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  • Undella bay. a city story.
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  • Alister
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  • SC4 Capitol River Region
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  • the Mayon Volcano... the most famous town... - Part 2
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  • NAM 32 won't install
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  • The Begining Of A New Age.....
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  • The New Beginning
  • Anvers, Diamonds and Containers
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  • The & Region
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  • Jaymerica!!!!
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • FUTURE CITY JOURNAL
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
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  • Let's Play Cities: Skylines
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  • Arkaden Journal
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  1. Abstract: Cities grow richer and suburbs grow poorer and this will speed up. http://www.zerohedge.com/news/2017-04-24/who-will-live-suburbs-if-millennials-favor-cities From 1948 until recently, the middle class and upper middle class fled the cities for the suburbs. However, commute times and lack of services have made suburbs less desirable while job opportunities have made cities more desirable. Baby Boomers and Generation X hold the majority of suburban houses. Because of the widespread availability of mortgages (not mentioned in article), property values keep going up, in what experts believe to be a bubble. Real wages for the 50th percentile have slightly declined and have only slightly increased for the 90th percentile (the 99% really do own most everything). Until Automation takes away urban jobs, the natural progression is for cities to hold all the wealth. Urban renewal uplifts some of the poor but often combines with gentrification, with the poor being pushed out to the suburbs. If subsidized housing was moved to the suburbs, productivity would increase vs keeping low-income housing in cities. When Baby Boomers downsize or otherwise leave their suburban houses en masse, property values will plummet as Millennials prefer city living. This plummeting housing price will be an opportunity for new employment centers, new low-income housing projects, or return of farms once paved over for subdivisions. Eventually, nearly all of the population will live in cities, with everyone outside of cities being there by necessity. As an interesting aside, suburbio is Spanish for slum and suburb because Spain and Latin America didn't invest into highways and suburban infrastructure at all like the USA. However, the majority of the US population lives in suburban areas (102 to 2,213 households per square mile): https://fivethirtyeight.com/features/how-suburban-are-big-american-cities/ What this means is that some suburbs (those with jobs) can densify into edge cities or join the main city. However, low density bedroom communities will be hit the hardest. If cities are built (or rebuilt/renewed) walkable, safe and child/family-friendly, this will decrease the desire to move to suburbs for raising kids. Vancouver, BC is a special case because many people moved there from Hong Kong and other territories when they were handed to China by Brittain. Vancouver made their city walkable and family-friendly in response to the influx of immigrant families seeking to remain in the commonwealth instead of join red China. Another factor driving prices up (in comopolitan cities around the developed world) is investment into properties by Chinese citizens seeking to protect their wealth from the coming Chinese recession (or avoiding the government taking their property in China away). tl;dr : Suburbs that don't become or join cities are screwed
  2. Replies: _Michael: Thank you! matias93: Ha ha! There are certain configurations with buildings, lots and fillers which emulate real life to a shocking degree. But boy does it take time to find them when playing SC4! JP Schriefer: Cheers! mike_oxlong: Thanks! kschmidt: Thank you very much for this comment! Akallan: feyss: I don't know how but FrankU's Dutch Park tree fillers blend in very well with moonlight's irrigation set. Thanks for your comment! Takingyouthere: See my comment in the last entry for my secret formula, finally- thanks a lot for your comment! Bipin: I can only imagine what you will do to them when you relot them! {---} Highlights from Entries 131 to 140 This entry and the next two highlight entries all consist of pictures from Erinsberg, once that is done then it is on to the CJ finale. Now, Erinsberg was the last city tile I completed and it was completed in late-June of 2016. It took me 3 and a half months to complete Erinsberg, in the northern third of this city tile I MMPed a lot of the woodland and grassland- this took me two months to finish. Many of the urban areas were quickly designed thanks to a surge of new content which emerged on both the LEX and the STEX from late 2015 to early 2016: Simmer2's lots, kingofsimcity's car parks and relots, Diego Del Llano's skyscrapers, the 2015 SC4D Advent Calander, NAM 34, nos. 17 relots, mattb325's buildings, T Wrecks W2W IRM relots, JP Schriefer's buildings, Mattb325's buildings on the LEX and a rash of other great BAT/LOT creators who put out fresh work. Taken together all of this added some much needed freshness to SC4, it gave me a huge push in early 2016 to try out new things with SC4 since I had a whole ton of new toys to play with. Now, while Faverdale may have had some of the best rural scenes and Garforth had some of the best urban scenes of this CJ, in Erinsberg I blended together both into one seamless package. I also found it even easier to create diverse and green suburbs; I definitely think I did my best suburban work in Erinsberg. Anyway, enjoy these 60 pictures which are the highlights of Entries 131 to 140. {---} 1. Snapshots of Erinsberg's development... I started with the city centre and some new content around the city centre. 