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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. Replies: Abrams124: I appreciate your dedication! matias93: Thank you very much for this fix! hammerb32: Cheers! feyss: BugeyedDragon: Those roads are actually part of a lot. Silur: Cool stuff, glad you liked it. tariely: The river banks are a bit flakey in places, while I think the size of the rapids is not proportionate to the flow of the river. So you've definitely got a point there- God rivers are so hard to do right! Thanks for your comment. kingofsimcity: Thank you very much! mike_oxlong: You've seen the best rural stuff. Now see the best urban stuff! As for korver... He is my polar opposite, he goes out of his way to tweak the game and mod it for aesthetics and beauty. With me I push to the limit functional cities which look very nice. In each one of my city tiles everything you see can be plopped in, nor have I used the Lot Editor for anything. MissVanleider: Thanks for your comment and thanks for providing the link! Akallan: Thanks for that! {---} Highlights from Entries 121 to 130 The bulk of these pictures are from the city tile of Garforth. Garforth was an experiment but because the city tile was medium-sized it allowed me to focus on details and try out different strategies, but without having to worry about filling in a large tile. I reckon my urban design peaked with Garforth. Now, taken as a whole Garforth looks like a slice of city, but its real beauty lies in the close-ups. So without further adieu... {---} 1. There are a few more highlights from Faverdale. 2. Where possible I tried to snake paths through the C.P. trees (of the Arden tree controller). 3. A small village in the countryside. Sometimes English villages can be split in two but be in close proximity, they may be called by different names. 4. It was the semi-detached houses of gascooker's (from the BSC LEX) that got some cogs whirring in my brain. 5. I started thinking about creating a British-styled city but combining it with the other influences in my urban designs: American, European and heavily industrial. 6. 7. It was in Garforth that I discovered FrankU's Dutch Parks (see in the centre). 8. A miniature graveyard. 9. A larger graveyard. I mixed in Paeng's cemetery set with FrankU's parks. 10. 11. For the first time ever I used SFBT's soundwalls to really separate areas from the railway. 12. Always go full-on NYBT W2W. 13. 14. 15. moonlight's canals in action. A VERY cool canal filler set! You can find them on moonlight's webpage- http://blog.livedoor.jp/moonlinght/archives/cat_59226.html. 16. I also began utilising bixel's skyscrapers. Some of them have such a generic design that they can fit into any skyline. My favourite two are SF 680 Folsom Revisited and TG SF 425 Market St. A great pair of office blocks! The two buildings can be seen in the middle of the picture. 17. I combined Reddonquixote's Melbourne Arts Precinct Part Two: Arts Centre with FrankU's Dutch parks. 18. The two diagonally-facing skyscrapers are from Bixel. 19. 20. And here is the British theme kicking in hard: terraced rows. Most of the low-rise terraces you see are gascooker creations, which can be found on this SC4D list- http://sc4devotion.com/forums/index.php?topic=6234.0. 21. The power of diagonals! 22. 23. I like to call this part of Garforth the British Quarter. 24. 25. On the centre right are a selection of buildings from JBSimio's Smalltown USA set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=642), very good for W2W 2-storey and 3-storey fillers. The back parts of these lots can be completed by adding fenced car park fillers from T Wrecks IRM I-HT filler set. 26. 27. 28. Terraced mode: engaged. 29. And here are gascooker's semi-detached homes. The complete collection of these homes can be found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=354 and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=356. 30. 31. The grid-busting roundabout of dreams... 32. 33. I squeezed the hell out of SFBT's diagonal fillers. And the reason for this? Diagonal texture consistency. 34. Once more utilising the grungy road pieces found in Bipin's industrial essentials. 35. FrankU's parks can be fitted into even grungy areas and still look good (see the thin strip in the middle right). They are probably one of the best filler sets of 2015. 36. My most grungy industrial estate yet- so many concrete textures! 37. 38. 39. By combining SFBT's diagonal fillers (the orthogonal tree filler piece), FrankU's parks (the tree filler pieces) and PEGPROD's tree fillers, I was able to create a very diverse and varied set of suburban tree lines. 40. 41. The small urban stream is another one of moonlight's creations. It fits in well with -- you guessed it -- FrankU's parks. 42. 43. And now we say goodbye to Garforth. 44. At last we come to the highlights from Erinsberg. This FA factory is one of them. 45. In a nutshell the Erinsberg urban area (in the city tile) is Garforth but three times bigger, while the north is incredibly rural and MMP dense. 46. Commie blocks for the grunge win! 47. 48. Sometimes canal pieces can make for interesting park fillers... 49. A rather cutting diagonal line of houses. {---} Next week there are highlights from Erinsberg- the last city tile I completed. Erinsberg has a bit of everything and I pushed to the limit visual beauty in a functional SC4 city. Finally I would like to say that the finale for this CJ is going to be happening in about two or three weeks time. I do have something very special planned so stay tuned...
  2. Aaron Graham's NYBT Residential Thread Hey everyone, this is were I will be making my NYBT Residential Bats at, like the Aaron Graham's BAT Thread, Im in to making residential buildings, why because I feel that there is not enough of residential building to support the commercial buildings in Sim City4.
  3. From the album Coeur d' Alene Resort

