchange in the past. It's purpose and use hasn't changed, only it's design. The actually building of the updated version of this interchange took place over the course of 3-4 week. Mind you I was working on plenty of other things during that time. In total I'd say it took around 20 odd hours to build, which was less about half of the original. Let's just say the disconnector piece was a life saver. That includes several hours of mmp work I did last night There's a lot more landscaping that went into this version that the original. As with Looper Junction, Spaghetti Junction was a major interchange I made last year using NAM 32 to replace Maxis Highway NAM interchanges. But unlike Looper, Spaghetti was made to a higher safety standard from the get-go. Extended merging/acceleration lanes and sweeping curves and extended height transitions were extensively used. However that doesn't mean things can't be improve on further. I was reluctant to update this interchange at first because of all the time I spent on it and since it wasn't really that flawed. The only real flaws, if you can call it that was the use what I call a 'hook ramp', its the one that loops around. While it actually looks kind of cool in game, it's not really realistic in the real world.I also liked how massive and wide the original was, it was quite realistic in size from a real world point of view, yet another reason why I was originally reluctant to rebuild it. But one of the things I like the most about the NAM is the challenge of making things as compact as possible and without sacrificing safety or aesthetics. I think I've definitely managed to do both here. The interchange remains fully accessible, that is vehicles entering the interchange from any of the 4 main highways can connect to all the others. For detailed mosaic's of the whole interchange scroll to the bottom Stats Levels - 4 All Highways total entrance lanes - 32 Bridge Structures - 9 Total Crossings(time sa highway ramp crosses another) - 33 Tunnels - 0 Ramps - 19 FlexFly Ramps - 14 (4 - 90 degree/10 - 45 degree) Height Transitions - 18 To start off here's a comparisons between the old and the new versions, From the map it looks like I was able to use many of the old ramp, but that was definitely not the case. I had to rebuild practically everything from scratch except from the entry point of the ground level highway 700. NAM 32 version NAM 34 version B & A On the front page I mentioned that this interchange takes the new NAM to it's limits which it does in terms of compactness. This design can literally not get any smaller without sacrificing the smooth flex-fly curves and gradual height transitions . It's so compact that I couldn't fit flex-height transitions in many areas because you need at least one starter piece next to them to get them to work right. Once I figured out the general design building proceeded smoothly. But there were a few parts that really stumped me for a while. In the spoilers below I will detail the main issues that I had with building the interchange. Fell free to skip over this part if you just want to see the end results Now on with the show! First thing I want to show is the water feature in the middle of the interchange. This is a storm water management pond which has become a fairly common feature in many of the new larger interchanges built around the globe today. Highway interchange take up a lot of space so it only makes sense to try to make use of that space in some useful way. Image 8 (not including maps) At first I just made it in the empty space but it looked a little on the small size and then I thought why not extend it underneath the elevated highway itself? You can also clearly make out where the interchange is 4 levels high next to the pond. Let's start the tour of the interchange coming from the east (highway 700). From this direction you get a good view of most of the ramps but I'll change up the angle as I work my way down. 10 Heading westbound on the 707 approaching the Cordova Ave bridge 11 Right after the overpass is the first exit on the right side,to the 700 southbound. 12 Mosaic of the area around the Cordova Rd. overpass. 13 There are a couple of local connectors here. 14 On the right side is the local on-ramp from Trafalgar Rd. which merges with the 707 off-ramp to the 700 southbound. 15 On the left side is the off-ramp to Howland Rd. off the 707. 16 Overview of the area 17 Continuing east down the 707 we come up to the on/off ramps to the northbound 704. This is an inside ramp so drivers need to be vigilant to make sure they're going the right way. 18 19 20 Probably the best angle of how these ramps diverge. Just south of here is the Tauon Hydro corridor. Previously I had the power lines cross the highway but I wasn't entirely satisfied with the way they looked and decided to get rid of them for now to give a clear view of the interchange for this update. 22 At this point the power lines go into and underground hydro vault and continue below the surface . 23 I'm working on an interesting above ground solution... I'm not quite ready to show what I have in mind, but it'll be ready soon 24 And now here's were the spaghetti really begins... 