2. Then I fanned out to the west and east to flesh out the areas around the city centre. I also created the Commie blocks to the east of the city tile. Finally I altered the hills and mountains to the north. 3. At this point I had pretty much finished the west and east of Erinsberg. I made A LOT of progress with the suburbs to the east of the city centre. 4. Then came the tedious process of developing the south of Erinsberg, this was a lot harder for some reason. But I managed to complete half of the downtown in the middle of the southern part of the city tile, while the corner to the southeast was finished. 5. Finally everything to the south of the city tile was complete. By then I thought the city was largely done... But then came Korver's CJ- 6. -and I knew the northern part of Erinsberg had to be something special. Thus I commenced the extremely laborious process of adding MMPs to woodland spawned from blunder's Cascadia tree controller. 7. Downtown west. 8. Lots of diagonals in parts of West Downtown. 9. Extensive use of Simcoug's lots of Jymer's (of the BSC LEX) R$ homes. 10. c.p.'s 19th Century $$ Houses- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. I used these A LOT in Erinsberg! 11. I went on a downloading binge of Jasoncw's and NoFunk's W2W BATs. 12. 13. Erinsberg also had several extensive diagonal areas to it. 14. In the centre and top of the picture are mattb325's W2W British buildings- which can be found on the LEX. I used these to infill parts of southern Erinsberg. 15. Aaron Graham's residential W2W NYBT in the centre meets Jasoncw's and NoFunk's W2W American BATs. 16. All the woodland and countryside in the north of Erinsberg was inspired by Korver's extensive and incredibly dense MMP work. 17. I also created some landslips for extra variety. The idea being that since Erinsberg is an LA-styled city then it would rest upon an active fault line. 18. c.p.'s 19th Century $$ Houses meet up with the lush countryside. Erinsberg had one huge line running through it, this line was the transition from rural to urban. 19. However, I did leave behind large spaces to let the Berner Oberland terrain shine through. Now this was simply an added benefit of cutting time with the intensive MMPing of the woodland areas. 20. I destroyed whole chunks of woodland, created by the tree controller, to create grassland areas which would require little MMPing, the requirements would simply be: paths, people, animals and farm/logging vehicles. Doing this probably saved me a month's work. Note: by that I mean all the spare time I had in one month. 21. The intensive MMPing was utterly gruelling. I had divided up sections: I started in the northeast, then north and then northwest. I would work my way around mountains before tackling the mountains. 22. At the same time I was creating tourist trails, pastures, lumber areas and prettying up the areas around landmarks: Hollywood sign, Falling Water and the Griffith Observatory. 23. I knew the rural areas could not all be woodland and grassland. Thus I created extensive logging sites. This truly took some time to both get right AND to complete. 24. All in all it was an incredibly intensive process creating Erinsberg. It was a process I knew I could not repeat again- not when I had teacher training commencing on September of 2016. 25. It was on the 4th of July that I posted the first proper entry from Erinsberg. The very first picture was this mosaic. Now this mosaic is the whole point of Erinsberg: one area seamlessly blending into another area, just like in real life towns and cities. This is why it took so long to get Erinsberg right, it is also why I posted seven teaser entries for Erinsberg- just when I thought I was getting close to completion I then realised there was more to do. 26. And now enough of this commentary: just straight-up pictures from here on in. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. {---} And so that concludes this set of highlights. Next week, on a Tuesday, I will be posting the highlights from Entries 141 to 150; and boy does the 150th entry have some highlights! After that, a week this Saturday, I will post the highlights from Entries 151 to 154- the last four proper entries of this CJ. Finally, come some time in the second week of the Easter Holidays (in the UK), I will have the CJ finale ready. The CJ finale will have new pictures from recent creations of mine and a 30-minute long montage featuring the best of this CJ's pictures- all set to the very best music I know of. With the CJ finale posted that will be it for this CJ. So that is the schedule.
