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      March goal: We're almost there!   03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.

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  • East Coast
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  • (SC4)。Gwaanjyut。関越。
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  1. I've been gone for a really long time, my apologies for those I've left hanging for over a year and a half since the last update. Now we finally find out what happened.... But first! For those new to this CJ, or need a refresher, here's the first entry, to learn the history of this town and how it all started: It is recommended to read through the beginning or previous chapter before coming back. ^^^^ Previously on... Chapter 8: Tornado: The End of an Era - Part 1 "Massive super-cell thunderstorms are coming due to a massive atmospheric instability that occurs ever decade or so... "Police Chief Robert, get everyone to the high school or anywhere safe! This town is in serious trouble!" Massive Hailstorms begin pummel the city early as the super cell moves in^^^ A few rare images taken by a news crew in a news helicopter just as they got drenched in the rain water... This was over the course of 2 minutes. The 3D images were taken from the crew just as they headed back. They may even have images of the tornado from this angle too. Thousands rush into the high school shelter as the skies grow more ominous...be it the gym, or anywhere safe, while others evacuate... An EF3 tornado touches down northeast, moves southwest, tearing through the town... Manufacturing Sector: It spares the downtown, until an even MORE massive F4 tornado touches down and rips through the heart of the town... GO!! LET'S GO! To the high school! NOW! The tornado shreds everything in sight, moving downward, Ben and his family is in the blue car seen above, and the Mayor and both his kids are in the red car, not seen in pic above as they're too far below. Let's go!! We need to get in NOW!! The town's mayor and Ben (his best friend and business partner) has made it into the high school's shelter with their families along with thousands of others after narrowly avoiding a massive EF4 tornado. Unfortunately, the tornado targeted the Maxis-designed school, which wasn't designed for winds this strong. The deafening roar grew louder and louder as we braced, and I could already hear the building beginning to come apart. You could feel it in your chest, almost as if a space shuttle was talking off right outside. I huddle with my wife, son and daughter, thinking this is it. We're going to be wiped right off the map, just like that. Me, my family, and thousands of people. Just moments later however, the roaring began to subside, giving way to the sound of torrential rain and terrified cries of everyone around me. ..... Chapter 8: Tornado: The End of An Era - Part 2 We're still alive. I look around the gym, with the only lights coming from the small windows, as well as frantic chattering from everyone around me. "Everybody stay inside! We don't know if another tornado's coming..." Yelled Chief Officer Robert I turn on the radio and I can barely make out the reporter through the static: "A massive EF4 tornado has been spotted north of *static* storm chasers the last couple hours...Several small towns in this area...cold front...*Static* There were at least 2000 people taking shelter throughout the school, with about 500 crammed into the gym. The city's firefighting team, police and doctors were in here with us too. I walk outside and felt the cold rain sting against my face. I could almost make out the track and field under the flood, and what was left of the apartments in the distance. The trees were completely stripped of their leaves, and branches. Just then I noticed the wind pick up again. I walk back inside. We come out about an hour later and see some people out there: Downtown is completely gone: Nothing left of the theater or forest. The tornado left a serious trail of destruction: (WLHS is to the left) Night falls and the rain finally subsides. The next morning is cloudy, cold and gloomy as a cold front will move in later that day. Families all come out of the school to see if their homes made it. Me and Ben would be driving with a crew that clears the roads to help people get around again. It wasn't long before the true extent of the damage was revealed... The tornado barely missed Woodland High School (WLHS). Was heading southward then just barely touched it as it turned west to obliterate everything (See the pic above this one). It may have come back around but the school was spared, along with 2,112 lives that were in it. The death toll is over 100 so far. No chance for anyone who was caught outside during this monster's onslaught. Downtown as the crew already cleaned up most of the mess. Most roads (except northern road) have been cleared. Some houses were somehow untouched. The Western Residential Sector is in shambles. That USED to be the Manufacturing sector of town. Fun fact: That lake wasn't even there before. Me and Ben drove through the town, helping wherever we could. Hey...remember that beautiful blue mansion seen at the beginning of the previous update? "It's gone. All gone." Said Ben, as we looked around. It was one of the few mansions in the city. It belonged to a humble friend of Ben, Chief Officer Robert, who's helping set up temporary tents with the crisis crew. We cleared a path: Distraught families try to salvage what's left of their Woodland homes. Robert returns with this wife later to see their mansion...much to their dismay of course. "I'm impressed," said Robert, at least the porch survived. "What about your stuff?" Ben inquired as he looked at the wreckage. "Don't worry about it, material things are only so important. That tornado was the most terrifying thing I've ever witnessed in my life. I got to watch it eat this beautiful town, and spit it back out. but... "What?" I inquired... He looked back at me just as the sun comes out for the first time "It spared us. I was outside the school from a distance when the monster went for it, then, right as I watched it get swallowed up, it just turned. Almost like it could sense everyone there." "That's incredible. That had to be a sign without a doubt. Now we rebuild..." I said. Ben looked, paused and said "better make it tornado-proof this time." The sun set was the most beautiful golden sunset in a while, as the sun peaked through the clouds and temperatures went below 60 degrees. Mayor Mathew sent many resources from Woodland River City, including generators, food and water supplies. Turns out his town was spared from the storm, although suffered a lightning strike. Chief Officer Robert wasn't kidding. As it turns out, the town was hit with two tornadoes, one smaller F3 and one F4. (F3 is the yellow, and F4 path is red, which came shortly after the yellow F3 one) The paths with their damage radius... The green arrow in between is Robert's location. He was in an underground shelter just as it hit the police station. He stayed out driving through the town telling everyone to go to their shelters and directing his officers beforehand. He came out of the shelter from the nearby building and took to the fields just in time to see the F4 tornado (red arrow) as it headed for the high school. The final death toll was 228. Over 1242 were injured, 22 life threatening, but survived. The Next Morning was nice and crispy. Dry, cool air from the north made the weather nice and windy, with perfectly clear blue skies. While most of the population has moved to various shelters in the nearby towns, less than a thousand of them stayed in several tent shelters set up through out the town, and the few remaining houses in the city that actually did survive. This is the main tent shelter area, there are three smaller shelters throughout the town, but the majority stayed here: ^^^^Note: On the lower right of the image, is the remains of Ben's mansion. It is right above the path of people walking in, by the four white tents, where a 5th one separated by a yellow one right next to the main road. Now...back to the mayor panel... Only 3000 simoleons in my funds, and population of 736. Whoopee. We're still receiving 1000MWh/month from Woodland River City. Re-adjusted the funding sliders for the schools to cut expenses. Rebuilding Begins... A small temporary water tower is built, and demolition crews clear off the lots and make room to rebuild: After some time, a landfill at the edge of town was built, putting me back in the red, but no problem, we now have 20,000 in the bank! Population is now over 2000. That is the end of this Chapter, thank you for reading this, I hope you all enjoyed it and the 3D images, and we'll see you in 2 more years for the next update! Jk...jk. I will not take as long, promise!