25 26 27 Hope I didn't lose you in there! 28 If you took the off ramps to the 704, whether on purpose or by accident(lol) you'll get to this area, which I like to call 'the fingers'. 29 It was quite tricky getting the RHW to work properly here with height transitions so close to flex fly pieces. 30 Past the fingers are the the on/off ramps for the 704 the design for which hasn't changed from the NAM 32 version. I did move the ramps one tile further south to help smooth out the grade of highway 704 which goes up a steep incline north of here. There's literally no extra space space at all in the interchange, that is for every tile going north/south or east/west a ramp is curving or elevating. 31 The ramps to the 704 from the 707 and vice versa. 32 33 Move on further west we get to 'the wave' . 34 35 Now we're back to the pond seen at the beginning. You could say the four level stack here is the meat of the dish 36 37 Past here going west the 707 merges with the 700 as we reach the city limits. In the next city over there is a transfer where the collector/local lanes merge with the express. Several of the ramps which previous extended over into the next city have been eliminated with the rebuild eg. the one on the south side/left use to start in the next city over. 38 39 If you took the off ramp to the southbound 700 you come out on these two elevated ramps 40 The portion south of here has not changed from the NAM32 version. Highway 700 here could of been made smaller(oops! I guess wasn't completely correct about the no wasted space part, but that does apply to all the rebuilt sections) but I liked how the highway curved right before going left. The two ramps, one from the 707 the other from the 704, merge and then you have to option of getting off in downtown LC or continuing further south by merging onto the 700 which will take you to (The City of)Cisco Bay or Dresden . That concludes the tour,. To close out the entry here's a few traffic flow gifs and of course full interchange mosaics. 44 And that concludes this entry. Happy Easter everyone!
  9. Replies @Ln X: I really wish I didn't lose all of my really old screenshots of this region during its infancy in early 2011. Would've been great to see the transformation between then and now. Thanks! @kschmidt, @takemethere, @feyss, @raynev1: Thanks a lot for your comments! @nos.17: That feeling when only freight traffic uses your highways... traffic generations to the rescue ! Thanks! @Dreadnought: Much appreciated. Figured it would've been nice to have a more natural shoreline for the less urbanized areas. As an LA native I too love building sprawl but alas, skyscrapers have always been the "pinnacle" in terms of gameplay achievement for me, even if it throws aesthetics out the window (night shots notwithstanding). @fdjw88: Thank you! 200,000 people is no easy feat. Once you've gotten on board the custom content train you'll be building crazy stuff in no time! Cities of the Avalon Valley II: Attack of the Suburbs It's time to explore the second half of the Arcadia Metropolitan Area, namely the cities of Arcadia, Harmon Lake, Sundry City, and Lansing. For the area overview, please check out the first screenshot on the previous entry. We begin by viewing some of the less remarkable (and very incomplete) outlier cities: 1. This is Lansing. Population: 36,000 2. And this is Sundry City. Population: 64,000. Both are fairly unremarkable cities that serve as the surrounding communities for New Arcadia and Arcadia. 3. Harmon Lake is slightly more notable that the previous two by virtue of well... having a lake. Population: 46,500 4. You might find some middle class suburbs. 5. A LOT of middle class suburbs. 6. There's some occasional low wealth ones as well. 6. Harmon Lake is the other end of the spectrum. Very nice neighborhoods with marinas. 7. The other side of the lake is even better with small and large mansions alike. 8. Even the interchanges boast some considerable greenery, even if it's just wild grasses and flowers. 9. Main street through downtown Harmon Lake is a poplar tree lined feast. 10. On the opposite end, Sundry City's principal road runs parallel to an unsigned freeway. Along this corridor are fresh new office parks home to many different companies. 11. The MacroHard (R) Corporate campus was one of the first to be established alongside this corridor and dominates the block. Large gleaming midrises tower over acres of asphalt. 12. Now we finally enter (old) Arcadia. Population: 110,000 13. Arcadia is home to two major interchanges. This first windmill was one of the earliest constructed and crosses A-10 with Azura Loop 267. Safety was definitely considered when designing those level 2 flyovers (these are the old < NAM 32 depreceated flyovers). 14. This bridge crossing is part of the second major interchange that connects loop 267 and bypass A-310. 15. The Arcadia Exchange marks the boundaries between Lansing, Sundry City and Arcadia. 16. Arcadia Gas Power Generating Station provides a respectable amount of electricity for the city and surround communities. 