  3. From the album Woodlands Region

  4. 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.
  5. From the album [PROJECT] Torquay

  6. From the album [PROJECT] Torquay

  7. best picture comp

    From the album Hall of Fame

    Entered the Hall of Fame from the Best Picture Competition. December 5th, 2016. [Larger Resolution] 2.4 MB

    © 2016 _Michael

  8. Replies: raynev1: Thanks a lot! TekindusT: It's all about that fusion. _Michael: Thanks! Prophet42: Which is why it took three months completing Erinsberg- getting in all that variety. tankmank: Cheers! Not only have I added more detail but I'm getting better with the consistency and adding fillers to expand lots. sucram17: Thanks! MissVanleider: Kellydale2003's BATs have always been suburb and make for great mid-rise fillers in commercial areas. As for the horizontal flipping, well you may as well ask the permission of a few dozen CJ greats who have used that technique, what I've done is nothing unique in that regard. So there's no need to ask for permission. feyss: They sure are! It took a while but I found it on Capitol Simcity, I think it is a Spanish SC4 site. http://descargas.capitalsim.net/?sitio=csc&descarga=3689 JP Schriefer: Cheers! Takingyouthere: Thanks a bunch! As for that building, see my reply to Feyss, I would also recommend exploring the BATs on offer in Capitol Simcity: http://descargas.capitalsim.net/?sitio=csc&cat=2. Some of them are just asking for a good relot! Brucie: You're welcome! tariely: I to felt FrankU's Dutch plazas would be out of place in a non-Dutch city, but they are surprisingly versatile. And yes you are right about those buildings you identified. kschmidt: Thank you! juliok92012: Cheers! {---} Update 148: Anthlem A special thanks to noahclem and the SC4D admin for giving this MD OSITM! The next several entries, and also my last for SC4, are going to be something special- particularly the entry after this one which is my 150th. Today is the area of Anthlem which marks the boundary between the urban and the rural in Erinsberg. {---} 1. 2. 3. 4. On the northern fringes of Erinsberg the suburbs get wider upon the hills. 5. 6. 7. All the rural areas were originally covered with tree controller vegetation. I then decided upon the MMP oversaturation approach to make the areas truly rural. 8. 9. 10. The suburbs of Anthlem are literally north of Erinsberg's city centre. 11. 12. 13. 14. In general Anthlem is a very wealthy suburb akin to Sanariya Hills. 15. 16. 17. 18. 19. Mattb325's POD apartments. Great mid-rise fillers and they come in large lots; 6x6. http://community.simtropolis.com/files/file/28670-pod-apartments/ 20. 21. This library, shaped like partially opened books, was relotted by Paeng and is quite the find- http://community.simtropolis.com/files/file/28254-paengs-rtfm-repository/. 22. 23. 24. 25. The houses on the slope are tourist homes. They can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=866. 26. 27. 28. The tourist homes offer a great view of the city centre and beyond. 29. 30. 31. 32. And now we approach the countryside and Flander's Hills. 33. 34. This road leads to a very special landmark... 35. 36. The Fallingwater Residence. 37. 38. The actual BAT can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=252. 39. 40. This area required a ridiculous amount of MMP infilling; even more than usual! 41. 42. {---} The 150th anniversary special will be posted this Friday.
  9. I've been talking about it, but have never actually done anything.
  10. From the album Night Scenes (S3-12-E)

    Night time arrives at the small town of Victory Bay. Minor photo shopping was done. Taken at zoom 2.