  2. Current project: Re-creating my hometown of Malmö/Sweden. (go to the last page of this journal for more screenshots) So I decided to start a new project, mainly due to the fact that my last city kept on crashing since the last patch. So anyway here it goes!; We start on small scale with a small village in a tropical mountainous landscape. With such hot climate there quite alot of power demand keeping all those AC's up and running! The railyard with the power plant in the background. One of the highways going through the area. It aint cheap building those bridges!
  3. Replies: Takingyouthere: I believe that after about 110 entries I fully switched the CJ over into the dedicated CJ section. Annuq had many highlights and it holds up very well. But the thing is I went even further with both the quality and the layout, now Annuq had both rural and urban scenes and I really thought I could not go any further at the time. Well I developed my rural skills even more in Faverdale, and I reckon the best-looking urban work was in Garforth; that was my peak. Finally I combined the rural and the urban together in Erinsberg as one complete package. Furthermore Annuq was created in mid 2015, Erinsberg was made in early to mid 2016. Not only was I using filler sets that I once thought would never work (FrankU's parks and plazas for instance or SPAM), but there were new toys available which gave me further options. So Annuq is very good but it's not my best. It was a template for the progression I made last year. JP Schriefer: Thank you! The 2016 highlights simply double down on all that you said. mike_oxlong: It does take time and I had to do it on an industrial scale as I sought to complete a large city tile. {---} Highlights from Entries 101 to 110 From this point on we get to the VERY good stuff: starting from late 2015 in the CJ's history and moving forwards all the way to the present. And it only gets better moving towards the present. Now, most of the entries are from Annuq with a few towards the end from the rural city tile of Faverdale. So enjoy! {---} 1. The heart of Annuq's downtown. Always go full W2W. 2. 3. 4. 5. It was getting to the point where even that small area with the church required about thirty minutes or so to get right. 6. Another overview of Annuq. 7. 8. 9. Annuq's city centre east. 10. 11. rsc204's TGN mod in action. 12. 13. Being from Britain, roundabouts often feature as centrepieces to entrances to industrial and/or retail estates. 14. 15. Annuq's city centre west. 16. This is probably the largest, compact, urban interchange I have ever built. 17. 18. The coolest thing about newer versions of the NAM is the interconnectivity of avenues and the altered MHW. 19. 20. The roundabout of grid-busting. 21. And now moving on to northern areas of Annuq. 22. As much as I love to build cities and create urban environments, I love to create rural areas and agriculture even more. 23. 24. It is in agriculture and rural areas where one can truly grid-bust. 25. 26. 27. 28. 29. 30. The greenhouses are from FrankU's farm fields set. 31. Since ionionion's OMCO filling gravel (MMP) has a wide range then it can cover streets and roads with dirt and grit. 32. The factory and large car park surrounded by fields and green areas was an industrial concept I should have explored more. 33. I also started experimenting with MMPs to expand the lots of buildings and ploppable structures. The car park is fully MMP. Inspiration for this came from Fasan's Krokanien MD work. 34. MMPs can also connect lots which are "incomplete" and not "self-contained". 35. 36. 37. A picture taken from Faverdale. The field dominating the picture is my favourite field, I used three MMP layers to create a thick, vibrant flowery look. 38. And back to Annuq. 39. This is in north-western Annuq. 40. Mixing W2W with semi-detached properties and apartments can yield some impressive results. It emulates what is seen in British cities with clumps of semi-detached housing, apartments, terraces and other W2W residential. 41. But while I build in a British way I mix up European, USA and British buildings together. 42. That offset house in the centre is the Stax house. 43. Eastern European Commie blocks are the best. 44. 45. Welcome to Faverdale. 46. Faverdale was the first of three completed city tiles which I made in 2016. 47. 2016 was the year where I worked out to create something reasonably realistic and then ran with it. 48. Faverdale's theme was that of rural settlements and the countryside. I did most of my best and varied MMP work in Faverdale: fields, forests, grassland, rocks, rivers, marshes and agricultural scenes. 49. It was in Faverdale that I heavily used SPAM: fences, buildings and MMPs. I'm glad I used it as it provides much needed agricultural variation. 50. Using one of Bipin's petrol stations. They work well: both in grungy urban environments and in rural ones too. {---} This Friday stayed tuned for more rural delights from Faverdale- which includes some of my most favourite countryside pictures ever.