    The Coeur d'Alene Resort is a luxury resort hotel in the northwest United States, located in Coeur d’Alene, Idaho. Seated on the north shore of Lake Coeur d'Alene, the Coeur d Alene Resort features a marina, convention facilities, spa, as well as a notable 18-hole golf course. The hotel has 338 rooms and suites, and its main tower has 18 floors. My challenge to YOU make this a mod for the game !!!!!!!
  4. Well hello everyone. I see alot of new names. I am going to be doing some bats and designs for the Mod Sim Mars Beta 3 release. My first step will be drawings second step will be creating the bats them selves. I am starting from the ground up since it has been a number of years since I have done any thing with simcity at all. I am back and I am here to stay untill this wonderful site is gone.
  5. 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.
  6. Version 1.0.0

    427 Downloads

    Hello guys! I'm proud to present my first release at Simtropolis. The following package is part of a bigger seris of my take on some Brazilian Buildings. This download consists of a set of both residential and commercial buildings, lots and props. The stats assigned to them are based on SC4 vanilla buildings' stats. There are in total 10 commercial buildings and lots and another 28 residential buildings and lots, all in 1x2 lots. This set only includes low-wealth and low density buildings. All are stage 1. The buildings reflect mainly the architectural style of poor neighborhoods in medium and large cities of Brazil. They also fit perfectly in small town scenarios. I took inspiration from real life houses and shops located in various regions of Brazil, but nominally from the cities of Caruaru-PE, Recife-PE, São Luís-MA, Feira de Santana-BA, Maceió-AL, Garanhuns-PE, Quipapá-PE, Correntes-PE, Januária-MG, Montes Claros-MG, Jaguarão-RS, Vitória-ES, Laguna-SC. I hope you all enjoy it! Please do contact me if you find any bugs or erros. Dependencies: BSC Mega Props - CP Vol02 Installation: Just drop the folders located in the zip file into your Plugins folder A little tip: Commercial buildings all have some sort of drawing of inscription in their front façade. This should help you distinguish commercial and residential lots
  7. Version 2.0.0

    7,418 Downloads

    Hello I updated the mod !!U need to start a new game if u want to make the mod work!!
  8. 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.
  9. Version 1.0.0