17. Heavier industry also surrounds the plant. Future plans have been in motion to provide rail access for this area. 18. What is suburban life without wide avenues and some more office parks? 19. Arcadia Lake is a quiet little hillside lake that's popular with the local communities. 20. The largest K-12 school in the city services a majority of the area. 21. For those looking for higher education, the University of Avalon, Arcadia campus lies just a few blocks off loop 267. 22. Plenty of attractions exist closer to downtown, including a racetrack and a museum. 23. Arcadia's downtown core. 24. Of course, what would life in these cities be without more suburbs... 25. Endless suburbs! 26. Even gated communities get in the action. 27. Hopefully I haven't bored you all with these mind-numbing shots of endless suburbia. Here's one last overview for Arcadia at night. That concludes the Arcadia Metropolitan Area! Mosaics will return in due time. For Next Time Catch-up is almost over. We'll be exploring the cities of Herring Point and Jericho, two more recent cities (started July 2015).
  10. Replies @Ln X: Thank you! Yeah, this was all mostly built before I discovered the existence of proper diagonal fillers and whatnot. I'll likely revisit some of my older areas in the future and give em a good ole facelift. As for multi-tile mosaics, I definitely have some planned for the future. Just need to get my photo editing skills up to snuff and they'll be good to go! @Themistokles: I live for the region shots . Thanks for the comment! @kschmidt: Thanks! I try to take advantage of space when filling up flat land. @korver: Thanks a lot! Gotta hand it to blunder - his Cascadia controller is godly! @philforhockey51, @Dreadnought, @raynev1: Thank you very much! Cities of the Avalon Valley Welcome to 2015 and the Avalon Valley! This section of the region is part of the Arcadia Metropolitan Region which covers several large cities alongside the Avalon River. As the region develops, this area will eventually be consumed by the even greater Avalon Metro Area. I started building this area towards the end of 2014 into mid 2015, so some of you may find screenshots here that you might've seen before. Without further ado... 1. An overview of the valley. The cities we'll be exploring today include Winchester & New Arcadia. Winchester Winchester was built towards the latter end of 2014 into 2015. This city started off as a bedroom community for New Arcadia but eventually developed into a rather major hub itself. Starting from here I started experimenting with new styles from lurking SC4D and from those that I acquired during my return to ST. Population: 150,000 2. An overview of the city of Winchester, from north looking south. 3. The administrative sector, which lies in the southwestern corner of the city. A curious mix of different government buildings and assorted services. 4. Busy industrial sector located fairly close to the administrative area. This was my first time playing around with any semblance of a rail network with these rail yards. 5. The largest park in the city, located fairly close to downtown. 6. The primary downtown core. My original goal was to have a largely medium-density dominated skyline. However, my skyscraper happy self always manages to find a way... 7. A closer look at downtown. Downtown is dominated by many different architectural styles. With few exceptions, all of the skyscrapers were grown without much pruning. 8. The secondary downtown core towards the northeast. Originally a suburban office center that gradually expanded into several high rises. 9a. BEFORE: The highlight of the city is the primary interchange in the heart of the city known colloquially as the 'Chester, which connects downtown with the A-10 and A-215 freeways. The original route was often congested and was in need of an upgrade.* * to be honest, no one uses the road so I used traffic generators instead GG 9b. AFTER: The upgrade was done with an increase in capacity and beautification of the surrounding area. Engineers also managed to devise an ingenious method to relocate the St.Paul Cathedral in order to make way for a new avenue underpass. 10. A bonus full mosaic of the interchange and surrounding area from the NAM showcase challenge a while back. A decorative W which symbolizes the city lies between the A-10 west to downtown connector loop. Despite all the improvements, planners and engineers alike once again forgot to build a north -> west connector... 11. Another angle of the beast. 12. A small patch of nature between the A-215 northbound connector and A-10. A dirt path snakes under A-10 towards the St. Paul Cathedral. 13. A jumble of highway ramps on A-215. No one seems to be using the fast lane at all. 14. A new substation marks the first exit of the northbound spur route A-215. New Arcadia Due east of Winchester is the city of New Arcadia, the largest city of the Avalon Valley Metropolitan Area. Like Winchester, this city was developed largely in the early portions of 2015 where I started experimenting heavily with different styles. As such, you may find this city to be well... a mess. Population: 460,000 15. An overview of the city. 16. A power corridor with an incorrectly aligned pylon. As long as it works right? 