  4. For anyone going to Moscow, a trip down the heart of the city is a must. We begin our journey with a drive down Tverskaya Street - the most well-known road in all of Moscow. This crowded shopping district has existed since the 12th century, and the streets are lined with historic architecture wherever you look. Even with some light rain, its Russian charm is still undeniable. As we make our way around the city, the rain begins to pick up considerably. Endless rows of commie blocks dominate the surrounding landscape - their bleak repetitiveness serves as a fitting backdrop to the elements. October brings the first snow of the year - creating a beautiful atmosphere around many of Moscow's most famous landmarks such as the Lomonossov Moscow State University. Completed in 1953, its imposing facade has served as the perfect symbol of Moscow - a powerful city that serves as the financial, political, and economic capital of Russia. Once the calendar crosses over into December, temperatures plunge into the negatives as the entire city turns into a winter wonderland. Moscow is one of the coldest major cities in the world - with temperatures as low as -44F being recorded, it takes a lot to brave these months. While it may be cold outside, it's not cold enough to stop us from visiting one of Moscow's most famous tourist attractions, Red Square. Few places on earth can boast such a collection of historic buildings in one location - with the Kremlin, State Museum, St. Basil's Cathedral, and many more within walking distance. Once the seasons change and the elements begin to clear up, a beautiful, sleek city emerges. Despite still being in construction, the Moscow International Business Center (Moscow City) boasts one of the most impressive skylines in all of Europe (and in the world). Its one of a kind collection of skyscrapers on the banks of the Moskva River include the Federation Tower, City of Capitals, and Naberezhnaya Tower - all of which are equally stunning. While Moscow may be known for it's past historic architecture, Moscow City makes it clear that this is also a city with an eye on the future. NOTE: Two of these scenes (Moscow City & Red Square) feature a handful of sketchup models from sites like 3d warehouse, as there were no close replacements for certain buildings I needed. These are real models imported into the game, they are like any other BAT you would use. Some editing was done though to add effects like extra nightlights and snow. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "2016: Year in Review":
  5. Hello everyone, For a moment I did not return to the forums because I had quite a lot to do. So to come back nicely I decided to make a video before continuing my Dahammas area. It is a video related to the creation of a pond, I hope you like it! Water : STEX - Paeng's Free Waters Rock : STEX - Murimk MMP Rocks - Pack 1 STEX - VIP RuralPack Vegetation : LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe cattails LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe daisy LEX - BSC - VIP girafe elms LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks LEX - BSC - VIP girafe poppies LEX - BSC - VIP girafe sparaxis LEX - RRP Pasture Flora Various : LEX - Mayor Mode Ploppable Livestock LEX - SFBT Craftsmen House by voltaic STEX - FrankU Heblem Sand addon STEX - Nams 48people MMP STEX - VIP AubracWallMMP It's a bit like a habit, and even if there's a mistake you have to keep going because the video is spinning and I can not do too much time. Despite that, we do not see it, but I sometimes have moments of hesitation during the video. Thank you for your comment! Thank you very much raynev1! Thank to you! Seeing elsewhere is always interesting even when one is able to do the same.
  6. From the album Woodlands Region

    Look at this beatiful avenue crossing, love how beautiful the trees look in the area!!, everytime I try to do avenues the greenest possible.
  7. Replies: _Michael: Thank you! Abrams124: The ABBT buildings have been somewhat obscured, but the BATs are timeless and a must-have for any W2W area. RandyE: Cool! Simmer2: Thanks; it's all about space and what's behind the buildings. mike_oxlong: Cheers! PaleoCardio: I don't use the Lot Editor, so all I can do is improvise and experiment with the plugins I've got. kschmidt: A lot of the buildings were plopped. A lot of the industrial BATs are often early to mid 20th century- which I like. Thanks for your comment! matty575: Thanks! TekindusT: Correction; how to build industrial areas almost two years ago. There are now new toys to play with. Akallan: Thanks! And to answer your question I have two words: NAM 32. This was before the existence of the insane flex-piece wizardry of NAM 35, if I had had NAM 35 two years ago then this interchange would have been very compact. BugeyedDragon: Two links and just two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2578 and http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=193. {---} Highlights from Entries 91 to 100 This is a bigger update since I tried to get more highlights from the 100th entry. Now, in these ten entries all the pictures are from Annuq. So prepare for canals, oil refineries, heavy industry, commercial, suburbs, ruins, wasteland and dense W2W areas. On a different note entirely, I have also been recently working on a few small areas to get some fresh pictures for the finale entry- once the highlights are all done. {---} 1. Diggis ponds, MMPs and NBVC's modular oil port. 2. In Annuq I decided to combine canals with industry. 3. City centre. 4. Never go full diagonal! So much time lost... 5. 6. 7. Forestry and ruins. 8. Heblem's legendary Mall del Sur. He released this mall in early 2015 and I believe it is the biggest mall BAT/LOT ever created. 9. And an overview of Annuq itself. This was the first city where I actually checked every building and made sure it fitted. Annuq was my own personal benchmark; at the time I thought I could not go any further but the 2015 SC4D Christmas Calander BATs and LOTs really changed that, so too did Simmer2's and KOSC's custom content work... 10. Dead centre is Annuq's oil refinery. 11. For the oil fields I used Deadwoods oil fields- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=472. 12. 13. And for the oil refinery buildings (those grey, grimy ones) I used Citynut's Modular Oil Refinery- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549. For good measure I combined all of this with NBVC's Modular Oil Port. 14. Throw in T Wreck's IRM IHT fillers and they complement NBVC's oil storage tanks. 15. 16. As I was building Annuq I began to throw in more MMP elements to add some more to the wildness and griminess of industrial areas. 17. The smoke stacks can be found in Bipin's Industrial Essentials. 18. 19. 20. Industrial wasteland. 21. 22. 23. nos. 17's relots of malls and FrankU's warehouses really go well together. 24. 25. 26. 27. 28. 29. I chose 5x5 residential plots to expand the size of the city blocks, the idea being to give the impression of larger, sprawling mid-rise suburbs. 30. rsc204's TGN mod in action; grass texture unification. I first used this mod in Annuq; it's very subtle but it changes the whole dynamic of urban areas and green areas inside of urban areas. 31. T Wrecks 5x5 apartment relots in action. 32. Some middle-class mid-rise suburbs. 33. Add in small T-junction street entrances/exits to visually connect RCI lots to road networks. 34. 35. T Wrecks W2W IRM in action. 36. W2W IRM is great for mid-rise industry located in residential/commercial areas. It can also be used to create large city blocks; infill them with T Wrecks IRM fillers. 37. Who said vanilla SC4 industry had no place in cities? See centre-right! 38. One of my favourite intersections in Annuq. Count up how many street entrances there are to buildings and car parks. 39. This is KingOfSimCity's Lakeside Place relot- the massive office building. 40. 41. One of the trickier things to design is W2W building variety and suitable back alleyways. 42. The blue glass building is Xyloxadoria's London Bridge Quarter Place 1; a fantastic mid-rise commercial BAT. Even better it is squat and chunky and those kinds of commercial BATs are hard to come across. 43. 44. 45. 46. 47. 48. And back to the industry. 49. In early/mid 2015 I started combining fillers, MMPs, diagonal buildings, fencing and ruins to give a more dynamic and grungy feel to industrial areas. It's a type of industrial SC4 haute cuisine. 50. 51. 52. The Chelsea Mills Grain Elevator- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367. A VERY cool industrial building and lot! It has both railways and canal sections! 53. 54. The remains of two levelled factories- sure would draw Trump's ire! But seriously this sort of thing can be seen across the northeast of England. 55. Since the start of the new millennium a lot of these wasteland sites have been redeveloped in the northeast: they are now housing, shops, supermarkets or leisure facilities. 56. My first foray into lumber and the timber industry. 57. 58. 59. {---} The rest of the highlights are from 2016 with a small remainder from Annuq, I posted 47 entries last year so there will be six more highlight entries and then the finale. To be fair the 2016 entries are the real highlights of this CJ; so stayed tuned for some SC4 magic. {---} Bonus: These pictures and many more will be included in the finale of this CJ. No Lot Editor was used.