    725 Downloads

    DESCRIPTION Located in the city of Belo Horizonte, MG, Brazil, Saint Thomas is a modernist residential building built in 2009. INFORMATIONS The model is available in two versions, Landmark and Residential building. The lot includes 2 trees and they may take a while to appear. This building was made with custom LODs in case any LOTter decides to work with it. Landmark: Plop cost: 15,000 Lot size: 2x1 Residential building: Lot Size: 2x1 R$$$: 250 R$$: 450 R$: 650 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Saint Thomas (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. Saint Thomas (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Saint Thomas (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. Saint Thomas (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). To check my other projects you can visit my thread
  10. Replies: 89James89: Thank you, I'm glad you enjoyed the overview. mike_oxlong: I look forward to seeing those MMPs! Don't worry about the pictures as they will be staying on Imageshack and I have a paid subscription too. As for picture 12, I could not find the factory sorry... Urban Constanta: Thank you very much! JP Schriefer: Cheers! feyss: Thank you! Bipin: Your BATs played an important role in many of the industrial areas I created. Takingyouthere: Yep, that was back in early 2015 when I decided to go Simcity Medieval. {---} Highlights from Entries 81 to 90 These pictures are either from Weckum or Annuq, these particular entries mark the point where I finally achieved my own personal goal of realism: the spacing was right, the buildings fitted, the areas were distinctive, etc... I reckon the first half of 2015 was marked by much experimentation as I sought to build realistic cities, then the second half is where I finally worked out how to create realistic cities and that began with Annuq. This laid the groundwork for the three city tiles I created in 2016, each one was focused on a different style: agriculture and rivers for Faverdale; diverse city areas and urban sprawl for Garforth; LA-styled city and large countryside areas in Erinsberg. Finally I scatter around some advice, tricks and tips in this entry: so pay attention. {---} 1. Sometimes relots of vanilla SC4 industrial buildings can create realistic industrial sprawl. The car park on the right is an addition I made to "expand" the lot. 2. Utilising Simcoug's R$$ diagonal housing, they also come with their own diagonal filler set... 3. Jasoncw's Perry Station. This fantastic railway station is W2W and large! A must have for any urban area. 4. I used T Wrecks IRM fillers to "expand" industrial lots and connect them together. It helped to create industrial complexes and give the impression of car access through back alleyways and car parks. 5. 6. An interchange in Annuq. 7. This was the first thing I created upon the city tile. 8. 9. While I had downloaded Simgoober's canals some time in 2013, it was in Annuq that I began to use them on a large scale. Canals and industry is very oldschool and 19th century. 10. As I created the canals I also laid out an intricate railway network with many railway stations and industrial loading areas (transit-enabled lots with railways). 11. And back to Weckum. 12. 13. It was in Weckum that I began laying out blocks of NYBT W2W. 14. Paeng's parks make for fantastic urban fillers- highly detailed ones as well. 15. I also integrated Paeng's parks with his cycleways too. Utilising two or more modular filler sets was a skill that took a while to develop, while making it appear seamless is even harder. 16. The power station. 17. Once more using the cooling towers which are found in Bipin's Industrial Essentials. 18. While FrankU's warehouses are large and useful industrial fillers which can complement light, medium or heavy density industry. 19. 20. 21. I completed a lot of the commercial areas in Weckum with Goofyguytpa's American W2W buildings. I have used them in every city tile since. 22. Pictures from Annuq. These were my first photoshopped pictures. 23. 24. But it was a one-off entry. The next time I would photoshop pictures would be almost a year later in mid-2016. 25. 26. And back to Weckum. 27. The downtown areas were where I paid a great deal of attention to the RCI buildings. I wanted both more W2W and more visual consistency. 28. 29. The St Paul's Cathedral in Melbourne is one of my favourite Reddonquixote creations. I also used Paeng's cemetery set to expand the presence of the cathedral. 30. 31. Here I experimented with mixtures of orthogonal and diagonal buildings. 32. Once more using Paeng's cemetery set. 33. The grungy road can be found in Bipin's Industrial Essentials. Beneath the grimy concrete texture is a fully functioning road which can be dragged underneath the texture. Use this to create <VERY> realistic urban areas! 34. 35. Also check out the NYBT ABBT Manhattanville Project. If you want realistic, grungy, W2W commercial/industrial buildings look it up. The city block you see in the centre of the picture has these ABBT buildings. 36. 37. Deadwood's Austrialian shops make for good low-rise W2W fillers (DEDWD Small Shops FlatRoof Set). A trick I use to create car parks behind commercial buildings is applying T Wrecks IRM industrial fillers and then using the transit-enabled parking lots to create a realistic-looking street entrance. Or sometimes I will create back alleyways behind buildings with Paeng's grunge concrete set and add in vehicle MMPs- see the bottom part of the above picture. 38. 39. 40. 41. 42 43. 44. 45. 46. jestarr's buildings and T Wrecks IRM fillers go hand-in-hand. They share similar concrete textures you see. To find all of jestarr's buildings check out this link to the BSC LEX: https://cse.google.com/cse?cx=partner-pub-1378940987028293%3Awyjdrk-l6zg&ie=ISO-8859-1&q=jestarr&sa=Search#gsc.tab=0&gsc.q=jestarr&gsc.page=1 47. 48. And now back to Annuq. 49. The electricity pylons I use are a creation of MandelSoft's- fantastically large and realistic! Look for on the STEX: Dutch Electric Pylon Set - 380KV - "Donaumast" v1.0. 50. {---} The next set of highlights are all from Annuq. They culminate towards the 100th entry special which was a milestone I achieved about a year and a half ago.
  11. Version 1.0.0