17. Industry along the highway near the local airport. 18. Some gridbusting suburban areas. 19. Projects located near downtown. 20. Stadium and convention center near downtown. I think I'm finally in a good state to attempt some re-lots of these in the future. 21. Interchanges abound! New Arcadia features several major highway junctions. This T-junction connects the A-10 with local bypass route A-310. 22. A-310 goes from southbound to eastbound at the Twister. An unsigned southbound route and a local avenue meet here as well. My ST return screenshot! 23a. BEFORE: Yet another junction that was met with upgrades. This short highway stub connects a downtown parkway with the A-310. 23b. AFTER: With NAM 33 Pre came L1 and wider flyover support. Some MMP and mast lighting improvements were also added to spice up the boring original. Eventually those lights will be torn down in favor of shorter ones. 24a. BEFORE: Downtown at night in its first iteration before I turned into a skyscraper nut: 24b. AFTER: Post-skyscraper frenzy. Regardless, being able to have such a sheer amount of unique BATs grow is certainly mesmerizing to watch. The night shots are definitely worth sacrificing some realism for that supertall concrete jungle. 25. A final daytime overview of New Arcadia. For Next Time We'll move eastwards towards the original city of Arcadia and surrounding suburban communities.
  11. This will be the final entry from the South Shore borough and the Dresden. Dresden was joy to build, modernize(repeatedly) and finally showcase. But now 16 entries(a bit much for a single city right?) and 9 months later its finally time to close this chapter and move on. Much work still needs to be done on my future cities to reach the same level of refinement/detail as seen in Dresden and the pace of CJ entries will most likely slow down from here on. The currently pace of nearly one per week since the new year is not sustainable as I'm starting to see the dreaded signs of an SC4 burnout. The only thing I haven't done yet is show how the city looks like from elevated views, both day and nite so that's what this final entry will be comprised off. I rarely take photo's from level 2 or 3 zooms because you can't see the finer details, but I have say they're really good for showing networks. Before I start I like to give big thank you to all those who took the time to comment on this chapter of the CJ; __B, 9gruntsand1hammer, art128, Artimus, Belfastsocrates, Benedict, Bipin, city89, CMinVA, Compdude787, Cyclone Boom, DavidDHetzel, dedgren, Dreadnought, Ducio, egret, Fatjuice, feyss, gen.Falcon, GoKingsGo, gviper, heartless, Hellken, Jack_wilds, J0nnD0ugh, JoshusGellock, kelistmac, Kim Sunwoo, kingofsimcity, kschmidt, lair, Linoa06, Ln X, lucasfg3, michae95l, MilitantRadical, MissVanleider, Mister Giggles, morris128, mrsmartman, MushyMushy, Mymyjp, Need4Camaro, nos.17, Paulobergonci, philforhockey51, Prophet42, raynev1, rkellyywlu, Sabertooth78, Schulmanator, sejr99999, Skimbo, slickbg56, Snugies, sucram17, Swordmaster, T Wrecks, tankmank, tariely, Tekindus, Themistokles, Thomas Diamond, Titanicbuff, Tonraq, Toothless Stitch, Tys, ulisse, Urban Constanta, v701, wirralsquirral & Xander Dax. And to everyone else who follows and/or has 'liked' the CJ, your continued support is invaluable. Let's begin 1 2 3 4 Before I forget, a couple of 'closer' shots of Industrial Sector D at night (as requested by @wirralsquirral, e29) 6 And a couple Suburban panos for the road. 8 Esna parkway & The Ring of Steel with downtown Dresden in the background at night. 10 Now on to the Portlands, my favorite area for taking night shots. 11 12 13 14 Surprise! You don't think I used the dark night mod did you? Who says you can't use both? 17 18 19 20 21 22 23 24 City wide photos 26 27 That's it, show's over. But... Preview of things to come Central Pretoria is much more heavily urbanized then Dresden and the South Shore, so the interchanges and highway system is much more complicated here. P1 P2 P3 (WIP) Heavy Industry will also be another big focus P4 P5 P6 There'll be plenty of rail work and a large port to show as well. P7 P8 Though I still have lots of mmp work that needs to be done before certain areas are finished. P9 And I'm hoping to finally restart my favorite little side project. With any luck there should be a couple of releases in the near future P11 Thanks again for stopping by.