  8. From the album City Showcase (S3-23-M)

    Recreation of the Moscow International Business Center (aka Moscow City) at night. Despite still being in construction, it's still one of the most impressive skylines in Europe (and in the world) with a one of a kind collection of skyscrapers on the banks of the Moskva River. This picture required intensive custom content creation. A massive texture set was created for this scene, by far the largest one that I have created thus far, taking nearly a week of texture work. As the textures for this recreation couldn't possibly fit into the LODs of a single render, I had to divide it up into 8 different sections. This combined with other various buildings, boats, river walls, highway pieces, and other miscellaneous pieces were rendered over the course of a few days. Additionally, since there were many pieces that I could not find anywhere, I tried my hand at BAT as well, creating the highway from scratch as well as the famous Moscow river walls. While there may be some cosmetic touch ups such as some enhanced/added night lights, added ripples, etc in the final image, all the models you see here are in fact in the game. As always, virtually every building and prop in this picture mirrors the real life version as well - countless pictures were analyzed to ensure the highest level of realism possible in SC4. Download links for some of the more prominent buildings in this picture: (basic 3dsmax and gmax knowledge will be needed to import into the game) City of Capitals Federation Tower (in construction) Naberezhnaya Block 1 and Naberezhnaya Block 2 Moscow river boats (The black one was simply a copy of the white one in 3dsmax with a black texture applied) Highway + Moscow walls: As mentioned, custom BAT made by me specifically for this picture. Smaller objects such as the train/helicopter were imported in as well (don't know the link, sorry, but they were heavily modified anyways in 3dsmax before rendering), and the rest can pretty much be found on the STEX or various prop packs. Full-size resolution version is posted in the comments below.
  9. From the album City Showcase (S3-23-M)

    Please view the full size resolution link here before casting your vote! The gallery doesn't tend to do mosaics/panoramas a lot of justice. The harbour city in all its glory. You may have seen my Sydney recreation before in my CJ True Earth here, but you've never seen it before like this. I felt like a panorama was the best way to truly capture this amazing city for this final challenge. This panorama showcases the entire center of the city from Hyde Park on the far left to North Sydney on the right, just past the iconic Harbour Bridge. To top things off, I decided to showcase the city in a sunset setting - while Sydney is amazing at all times of the day, I felt like there was just something truly magical about seeing Sydney in the sunset. Additional notes: This scene features countless buildings imported into the game - real, ingame assets, just like any other BAT you would download and use in the game yourself. The bridge and highway system can are completely modular, a picture illustrating this can be seen here. This scene as a whole also required extensive custom content creation. A majority of the buildings had to be custom lotted in addition to making 40-50 custom made Sydney road textures, complete with authentic bus and bike lanes.