    110 Downloads

    English This is a mini pack including four growable lots: three medium wealth commercial offices, and one medium wealth residential; they all develop in medium and high density zones. The original versions made by Tcxalapa (Tcx) were only avaliable as ploppable landmarks with jobs. This upload is meant to complement those lots, you can use these versions along with the originals if you so wish (and why wouldn't you? just look at the models ). Three of the buildings are wall-to-wall, all of them are HD models. Also, they were made to be used with SimFox's Day n'Nite mod. (They're not for Maxis Nite, and there's no Maxis Nite version, sorry) The lots are similar to the originals and have the same size, but the stats of these versions are calibrated in a different way, to ensure they play along nicely with the simulation. Dependencies Make sure you download and install the files indicated here in your Plugins. You need to be registered in the LEX at SimCity4 Devotion (separate account than the forums) Only the .SC4Model files are strictly necessary, you can discard the rest of the files (unless you also want the ploppable landmarks with jobs) Edificio AQP Model Additional dependencies (same as the original version) BSC Mega Props SG Vol 1 Edificio LAN Miraflores Model Additional dependencies for this re-lot BSC Mega Props SG Vol 1 SCILT (SCILT is a pack of textures with several versions, choose the one that better matches the texture of your sidewalks; if you don't use any mod to alter this, choose the Maxis default version) Despachos Kreati Model Residencial San Cristobal Model Notes I did not make the models and do not claim any credit for them, all credit goes to Tcxalapa. However, I did give the buildings their stats and made lots for them; you can edit those lots or the descriptor files however you want, for personal use. You can't re-distribute any of the content included here without my permission. For that same reason, it's not in my hands to make a Maxis Nit version, the only originally avaliable version is DarkNite. The modding of this buildings was made using the PIM-X tool, so there shouldn't be any problem with these buildings throwing the game off balance. If you run into any issues, or want to see other things I'm working on, you can pay a visit to my lot thread here in Simtropolis, you can also PM me if you want. Enjoy! Español
  12. I've added a Zeppelin as a museum at the airport And i've finished Sugar Hill 'hood
  13. Version 1.0.0

    1,043 Downloads

    DESCRIPTION Located in the city of Recife, PE, Brazil, Castelo Del Mar is a modernist residential condominium with twin towers built in 2001. Note: this file includes only a stand-alone tower. The Lot includes two pools and 6 Palm Trees, they may take a while to appear. INFORMATIONS The model is available in two versions, Landmark and Residential building Landmark: Plop cost: 15,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$$: 300 R$$: 650 R$: 1,200 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Castelo Del Mar (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. Castelo Del Mar (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Castelo Del Mar (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. Castelo Del Mar (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). To check my other projects you can visit my thread
  14. Version 1.0.0