  12. This will likely be the final entry from the Middle East borough of Pretoria. To mark the occasion I've completed a street map of this area which covers 21sq/km. Due to the size of the map I had to split it into two images. However it seems the top portion doesn't always show. Silly imgur, doesn't know what it wants to do from one moment to the next. In any case the image for the bottom 2/3rd's of the map is working and is the more important section of the borough. At first the city borders were irregular but it came off a little too confusing having them all over the place in addition to the irregular borough borders. So I simplified them to follow the actual in game city borders. And concluding the tour of LC, City overview: A - Highway 709/705(Comerica Parkway) Interchange B - Lealand Sewage Treatment Plant C - ICR Rail Tunnel Entrance D - Comerica Parkway/Astel Rd. Interchange E - Rockcut(neighborhood) F - Kalahari 'Peak G - Rail Tunnels and Junctions H - Downtown LC I - Earl Reyes memorial park J - Highway 700/West Way & East Way Interchange K - Fastraxx Lindin City Station L - Livingstone gated community M - Spaghetti Junction N - Hillsboro TS P - Lincoln(neighborhood) P - Highway 707/Trafalgar Rd Interchange ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- G - Rail Tunnels and Junctions Which tunnel goes where and is used by whom is covered in entry 17. But I still have a few pano shots of them I want to show; In case anyone was wondering, those diagonal tunnel are indeed functional H - Downtown LC LC was one of the first cities established in Pretoria and the second city that I started working on after Cisco Bay. The earliest snapshot I have of it dates back to Aug 2005. Every year or two I'd come back to freshen up the city and modernize the transportation system. Original build-out(circa 2005) Many years later And today Historically the downtown core was built up during the first population boom in the late 20's/early 30's, leaving little space for future development. During the recession of the 90's some buildings fell into ruin. Once the region emerged from the recession some of these buildings were demolished to make way for new highrises but most were preserved due to heritage considerations. The area boxed in by the freeway and several rail lines is actually the densest development in the Middle East borough with 8000 residents and 6000 jobs. This translates to a population density of approx. 30,000 per sq/km.The city does not have height limit, however most of the downtown core was developed in the 1930's. Today these buildings are designated heritage structures, meaning they cannot be torn down to make way for newer(and likely taller) buildings. There have been a few parking lots which have been developed, including the cities new tallest. List of the 10 tallest buildings in Lindin City Closers ups were already seen in Entry 16. But here are the aerial and mosaic shots of the area. Wider versions of the mosaic shots from entry 18. J - Highway 700/West Way & East Way Interchange The interchange between the cities main thoroughfare and the cities busiest highway, the 700. A look at local traffic patterns of the interchange K - Fastraxx Lindin City Station Just denoting the location of the station on the aireal map, Rail transit in LC has already been discussed in Entry 17. I - Earl Reyes memorial park Directly across McDowell Drive from the Livingstone gated community is the Earl Reyes memorial park, 14 acres of pristine green space in the heart of the city. Posthumously named after the major who served an incredible 5 terms during the boom years of the 1920's & 30's Mr. Reyes is widely considered to be the most popular major in the history of any city in Pretoria. Obviously the man must of been a great leader to get re-elected 4 times in a row. Closer view of the park. The building in the lower right hand corner is the tallest in the city("The Turn"). L - Livingstone gated community Nothing like a little income inequality. While not mansions by any stretch of the imagination, things like complete home automation & geothermal heating are standard. The community features cobblestone roads, 10 foot stone walls and 24-7 security at a gate house. All of which means the prices are not for the faint of heart as a house here will costs more than twice as much as the going rate in any of LC's other neighborhoods. But buyer beware, you may have to put up with a a little noise from time to time. Despite years of protest, the Livingstone home owners association has been so far unsuccessful in their righteous fight to indefinitely ground the air ambulance service flown out of nearby LC Memorial Hospital. One Livingstone homeowner claimed it was so bad he felt like he was in the middle of a war zone. When pressed upon which specific war zone he was comparing the noise to, he promptly declared the interview over. And once again for the second straight year, three homeowners claimed that traffic levels were at an unacceptable "medium" level and demanded action from the mayors office. Seems like there's a little trouble in middle class paradise. M - Spaghetti Junction Extensively detailed in Entry 13. About the only thing I didn't show in that entry were the traffic patterns of the interchange. N - Hillsboro TS Previously covered in Entry 2. Though its appearance has changed a little since then. Following the great 2009 Southwestern Corsica Blackout Crisis(Corsica is the state Pretoria is located in), the station underwent an extensive modernization program. The blackout was caused when a lighting strike hit the facility which caused most of the 250kv circuits trip. Many of older transformers and circuits at the station were in excess of 40 