  10. Hi there! It has been a long time since my last post. Events in real life, the state of the world and of the political situation developing in my own country and elsewhere have made games seem a little pointless to me. I have been checking in to the site quite frequently and although I post rarely, i really value the community here, so I would like to dedicate this post to all of you reading (and those not reading). However, I do want to give a couple of special shoutouts for people who have really helped inspire / create some superb content to this wonderful game: RSC/MGB204. All the texture unification work is incredible, but what really counts are the really detailed replies to my (and many other people's) questions in all the forums, I could not have got all these Japanese overpasses and whatnot working without your wonderful tutorial on installing them. LnX - just for mindboggleingly consistent uploads that I try to copy (badly - please see images below). Finally Fasan, who may be gone, but the pictures that remain on SC4D are for my personal preferences, the best pictures ever created using the medium of Simcity 4. Enough about me, here are some pictures: This is an overview of the city on the shores of Lake Pointless. Last Entry covered the suburban area to the right of this image and the fields beyond. This time we are looking at the northern end of the lake and the town around it in more detail. Ok, it's a highway interchange, but it was a slightly unusual one, so here is a picture Simcity 4 doesn't have many aggressive youths, but those that have a bit too much aggression can run like crazy on these football pitches, which should keep them out of mischief. There is some need for a fence to stop the ball going into the busy road, but times are tight! First 'flipped' image. I really like the totally different feel you get from doing this to a picture. A railway, some retaining walls overview of the area more flipping. Here in the suburbs the other side of the highway. suburbs giving way to industry crossing the bridge now onto the other bank of the river I wanted to try something a bit clever, and i'm not sure it has been wholly successful, but here is a combination of game water and MMP water, and lots of retaining walls. I guess the MMP side will improve with practice. A jumbled little neighbourhood of mainly working class homes. railway crossing. I really enjoythe reskinned japanese overpasses. This is not the most spectacular use of them! A local school surrounded by suburbia. Looks washed out because i forgot to change the contrast Old mills on the edge of town by the lake shore Now we get into the proper city centre. Trying to keep the shapes interesting! I know there is quite a mix of building styles but diagonals are really hard to find! close to the station are some very grand buildings wider overview of the city centre The Cricket ground (Americans and other Europeans, if you don't know what this is ask an Indian/Pakistani/Sri Lankan//English/Australian etc.) the library, the station and then the waterfront in mosaic. Different perspective. I love the distinctive library BAT in the middle. Now back across the river to finish off the rest of the city centre. I dont know why I couldn't make the water look nice here with MMPs, but once I had built everything was too scared to take serious remedial action in order to spruce up the water! closeup of the same area. why not stop for a coffee (or Tea if that way inclined) in the waterfront coffee shop. More quayside Finally my favourite of the lot, horizontally flipped mosaic of the small station down to the quayside, taking in some parkland and diagonals en-route. Hope you enjoyed
  11. Replies: Simmer2: Thank you very much! Tyberius06: Thank you! The factory is this one- And the train station is this one- mike_oxlong: Thanks for that comment. But I am moving on from SC4 since I am focusing on story writing. Also thanks for providing the links! Akallan: Cheers! MissVanleider: Thanks, and yes I suppose it would be Simcity China since the Lego blocks are probably made in China! philforhockey51: Thanks for that. I would suggest browsing through the forum version of the My SC4 CJ Scrapbook, a good place to start would be about here to answer your question- tariely: rural areas and low-rise areas and suburbs interested me more and more as I played SC4. Takingyouthere: The 2014 pictures are good, the 2015 ones are better and the 2016 ones is where I peaked. {---} Highlights from Entries 71 to 80 These pictures are from two city tiles: Broadsville and Weckum. Broadsville is where I experimented heavily with diagonals and industry. Weckum is where I fine-tuned the W2W city blocks and the eye for detail and consistency; consistency in the RCI was something which the 2014 entries of this CJ sorely lacked! These entries cover a six-week period from the first day of 2015 up to mid-February. The progress I made with rural design, urban design, W2W buildings, ground texture consistency and other SC4 areas was very substantial. I would go on to consolidate what I had learnt with the city of Annuq and go beyond that in 2016. {---} 1. We start off in Broadsville. 2. During the winter of 2014/2015 there were new buildings and lots to try out, a special shout out must go to nos.17 who single-handedly gave fresh life to malls, commercial strips and low-rise shopping complexes thanks to his great relots. 3. Though Broadsville was never properly finished there were many areas complete; the town centre for instance. 4. It was in Broadsville that I discovered diagonal buildings. 5. I tried out every possible combination and arrangement, suffice to say it was a very steep learning curve. 6. I learnt that the hardest part of creating city blocks with diagonal buildings is the fillers and the gaps between the buildings. 7. The other main area I finished in Broadsville was the industry just east of the town. 8. It was a chance to once more explore FrankU's warehouse set. 9. During this time I also discovered WorkingMan Productions. It was a small team who specialised in relots and rural BAT/LOTs. 10. The city tile of Weckum came about by accident. It was originally a testing ground for a new type of mod the IRM W2W, that is T Wreck's wall-to-wall Industrial Revolution Mod. The IRM W2W uses buildings and props to help create W2W industrial areas. 11. This is a very brilliant mod as it is super useful for creating an early/mid 20th century feel to urban areas. In those times factories and warehouses were often closely situated to homes and shops. 12. And back to Broadsville and the industrial area. 13. I wanted these areas to have more car parks and space. 14. 15. This area is a very weird mix of elements: highway lots, residential, alleyways and rural industry. But it somehow works... 16. Here I push to the limits Jestarr's BATs. It's all about how to combine them all together. 17. 18. 19. 20. And now for something very different; a Medieval town! 21. Here's the link for xannepan's castle: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3036. 22. The rest of the buildings are from Wallibuk who creates a lot of East European buildings which can be found on the STEX. For the castle walls look for the Slovak/Hungarian smalltown file. 23. This trick I picked up from Fasan (of SC4D). The trick is to plop in vanilla agricultural fields and hide their edges with MMPs. This simple method can yield some ridiculously realistic farming scenes. 24. 25. 26. And now back to Weckum. As strange as it may sound but industry as often been my muse in SC4, it was the first thing which pushed me towards more realistic city designs. 27. In early 2015 I was still figuring out how to create "realistic" cities. These days I don't even think about the realism anymore, now it's 100% aesthetics. 28. Yet more work on creating seamless diagonal fillers. 29. By this time I was heavily using T Wrecks 5x5 apartments to infill suburbs. T Wrecks is one hell of a relotter! 30. And another power station! 31. This big, black skyscraper was a happy accident, yet it came to define the city centre of Weckum. 32. The city blocks on display here are some of the first where I began making sure every building fitted. This greatly added to the time required to finish cities, while it also involved insane amounts of demolishing buildings still I got the right one. At least I managed to find the lotplop cheat though during this time! 33. And the completed city tile of Weckum. 34. 35. In an interview on the now defunct PLEX, Paeng stated how he would focus on one area trying to make sure every building, every fillers, every MMP, every lot, every square tile looked right and "fitted". Three years ago I thought this was obsessive, but I came to adopt this style during 2015. 36. It was in Weckum that I discovered how MMPs could complement urban areas. The cars in the back alleyway are all MMPs despite them appearing as props on those building lots; MMPs can help to give extra detail and spice in lots! 37. I also discovered Goofyguytpa's W2W buildings, these are invaluable for infilling urban areas! 38. Another thing I started doing as well in early 2015 was making sure the ground textures flowed smoothly. Ground textures trip up many SC4 players in their quest for realism. This became my strength in 2015 and I explored this even further in 2016 in both rural and urban settings. 39. 40. {---} In the next set of highlights there is a lot from Weckum and also from Annuq. It was in Annuq that I found a standard I was at last happy with- quality, ground texture consistency, good RCI placement and variety and all kinds of other factors.