  11. I'm finally back from my "semi hiatus". Haven't been around ST much and its been a over 2 months since the last CJ update, though it feels like it's been much longer. Long story short, too much going on IRL + SC4 burnout. Playing the game and being super active on ST was really cutting into my sleep time. But I think I'll be able to find a better balance going forward now Baycole is a medium sized city located on the north shore of Cisco Bay, it's location in the region is highlighted in red below. This is the first update of a city in the Central Borough of Pretoria. Baycole is mostly suburban in nature though several major industrial facilities are also located here. To be frank this city is more of a 'filler town', created to make the regional views look better so I didn't spend a lot of time building the city. Originally it was just a small suburban pocket to the east extending from Lindin City and a pocket of heavy industry on the west side with nothing in between. Initial build form(2010); Later on I decided to develop the area in between the two areas. But the town is still more or less a suburban filler town so it's not as interesting as other areas of the region. What is interesting is that I've been using this city as a test bed for custom content. This entry will focus on the suburban modifications, and I think the results will speak for themselves. Original look of the suburbs of Baycole when first built, little had changed since. For those who remember my previous suburban work(highlighted in entries 25 & 32) the changes from then might not be obvious. To wit I say it's all about the 'T&T' Textures & Trees. image 4. The suburbs today post modification; 5. zoom level 5 6. 7. 8. 9. 10. The recently extended highway 705 to the left 11. 12. 13. Coltan High 14. 15. 16. Baycole PD 17. 18. 19. 20. 21. 22. 23. 24. 25. wide panos 26. 27. 28. up close in zoom level 6 29. 30. The next entry will take a look at the industrial areas of town and the modifications I've made there.
  12. Wrigglestown is the suburban centre of New Wormrise. Not the most exciting area to start on, but it still has its good qualities to it. A view of the urban landscape typical to Wrigglestown. Some of the high class homes typical to Wrigglestown. The Wrigglestown off-ramp used to be the busiest stretch of road in all of New Wormrise. Industrial freight no longer travels through here. The Wrigglestown exchange is still a hub of activity. A pedestrian bridge connecting the eastern suburbs of Wrigglestown to the commercial district at the centre of Wrigglestown. Wrigglestown commercial. The Wrigglestown mall, at the direct centre of Wrigglestown. An inner-city bus stop at the Wrigglestown mall. A park at the rear of Wrigglestown mall connects to the west suburbs of Wrigglestown. The railway separating central Wriggles town from west Wrigglestown. West Wrigglestown was once the industrial centre of New Wormrise but is now re purposed as suburbs. Wrigglestown main road/highway. The city can be seen in the distance. A train pulls into the Wrigglestown station. A high speed inner-city train flies through occasionally. More to come for Wrigglestown later on.
  13. Replies: jmsepe: Thank you! Fantozzi: My main mission in this CJ is to show that the Lot Editor is not required for high quality images. tariely: Without Simcoug and C.P. there would be no diagonal low-density housing available. TakingYouThere: It took hours getting them right, and then of course there is always that one house which I somehow forget to check "make historical". _Michael: Diagonal buildings only work with diagonal fillers; plus the removal of those accursed jagged diagonal edges. kschmidt: The 2 storey houses are invaluable diagonal housing fillers. While the railway maintenance depot was created by Simmer2 and the file is on the LEX. Thank you for your comment! raynev1: Cheers! Akallan: The road does have textures but they are base override terrain textures for the Berner Oberland terrain. The usual R$ texture blended in quite nicely with these diagonal homes. heartless: Thanks for your comment and here is the link- {---} Update 137: Claudia Green Suburbs and forests- let's get started! {---} 1. So here is Claudia Green. 2. More usage of KingOfSimcity's parking pieces. 3. They are perfect for expanding shopping mall areas. 4. To hide the jagged diagonal textures I placed in a row of narcissus flowers. 5. The big white building is the Claudia Green Showcase Cinema. 6. It is one of my favourite commercial buildings. 7. The real magic of Claudia Green is the border between suburbs and the national park. 8. Nearly all the 2-storey houses are C.P.'s 19th century $$ housing- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. 9. 10. C.P. is quite the lotting meistro as his buildings and lots come in so many varieties and clusters. 11. Also this is the first time in about two years that I have actually ventured into creating urban areas on slopes and hills. 12. Another thing I forget to mention- those houses of C.P.'s are slope-friendly. 13. The A923 is one of the main roads leading out of northeast Erinsberg. 14. 15. Claudia Green's Roundabout. 16. 17. 18. And now on to the forests north of Claudia Green. 19. My method is to use a tree controller, in this case the Cascadia tree controller created by Blunder, and then fill in the gaps with an insane amount of MMPs. 20. For coniferous areas I use mainly girafe's bushes and sparaxis flowers. 21. I plopped in some stones and boulder formations to make this clump of coniferous woodland stand out. 22. For deciduous areas the main MMP filler was green rye grass and a lot of narcissus flowers- these also make suitable substitutes for flowering ramson/garlic which is often found in British woodlands. Also this picture shows the village of Trekkasmoore. 23. By using this basic approach I differentiated the rest of the deciduous and coniferous areas accordingly. 24. More pictures from Trekkasmoore. 25. {---} The next entry will be Five Pines. Brace yourselves for commie housing; commie housing everywhere.