    100 Downloads

    Today's upload is of michal27278's Zvolen-Razusova . This is only the Darknite 8x2 lot that i have relotted. I have not relotted any of the other lots included within the original BAT. All props and model files are required. The lot is 8x4, this was to include more of the buildings and to have a decent car park. It is like my other lots more topical/sub-tropical in design with many different palm trees and so might not be to everyone's taste or preference. It also i realise has quite a list of dependencies, it was never really intended to be shared, but many of the dependencies are likely well known and downloaded, i will be using these dependencies a lot with my lots. I originally lotted it to be my Halls of Residence, or student accommodation for my city, but it is flexible enough to be used for general apartments. All stats are the same as the original file by michal27278 Original file located here: List of dependencies Neko Prop sets 2 and 3 SHK Parking Pack BSC - VIP girafe urbanpack vol. 1 BSC - VIP girafe carpack vol. 3 BSC - VIP girafe carpack vol. 1 & 2 Dutch Prop Pack Orange MEGA Prop Pack Vol01 TSC Murimk Bicycle Props Porkie Props VOL 1 BSC MEGA Props - SG Vol 01 BSC MEGA Props CP Vol 02 BSC MEGA Props CP Vol01 BSC MEGA Props - MJB Vol01 PEG MTP Super Pack (Texture DAT is only one that is needed) RMIP ( All you will need is the jzo_RMIP2vol2_textures.dat file) I have tested it numerous times, but if there are any issues please do PM me, or write in my new Lot editing topic Tankmanks Lots. And i just hope that you will enjoy it.
  15. 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.
  16. Preface / Purpose of this thread: Did you ever want to create suburbs without any of the Maxis houses like this? Or have a uniform looking neighborhood of mid-rise appartments like this? Plopping commercial/industrial buildings works just fine. Open the landmarks menu... plop skyscrapers... downtown finished... The problem with plopping residentials should be mostly known by everyone. While you can certainly use the Extra Cheats Plugin.dll to plop whatever building you want, they don't function right when they are plopped. They get abandonned pretty fast and even if they not, the sims won't find their way to work because the pathing does not work. So the only way to make those residentials work in-game is to let them grow. The techniques I will be showing are mostly for newcomers to the game who want to gain control over their residential plugins. Of course, if some veterans want to join the conversation, feel free to share your best-practices when using custom residentials IMPORTANT NOTE: This is NOT a tutorial about demand, basic infrastructure or growth stages! I will always assume that you meet the requirements for these buildings to actually being able to grow! This is about growable RESIDENTIALS ONLY, the same principles can be applied to growable commercial/industrial though. What's needed: - Ilives reader (latest version 1.5.2 can be found here) - BSC No Maxis Files (here) - A general idea what look you are going for - Patience Basic idea: To make sure we get the buildings we want to grow, we will use these variables to our advantage: a) Building style (tileset) b) Zone density c) Zone size Here is a quick example what this means: Let's assume we want a specific type of house to grow in a suburb. (see 1st picture) We know the house only (!) grows in the Chicago tileset. Furthermore it's a small house, so it will only (!) grow when we zone for low density residential. And finally we know the lot size of this house is 1x2. So we pause the game, set the building style to "Chicago only" and zone low density residential with a size of 1x2. Then we hit play again and voila, exactly the house we wanted will appear. Another one (see 2nd picture): We want to create a block of those w2w buildings. We know these houses only (!) grow in the Houston tileset. It's an appartement, so it will only (!) grow when we zone for medium density residential. And finally we know the lot size of these houses are 1x2 and 2x3. Pause the game, set the building style to "Houston only" and zone medium density residential with a size of 1x2 or 2x3, depending on where want each building to go. Tadaa. As we don't want or have enough variables to assign one to every single building we want to grow, we will form groups of buildings. Now let's get to work: Step 1: Organize your plugins Here is an example folder structure to use. It makes it easy to add or remove buildings while you play. Basically, before starting a new region, you set up your plugins for that region. plugins -my_region A --res_low_density_chicago ---houses A ---houses B ---houses C --res_mid_density_houston ---mid_rises A ---mid_rises B ---mid_rises C --res_high_density_newyork ---high_rises A ---high_rises B ---high_rises C . . . In the top folder ("my_region A") we have our maxis blockers: From the BSC No Maxis Files copy "Stop_R$.dat", "Stop_R$$.dat" and "Stop_R$$$.dat". The other folders hold your downloaded plugins. You decide where you want everything to go. In the next step, we adjust the in-game values of these downloads to match the folders. (Again: This is for residential only! If you want to expand on this concept, you could add com_low_density_chicago, etc...) Step 2: Edit the plugins Open Ilives reader and go to first folder we have created ("houses A" in "res_low_density_chicago") Depending on the download, you will find .sc4lot and .sc4desc files or a .dat file. We now match up the plugin with our folder structure. So we are looking for our variables we want to use: a) Building Style (tileset) That would be "OccupantGroups" (in my example in a .dat file). Style has to be only (!) Chicago. Picture: b) Zone density That's "LotConfigPropertyZoneTypes" (in the .sc4lot file), which has to be only (!) "R - low density" Picture: It's easy to change any of these values using the drop down menu. Always save before you close the file. c) Zone size This is not something we can change that easy. It's the way the lot was made. What we want to do, however, is delete all .sc4lot files we don't want. In my example I have a couple of those files like "American Four Square 1x1_2faba7d8.SC4Lot" and "American Four Square 1x2_afac2d37.SC4Lot" etc. So if I dont want these houses on a 1x1 lot, I just delete files with "1x1" in the name. If the filename doesn't say anything like this, it can be found under "LotConfigPropertySize" (in the .sc4lot file) Picture: We need to check these 3 variables for all files in the folder ("houses A") before we move to the next folder ("houses B") and do the same. After we are done with everything in "res_low_density_chicago" we move on to "res_mid_density_houston". There, we make sure all buildings match only (!) the Houston tileset and zone density "R - medium density". I hope you get the principle now and can come up with a way this could work for your cities. If you have any questions or any feedback on how to improve this guide, feel free to post
  17. I thought I should show you guys my progress. 340 on the Park, Chicago! Feel free to constructively criticize and make suggestions. Obviously I'm not done and there are a bunch of things I see that needs correcting. What I DO want to know is what you guys think about the glass color/reflections/bump. I think it's pretty good but not quite sure.. Also since this building was constructed in 2007 and it isn't any sort of icon, it's pretty hard to find good, up close pictures of areas that can't be seen from google maps street view.
  18. From the album Mayon Province !

  19. My city was growing pretty good and then it stopped. I'm still lost and confused as to reading and comprehending the graphs. Can anybody give me give me a hand?
  20. 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