  12. I wasn't sure when I'd start the journal or if I even would at the beginning. I wanted to make sure I was up for it and not leave something half finished after an "off period". An "off period" is what I call the times when the game's been too much of a strain and you just gotta relax for a couple of days or even weeks. I didn't touch this for 2 weeks after making the initial road layout and I would've hated to leave the thread hanging there but now that I've picked it up again and have gotten somewhere nice I wanted to post it so I can start using this as a journal. A journal, as much for you as for me as well so I can have a place to vent some thoughts. A little about me. I like all kinds of games but I enjoy creative ones and strategy the most. Currently I have 972 hours on CS, I think it was at 300 or so before I started playing again after a huge break which was 2 months ago. I hadn't played for a while and picked it back up after purchasing AD and Winter sometherr.. Trams DLC. I always fancied European style cities since I've lived in Europe and have somewhat of an understanding when it comes to layouts and buildings. I tried to get into 3 different cities (over the last 2 months) and failed. I did post some shots a while back of the one that was somewhat promising but then decided to scrap. Mostly it's performance frustration I think. I'm used to it now but it can get really bad after a while and I hope it doesn't happen to Columbine. That last city was down to 8 fps or so and that sucks. I use a lot of mods and assets, subbed to 1883 currently. I try to eliminate duplicates or ones that look really similar and try to keep that number down to the best of my power... I.. can't.. control it rrallrrrgrrrgll!! Download Download Download!! I don't use any big or bad assets, they're all green or yellow and the ones that have big textures or lots of polys are a couple of tall buildings which I'll just use once or twice anyways so that's totally fine. Speaking of tall buildings, I don't really love them that much. They look really big in game where as from the ground IRL you don't really get a sense of how large some of them are and that bugs me since I like to build realistic looking cities. Realism to me is for what ever I'm building to look plausible and to make sense in the game world, I won't do 1:1 realism replica but I try to make it up as I go along in a way that looks real. Speaking of which, Columbine is an American city and I've been winging it so far. I am pleased with the result although I'm sure some old "Euro" habits are sneaking into my work. I'm just building according to my imagination of an American city. Also on the subject of assets, I spent 5 days back to back like a data miner stuck to the monitor going through all my assets and props removing the disgusting abominations that are vanilla trees and parking spaces from buildings while also giving everything a thumbnail. If you're going to put parking don't leave those 2mm gaps damn it! The Map is Merchant's Bay by OWL. I was thinking of making a desert city on the Hopi River Valley map which is awesome as well but I'm not confident I could space it out so much like they are supposed to be. Call it my Euro-spirit but I like to smush things together a little bit and not sprawl so much. I don't think I could decorate empty spaces as well. I'm using San Minato 4k texture theme instead of the map's recommended even though I liked that one too but the gravel was white and I like to use gravel for dirt sometimes, but it turned out this was actually a better choice. LUT is Cinematic HD by OWL as well, hands down the BEST LUT in the workshop. I've tried ALL, every single ***ing one and this one is the best after some sun position and what not tweaking in Ultimate Eye Candy. Not to be confused with the cinematic ones in his LUT pack though, those suck, this is the standalone bad ass one. I wanted to start a small town not too far from the center and work my way slowly there. I'm not very good at doing things on a huge scale in one go and compartmentalize my project into smaller pieces ie. districts. This whole town would be a district in that case. Here I've laid out the general roads. Don't worry about the interchange terrain shenanigans btw, it's a really good one from the workshop but sadly comes like that by default and I'm going to fix it when I'm detailing it much later in the future. I wanted to keep it small and somewhat cozy so there won't be anything too large and no "shop yo ass out" kind of huge commercials, we'll have those closer to the city. Here everybody went to the same school and people know each others' faces. I did put some bigger office space on the bottom part as you can see since I can imagine some corporate would move in nearby and provide some jobs. I imagine the town's activity being centered around the church and Hard Rock Cafe area #headbangingwithjesus. Other than that it's just houses. In reality there would be so many more houses and I may squeeze some in the outskirts after I complete what I currently have or else it spirals out of control and I don't get anything done. Of course we have a bad ass town hall as well because I loved that model too much not to include it in my first town. This is where I left it and went absent for a couple of weeks. This church has a special place since it was the first thing I started detailing when I came back. I was afraid, I was petrified, but doing this gave me the courage to go on and it's all smooth sailing from here on. This isn't it's "final form" as I've yet to re-discover decals properly and get bushin'. I really wanted to make the Hard Rock Cafe something a bit more special and not just blend it into the rest of the buildings. This is what I'd label a "mini-project". Took me 2-3 hours with the parking lot included and it's meant to have an effect on the vicinity so you definitely know it's there when looking around but not so much that it owns the town. An overview after some minor detailing. This thing kind of came out of nowhere. I wanted to imitate the "low cost" baseball field from the Arrowhead Junction series but before I knew it, it became a football field. The Surface Painter paints on a grid if you haven't noticed and the distance between the penalty line and the goalie is 1 so this field is literally perfect in shape and I just couldn't help it. Besides it kind of fits since it's a crappy "soccer" field for the people living there. I added a small park with some public grills and picnic tables if people want to hang out there or they can go to the Pizza Hut or Taco Bell that are just poking in from the bottom left side. The field is actually extremely good since it pretty much fills a whole block and dominates the area, meaning I can just add detail around the edges and don't have to have more unique elements for a while. I love these American apartments so much, the shape and color and that paneling is sexy as f*ck, thanks King Leno. I dub thee King of the Leno's. I didn't want to add weird details and wanted to give them some private space hence the fencing and of course the pool because Americans need it to survive, poor things. I wanted the pool to be the center of attention so I devoted the detail for it alone. The area is covered in a "well kept but you won't eat off of it well kept" grass which gives it a very relaxing and livable touch. It's Decal Grass02 by Beardmonkey btw, I use that one and 03 like crazy. Detailed the rest of the apartments. The left one I chose to make into a bigger community with a guard shack and bigger parking. The right 2 will have their parking outside and the top one will get a small forest patch as you'll see in a minute. A more detailed look at the left one. I chose to fill some empty space with little garages just for storing old furniture or something, I think it looks nice. I'm picky about my rock work btw. I try not to over do it and reserve my "rock credit" to use on these areas where they'll bring these rocks just to create scenery. A look towards the apartments from the main 4 lane avenue. I put the parking for the houses behind the "beton" concrete fences there. I don't think you have those in America, they are super European but I love the way they look so they go in. Besides I needed something a little more brutal then a little wooden fence to set that area apart so the parking makes sense. I think this way it makes it look as if there's more space between the two streets. Also put some fancy grass work on the clinic. That handicapped sign is so wrong I know but screw it I can't be that picky! (joke). Here's the little forest patch I was talking about. I think it's here I first started to play around with blending in textures by painting gravel or ruined under decals. Overview of what we got so far.