  14. Outer Bronzo- A place to live Outer Marrow is a very slowed down quiet town compared to its bigger brother and is why its the most heavily rich part of the suburbs. The very controversial White Rock Hill condo development was heavily protested for visual pollution and building over nature zones but I hear the penthouses have nice views of the city. Near the development is a Californian feat of engineering, The ADPA Building code still applies to the suburbs but is a little more lax and allowed a Bauhaus styled housing tract with a Streamline Deco shopping row back in 94' One of the more interesting parts of the suburbs is the Muerto Woods. For some unproven reason the entire is unable to grow trees or any kind of flora besides grass only during the summer leaving it a very creepy area to walk around at night or without someone with you. Back the good old days when Spanish settlers lived here adjacent to the now Downtown area owned by the Italians at the time it was a local myth that the Devil lived there and would snatch kids up if they went snooping around the woods thus Muerto Woods; But since we don't live in villages anymore edgy teenagers take group pictures in it for cover art for their bad punk album.
  15. Replies: michae95l: Yeah I'm using the Berner Oberland terrain. I think it is one of the prettiest but it's the most unforgiving for placing MMPs, whereas the more earthier Appalachian terrain and darker green Sudden Valley terrain are much more generous in what you can get away with placing down MMPs. Leszczyk: By adding MMPs inbetween God-mode trees I can thicken the look of the vegetation. This is a very time-consuming process though, which is why it is taken so long to finish Erinsberg. raynev1: I'm not sure if I will be venturing into CS, I need to work out the mods first of all and check my computer performance. tariely: With the prop line mod and prop anarchy anything is possible with CS. Also there are colour correction mods which really improve the textures and give them SC4's earthy sheen. As for the story it was never about selling a million copies of a book, pure luck will decide that... kschmidt: Thank you! When it is all pieced together the MMPs will look even better. As for the stories you do have a point- disturbances are never good! tankmank: Thanks! feyss: Thank you! This is just a selection of other features which I have created in the Erinsberg foothills. metarvo: You have at least a dozen updates to look forward to, Erinsberg is a very detailed city. The inspiration for the MMPs was korver's SC4 CJ entries about Greece. Simmer2: SC4- Illuminati confirmed? Allegedly Hotel California is all about secret groups and cults. CT14: Thanks! With picture 13 it is probably the slopes and the shadows which did the trick. Cuyahoga: A lot of the trees are from Girafe. Blunder's Cascadia tree controller. Matt325b's houses. Berner Oberland terrain to name a few. Akallan: There still are quite a few SC4 pictures to be uploaded. korver: It was your entries which made me go crazy with the MMPs, so I thank you. Themistokles: My MD needs another 200 replies before it goes into the classics, I don't think the next dozen entries will achieve this but it doesn't matter. As for CS, well I think it is competing with SC4 and it is becoming the defacto city simulator for many players. Fasan: Thank you! I also borrowed from your MMP-heavy style. Dreadnought: I believe they will be found somewhere in the Cascadia Tree Controller dependency list- iTens: Cheers! sunda: Obrigado! Gosto de caminhar em áreas rurais , então eu recriá-los em SC4! Tonraq: Thank you very much! Hellken: That's the magic of Berner Oberland in high altitudes! Whte_rbt: There are three constants in the universe: death, taxes and Morn. Morn will be around lounging upon that bar stool. Those were a lot of comments! {---} Update regarding Erinsberg A lot of the green areas requiring MMPs are now complete, I am currently working on the north west part of Erinsberg and I reckon it will be finished a week this Wednesday. Then I will need a day, or two, to perform an inspection of the city, this is to pick up on empty tiles, erroneous buildings and other mistakes. So on Saturday the 25th of June I can at last start cranking out proper updates for Erinsberg. It's been a long wait and I never expected to take nearly three months to complete one large city tile, but it had to be done. In the meantime here are twelve further pictures to ogle at. {---} 1. More FAR roads. 2. Winding stone walls. Very reminiscent of the stone walls in the Pennines. 3. A lumber operation in process. 4. The Erinsberg foothills fall into the territory of a managed national park. There is a limited lumber industry and areas of mixed pasture/woodland to simultaneously graze lifestock and enhance biodiversity by creating such unnatural mixed areas. The rest is dense woodland with paths cutting their way through. 5. It's not just natural areas that I have been creating... 6. Part of the challenge has been creating primary industrial areas and to create the feel of a "working" landscape complete with low key industrial operations such as these. 7. Suburban diagonal utopia. 8. Rougher housing by the large industrial buildings. 9. A little FAR gem I built deep in the city. 10. Working class housing. 11, Medium density suburbs. 12. A diverse mix of commercial, housing, industry and green areas. {---} The next entry will be on the 25th of June, so all going well I will see you then. p.s. My city's save file is 66MG and I still have not got prop pox! MMPs do stack on those MGs!