years old and approaching the end of their life span. They have all since been replaced with newer equipment to increase system reliability and total power flow. Basically, I tired to made it look even more high tech. Old New And of course the obligatory mosaic shots P - Lincoln(neighborhood) Outside of the downtown area, Lincoln is the oldest community in LC. More or less, its just your typical suburban community. Many residents here are still bitter about how several blocks of housing were demolished to make way for highway 704 and the expansion of spaghetti junction. P - Highway 707/Trafalgar Rd Interchange As with the other interchanges, this one has been revised multiple times over the years. Conversion 1 Conversion 2 It's still lacking in proper acceleration ramps, but that's because they unfortunately don't exist for diagonal RHW's. One last picture for the road, a cross border merger between the two mmp covered 'peaks' of Lindin City & Cisco Bay; And that concludes the tour of LC and the cities of the Middle East. Thanks for viewing! Here's some teasers of my next city, Dresden; Been a while since my last update because of the reboot. Going to take a turn southward from the Middle East area to the South Shore borough. Here's a small preview of the next city, Dresden(noted below in red); Dresden is primarily industrial. There are some very large industrial facilities located here including the regions primary/largest power plant. To serve those industries many rails lines and spurs run through the city. I'm in the process of converting the highway interchanges from maxis to RHW. The city has 6 local interchange and one major interchange, which is perhaps the most unusual one in the region. A new city also means new releases from the ToS Project. Which is probably what I'll take care of in the next update
  13. Over the past year I've rebuilt the entire highway network as it had previously had been almost entirely maxis-highway based. The hardest and most time consuming part of that process is rebuilding the major interchange between highways. Just when the rebuilding process was nearly done, the NAM team goes out and gives us NAM 33/34. Because of this I've had to rebuild several of the major interchanges, yet again. Thanks a lot NAM team... for being so DAMN AWESOME! because building interchanges has always been one of the things I love the most about playing sim city 4. RHW constructions can be a times frustrating but overall I enjoy the challenge of building an interchange in as compact of a space as physically possible while maintaining smooth curves and grades, I liken it to playing a logic game and probably nothing else I do in my day to day life makes me think as much I have to in order to 'solve' the problems that I encounter when building RHW interchanges(not sure if that's a good thing or a bad thing ) Looper Junction was one of the more difficult rebuilds, because I had to join a diagonal highway with an orthogonal one in middle of a city on uneven land. The end result of the original RHW rebuild using NAM 32, shown in entry 20 and seen below, required me to create a custom piece in order to compete the vision of the interchange I had in mind. But as cool as that interchange looked, from a real word perspective it had numerous flaws most of which weren't correctable until the release of NAM 34. I did a minor rebuild with NAM 33 which was shown as part of entry 26 but I'll skip those changes here as they only correct a couple of the many flaws described below. The main issues; - 10 slow speed turns(numbered T1 to T10) that is a 90 degree turn within 2 spaces - 4 slow speed merging on ramps - 2 slow speed off ramps - 3 hairpin turns - 2 unnecessary ramps - 1 weave zone - and 1 very unrealistic tunnel One of the biggest issues was with what I called the "secret ramp" noted above as tunnel 2. The ramp runs underneath the entire interchange and connects the NB702 with the SB 700 which takes commuters into Downtown Dresden. A long tunnel built underneath an interchange like that is not realistic. I'm quite sure that if I didn't show what that tunnel was for it's purpose would not be clear. It looks more like it's connecting some other road from off the screen to the interchange then the ramp it actually serves. This ramps as well as the corresponding return ramp, where sharp turn 8 is located, were added to make the interchange fully accessible. That is you can connect to all possible routes going into the interchange from any direction. In the past I used to think more ramps are better and missing ramps makes an interchange incomplete. It's easy to think that way when building interchanges in a self contained perspective rather than observing the network as a whole. Turns out this ramp is completely unnecessary and actually an exercise in bad urban planning. Sims in SC4 inherently only want to travel short distances to work, that is either within the same city or travel to the next city tile, it's rare to see them go further than that. This is why I originally designed the RHW highway network with multiple options to travel to the same location. Most