  13. Replies: Silur: Thank you! RandyE: Thanks! Mańkowsky: Thanks, it was the only major seaport I ever made in this game. Fantozzi: This mayor will be sure to build a wall bordering your city tile and make your city pay for it all! _Michael: The port was on the wish list of things to do, it was an experiment which went right. tariely: Mas71's river pieces are some of the best urban fillers going. They also come in diagonals too! matias93: What you need is a datpacker to identity the erroneous file, drop me a PM and I'll show you how to identify the growable lots giving you CTD grief. Thanks for providing the link as well. Sciurus: Cheers! kschmidt: I always cram in a lot with each city tile. The RHW does take up a lot of space but I haven't tried stacking networks that much. For the habour I mixed different seaport sets together: pegasus and nbvc. mike_oxlong: Thank you! Also the XyloCorp skyscraper is one of the coolest buildings going: it even has small parks on the lower roofs. Definitely the best curving skyscraper ever batted. Check out his other buildings too; he has created the London Shard. juliok92012: Thank you! jacob814: I do it's called the Cities Skylines Scrapbook, it is about twenty or so entries. But I stopped playing C:S as it was fragging out the graphics cards. {---} Highlights from Entry 61 to 70 This is the last of the highlights from 2014. Most of it is from Townshead but there are a few special surprises too from that period of the year with the CJ. {---} 1. These set of pictures are from Repoville which is a port town. 2. I mixed seaport facilities with heavy industry to add more variety. 3. I only had a few sections which were diagonal because otherwise they get quite repetitive. 4. For some reason it took a while getting the road to slope upwards correctly. I use road slope mods to ensure roads gently ascend up hills. 5. 6. One of nbvc's marina sets. 7. Using diagonal fillers can complement diagonal roads and even help to differentiate them, and separate them, in rural areas. 8. One of my favourite night shots. The lighting came just right in nearly all areas. 9. And now back to Townshead. 10. The Lotus Temple. 11. The next seven or so pictures are all from Townshead's CBD. 12. 13. I like to juxtapose hi-rise with low-rise and medium-rise buildings as this is commonly scene in city centres. It also gives a good sense of old versus new. 14. 15. More low/high juxtaposition. 16. 17. 18. The next city tile is Ravensworth. The inspiration came from Fasan's Krokanien MD: http://sc4devotion.com/forums/index.php?topic=16683.40. 19. It was Fasan's pictures which inspired to create rural scenes with lots of MMPs. 20. He also inspired me to to mix together MMPs, buildings, lots, roads and surface painters all together. 21. Here is a mixture of MMPs, lots and fillers. The idea is that it's impossible to tell where the lots begin and where the MMPs begin. 22. The JENX Poseidon Water Effects mod comes with surface painters. They impose a texture which overrides every other texture. The result is a fusion of terrain textures and surface painter textures. 23. I also spent some time consolidating my MMP field skills when working on Ravensworth. 24. 25. I also worked out to plop buildings without having to place them next to a (visible) road. The trick is to hide the one-tile piece of road with the surface painter tool and voila! Realistic offset farms. 26. And now back to Townshead. 27. More experiments with creating plazas and city squares. 28. 29. 30. 31. 32. 33. 34. 35. 36. Before there was Simcity 4 there was Lego cities. 37. 38. 39. 40. 41. 42. 43. Here was another park I designed for Townshead. 44. Towards the end I spent most of my time infilling the empty terrain areas in Townshead with MMPs fields, forests and grasslands. 45. Fasan's Krokenian MD probably had some influence here! 46. 47. 48. This next city park was the final one I created for Townshead. 49. It was important to create different sizes of paths. Larger for main paths and smaller for minor routes which walkers would prefer. 50. 51. 52. 53. 54. 55. 56. Sometimes it's good to have only pure textures to complete city blocks... 57. {---} And this marks the end of the highlights for 2014. I made some remarkable progress in 2014 and there was some methods I used which I have not stopped using. 2015 was the year where I found a standard which I was happy with, where everything I placed down had to fit in. The first half of the year was marked with a lot of experimentation, the city tile of Weckum proved to be a halfway point where I started to at last focus on every building that went into a city block. But it was Annuq where I finally worked out how to do it in a proper way and in a way where there was transitions between different textures and buildings. So, for the next set of highlights, there is a little bit of everything: farms, diagonals, the urban, rural scenes, power stations, large industry and other special goodies.