  16. Today's update is a little more, shall we say, utilitarian than usual (okay, you can stop groaning at that pun now). I've shown Nyhaven and Kendall's transportation infrastructure here plenty of times, but until a couple of months ago, I had neglected the even-more-important electric infrastructure. After all, without a constant supply of electricity, what would power the metro area's economy? (Okay, I'll stop punning now. ) I recently finished working on my first modular nuclear power plant, the Marshland Nuclear Generating Station. While most of Lower Columbia's old uranium-fueled nuclear plants have been decommissioned or converted to thorium-fueled reactors, this beast of a power plant is still active, just upriver from Nyhaven International Airport. Here's another view of the plant, showing some of the high-voltage wires carrying its gigawatts of power to the whole region. I recently replaced the wired pylons I originally used with these larger, wireless ones; this change allowed me to increase the spacing between them to something more realistic, while the invisible transmission lots I added keep the lines functional. The only catch is the lack of true FA3 pylons; I've substituted the turn pylons to simulate them, since they're at roughly the same angles. Some of the power lines running from this plant follow the railroad west past the town of Marshland (which, as you might imagine, is the plant's namesake). The town rail station was greatly expanded when the nearby industrial park was built. Marshland sits at the edge of the metro area (for now). But it isn't the edge of the region anymore! The Marshland quad used to be in the southeast corner of the region, but thanks to my painstaking efforts, the Nyhaven region is now twice its former size - 99 large quads instead of 49 (or roughly 44x36 km vs. 28x28 km). In fact, the first two pictures above wouldn't even have been possible before I expanded the region, since they cross the border into two of the new quads. Now I can build Kendall's suburbs as far out as I want - and as you can see, I've already done a lot of work on them. In all, the region is now home to 3.3 million people, thanks in part to those new suburbs. What's with that big black box labeled "SECRET", you ask? Well, you'll find out before long. Suffice it to say, though, that it will be no flight of fancy...
  17. Replies @Artimus: Avalon Air would totally serve you had there been an actual international airport... . Thanks a lot! @raynev1: Thanks! I do use a money cheat since my focus is very sandbox-y in nature; I need the extra funds to experiment! @APSMS, @waybig, @feyss, @kschmidt, @Ln X, @philforhockey51, @Urban Constanta, @Dreadnought, @korver, @takemethere: Thank you all so much for the comments! Herring Point: The Really Pointy Peninsula City Welcome to the beginning of the Azura Metropolitan Area, and the first of the two final "semi-catch up" updates. These contain cities that were largely built in the middle of last year but with some new development and style shifts. We'll be exploring the peninsula city of Herring Point today with Jericho and Avantasia as follow-up updates. 1. Region overview of the area. 2. BEFORE: An old mosaic overview of the city of Herring Point. Population: 15,000 3. At the very tip of the peninsula is the Avalon Lookout. This lighthouse serves as the beacon for ships coming into Azura Bay. Note that this section is not part of the actual city of Herring Point. 4. A roundabout signifies the end of Herring Point Blvd. This portion is also part of Avalon Lookout. 5. Now we move into modern day Herring Point with a zoom 1 overview (left side is north)! 6. The north side is easily the most affluent area of the peninsula. Mansions and generally large homes are hidden behind winding roads and thick foliage. This particular chateau has graced this city for over 100 years. 7. Even somewhat major intersections around this area are dominated by residential. 8. Downtown Herring Point remains relatively unchanged. The little clearing towards the north is the future site of a sleek apartment complex. 9. Sustained growth has attracted the need for a new marina for the affluent. This little coastline section was leveled to make way for one. 10. Further south remains unchanged for the most part. 11. H.P. High is one of the best public high schools in all of Avalon. 