of the sim's in the city want to travel downtown for work, where the densest concentration of commercial jobs are. But the amount of jobs available within the next two large tiles amounts to 20 times the number available in Dresden. In real life commutes of 20, 30 or more kilometers are quite common and most sims in Dresden should be traveling further north to Central Pretoria for work. I've been redesigning the highway network with that in mind, which means curtailing the number of interchanges and eliminating duplicate ramps. There already are two highway exits off of the northbound 702 connecting to high capacity roads(avenues) that can take commuters coming from areas south of Dresden into the downtown area. Sims traveling from the neighborhood of Valhalla Park would reach downtown via Genosha Blvd. while those traveling from Woodside would likely be split between Esna Parkway & other local roads. The larger concern is for those coming from points south of Dresden the population of which is 3 times as much. They would likely be split between the two existing exits. From the city boarder the Esna park route is 2.6km and has 7 intersections, while the Genosha Blvd route is 3.1km with only 2 intersections before arriving at downtown Dresden. Considering the above, a third ramp at Looper Junction to route traffic to the same location for the population catchment area is completely unnecessary. Especially so when as mentioned above, most sims from these area should continue down the 702 towards Central Pretoria. The elimination of this ramp(NB 702 to SB 700) and the corresponding ramp going in the opposite direction(NB 700 to SB 702) eliminates the unrealistic tunnel, a short merging ramp and one tight turn. This also eliminated the the weave zone. A weave zone is as an area where the highway entrance and exit use the same lane and the entrance and exit are quite close together. These areas require caution and cooperation because vehicles share the same lane to slow to exit the highway while other vehicles are using it to increase speed to enter the highway. Planners try to avoid building modern interchanges with weave zones. The other big change was courtesy of the new NAM. Thanks to the improved flex fly pieces, 8 of the other 9 tight curves were eliminated as were all the slow speed merging on ramps. While I didn't have the space to build full acceleration/merging lanes, the curve were smoothed out allowing vehicles to at least enter the highway at speed. Vehicles in the right lane are still expected to slow down for and yield to these vehicles if necessary or otherwise face being fined. Also drivers in Pretoria are thoroughly trained to use the proper techniques in these types of circumstances One of the 3 hairpin turns was taken out(#3) while the other two remained as is(#1 & #2). There just wasn't enough space to replace theses with any other type of ramp but aside from that I like how they look, they're part of what gives Looper Junction it's name. the end results of the NAM 34 rebuild: slow speed turns - 10 before / 1 after slow speed merging on ramps - 4 before / 0 after slow speed off ramps - 2 before / 0 after hairpin turns - 3 before / 2 after weave zones - 1 before / 0 after Time for some screens, Looper Junction now has a 3-level stack. The level 2 ramp is the SB702 ramp to downtown Dresden via Baker St. The parking lot next to it is the overflow lot for Lacross Stadium, cars enter & exit the lot underneath the ramp. The southern terminus of the 700 before it turns into Esna Blvd. and downtown Dresden. The highway grounds are keep clear of weeds and well manicured in this section to give the core a clean image and attract business. These are the new higher speed on & off ramps from the 702 The NB 702 to EB 700 ramp runs below extensive mmp work also helps to make the interchange look more realistic, also much improved from the previous version. The hairpin curve on the WB700 to NB702 ramp remains... ...but the entry curve onto the 702 has been smoothed out allowing vehicles to accelerate and enter the 702 at a decent rate of speed. Where's a weed wacker when you need one? Tunnel entrance The three curves section One purely aesthetic feature was added inside the interchange... Dresden's new city council wanted to beautify the appearance of the interchange and so they added what they called the "A Tribute to World Peace". Really it's just some manicured bushes & weeds made to look like a large peace sign. Though at 240 feet in diameter it's said to be the largest peace sign in the world. Peace & weed's Now let's see what she looks like in her entirety looking South central section - day looking north central section - night looking south, entire area - night looking north, entire area - day looking west - night looking east - day A couple of higher resolution cuts below. You have to save the image if you want to see the finer details as you can't really see them on ST looking south - day looking north - night I'd like to say this will be that last time Looper Junction will be rebuilt, but you just never know what the NAM team has in store for us next.