  14. From the album Animation Challenge (S3-25-E)

    Full size version (~4MB) of the GIF on the first comment. Please keep in mind that a time lapse animation was one of the official suggested ideas for this challenge on the forum thread. An animated GIF displaying my recreation of the Holy Monastery of St. Nicholas in Meteora, Greece along with some of the surrounding scenery. Wanting to feel closer to heaven, the locals would build their monasteries high in the sky, perched precariously on the edge of sheer granite rock cliffs - truly an amazing sight to behold. One of the frames in this picture (fall) was originally featured in my "Greece - Part II" update in my CJ, True Earth, so for this GIF I decided to showcase Meteora in its entirety with Spring, Summer, and Winter frames as well. Each frame showcases extensive custom lotting, intricate MMPing, and custom content creation (various terrain mods created for this picture + a number of new MMPs made/modded heavily) - The first frame starts off with summer in Meteora. Predictably, this time is the most popular season for tourists to come visit Meteora. The harvest season that begins in late summer is a big attraction as well for tourists. The second frame displays some of Meteora's famous fall foliage. Oaks and maples among others will come alive, displaying various shades of red, orange, and yellow. This coupled with the much more comfortable temperatures makes it a great time to come visit. The third frame shows off Meteora blanketed under a layer of snow in the midst of a snowfall. Despite Meteora's relatively close proximity to the Ioanian and Aegean Seas, it's just high enough in the mountains (1,000-2,000 feet above sea level) to receive regular snow in the winter. Additionally, the mountains will essentially "block out" gusts from the sea, allowing for temperatures to vary wildly. For those wanting to visit Meteora in the wintertime, be prepared for frigid temperatures and constant frost. Before looping, the fourth and final frame shows Meteora in the spring. The cold winters often delay Springtime for a bit, but when it comes it can truly be quite beautiful. Be prepared for fog/rain showers however, a common site during this time of the year.
  15. Replies: Urban Constanta: Thank you! tariely: You're welcome. Simmer2: I use GIMP and adjust overall brightness, contrast, saturation and colour brightness for different effects. slickbg56: Thanks for your comment and thanks for explaining how you created those road lots. kschmidt: I just downloaded everything I could, plus I always knew where most of the plugins were in the game. Thanks for your comment! Tonraq: The photoshopping has brought new life to pictures at least two years old. jmsepe: There's no river traffic you see! Sciurus: I'm not sure if I took any detailed pictures of that interchange, sorry! BugeyedDragon: You can find the apartments here, they are one of Paeng's brilliant relots. Abrams124: Thanks for that! Akallan: Cheers! {---} Highlights from Entries 51 to 60 Pictures come from the city tiles of San Widge, Townshead and Repoville. Prepare for some MMP magic! {---} 1. The pictures start with San Widge. 2. Wood fillers and car parks, staples of my filler techniques. 3. I also began integrating different NAM layouts to help add a bit of road realism to cities. 4. It was in San Widge that I began focusing on W2W buildings. 5. The park in this picture is special because it was here where I learnt how to use MMP flora. 6. 7. This is where I worked out how to create convincing grassland and marshland areas. 8. I also paid more attention to the little details such as park fencing and entrances. 9. And now for the good stuff. 10. This is where it finally clicked and I decided to blend two or more flora MMPs together. One MMP would be a flower, bush or piece of grass; the other MMP would thicken the vegetation. I also added random variation and distribution of different flora types: bush, grass, marsh, flowers... 11. Townshead is a very interesting transition point in this CJ's development. I knew how to use MMPs and I used them on a massive scale in Townshead, but I was still just zoning residential in most areas and just letting it grow willy-nilly. It was this factor which was holding me back throughout 2014, but in 2015 this changed as I began focusing on every building, lot and plot of land! 12. In large parts of Townshead I elevated ground in various 16m increments and went overboard with the retaining walls. 13. I did make substantial progress with commercial areas as I became increasingly selective about which buildings to plop down. I was now more often plopping then growing buildings. 14. One of the largest stadium complexes I ever created! 15. I also realised how elevating train tracks above the rest of the ground could make them stand out in a very cool and realistic way. 16. I also get very quirky with RHW interchanges too! 17. Here I was trying to emulate Haljackey a bit with the various road layouts. 18. But I went a step further by using MMPs to infill areas. 19. This small city block is an example of how I could make RCI areas very good when I started paying more attention to the buildings being placed inside the city blocks. 20. I also began to explore creating layers with different diagonal fillers which would merge together rather seamlessly. 21. This is Townshead's Downtown area. 22. 23. A bit more W2W... 24. 25. The area in the middle is One Castle Hill. 26. I used multiple layers in One Castle Hill which had been raised by 16m, 32m or 48m. 27. I wanted to create a stepped area and this was a huge project as I had to align a lot of terrain and areas! 28. Not only were there homes and commercial but also wild areas too. 29. And this is the top of One Castle Hill. 30. 31. For these suburbs I wanted to try something very different... 32. There would be streets and homes but these would be spaced out by grassland and woodland. 33. The green areas are some of my standard MMP templates. 34. I also explored creating a transition between coniferous and deciduous woodland... 35. 36. 37. 38. 39. And now for something completely different- the port town of Repoville. 40. The seaport was one of my projects on the "to do" list- very unique and challenging things which have been rarely attempted on SC4. While a year or two later I managed to complete a quarry, lumber industry and the dam, I didn't manage to get around to creating an open-cast coal mine. 41. The habour and the seaport took an immense amount of time with the levelling of the land and getting the width correct to place in the seaport lots. 42. It was also the first and only time I used the Fukushima power plants! 43. 44. 45. 46. 47. 48. It was in Repoville that I started using FrankU's warehouses to create modular industrial complexes and industrial estates. 49. It was quite the challenge fitting in the railways and the buildings which had transit-enabled railway lots. 50. I also started experimenting with using vehcile MMPs to spruce up minor streets and back alleyways. 51. {---} In the next batch of highlights these chronicle the final entries from 2014. After that the highlights will start on 2015 and that was the year this CJ reached a standard I was at last happy with; it also marked the time when I started detailing EVERYTHING!
  16. Been working on a new, more modern downtown. First off is the main railyard: View from the other side: Maintenance halls: One during the dark hours: More shots from the "actual" downtown is coming up shortly! Stay tuned!