12. Detailed suburb shot. 13. The sections of Herring Point closer to the mainland are grittier. Suburbs give away to industry and commercial. The Herring Point reservoir provides a freshwater source for the locals. 14. In the early days, this segment of A-515 stretched past the reservoir towards the waters of the north. In a twist of events, A-515 was shortened to this at-grade crossing to make way for new businesses that sprouted up in the area. 15. The Bywater Spring Hospital is the premier hospital in the area. Directly across the street is its disease research building. 16. Herring Point continues to grow! This section of forest was cleared to make way for a future suburban block. 17. Some new development along the primary road. The twin apartment towers in this shot were torn down after defects in construction were discovered. The much smaller pod apartments (from above) now reside in its place. 18. This new diamond interchange serves as exit #1 for A-515 south. 19. Jericho's northern business development creeps into Herring Point. Scales Plaza is a new set of office buildings that sits on top of an old parking lot. Landscaping renovations have been performed but plans for repaving are currently still in discussion. 20. A mosaic of the new A-515 corridor. You might notice something interesting about one particular pair of power pylons here - they appear FA 1.5 aligned! To be honest, I have no idea how this happened and have been relatively unsuccessful in replicating it exactly. If you're interested in what a similar example would look like in detail: 21. AFTER: Herring Point mosaic once again with some new updates. Population: 31,000 and growing. And that's it for now! For Next Time We'll explore the neighboring city of Jericho - home to even more gross amounts of suburbia.
  18. Replies @Ln X: I really wish I didn't lose all of my really old screenshots of this region during its infancy in early 2011. Would've been great to see the transformation between then and now. Thanks! @kschmidt, @takemethere, @feyss, @raynev1: Thanks a lot for your comments! @nos.17: That feeling when only freight traffic uses your highways... traffic generations to the rescue ! Thanks! @Dreadnought: Much appreciated. Figured it would've been nice to have a more natural shoreline for the less urbanized areas. As an LA native I too love building sprawl but alas, skyscrapers have always been the "pinnacle" in terms of gameplay achievement for me, even if it throws aesthetics out the window (night shots notwithstanding). @fdjw88: Thank you! 200,000 people is no easy feat. Once you've gotten on board the custom content train you'll be building crazy stuff in no time! Cities of the Avalon Valley II: Attack of the Suburbs It's time to explore the second half of the Arcadia Metropolitan Area, namely the cities of Arcadia, Harmon Lake, Sundry City, and Lansing. For the area overview, please check out the first screenshot on the previous entry. We begin by viewing some of the less remarkable (and very incomplete) outlier cities: 1. This is Lansing. Population: 36,000 2. And this is Sundry City. Population: 64,000. Both are fairly unremarkable cities that serve as the surrounding communities for New Arcadia and Arcadia. 3. Harmon Lake is slightly more notable that the previous two by virtue of well... having a lake. Population: 46,500 4. You might find some middle class suburbs. 5. A LOT of middle class suburbs. 6. There's some occasional low wealth ones as well. 6. Harmon Lake is the other end of the spectrum. Very nice neighborhoods with marinas. 7. The other side of the lake is even better with small and large mansions alike. 8. Even the interchanges boast some considerable greenery, even if it's just wild grasses and flowers. 9. Main street through downtown Harmon Lake is a poplar tree lined feast. 10. On the opposite end, Sundry City's principal road runs parallel to an unsigned freeway. Along this corridor are fresh new office parks home to many different companies. 11. The MacroHard (R) Corporate campus was one of the first to be established alongside this corridor and dominates the block. Large gleaming midrises tower over acres of asphalt. 12. Now we finally enter (old) Arcadia. Population: 110,000 13. Arcadia is home to two major interchanges. This first windmill was one of the earliest constructed and crosses A-10 with Azura Loop 267. Safety was definitely considered when designing those level 2 flyovers (these are the old < NAM 32 depreceated flyovers). 14. This bridge crossing is part of the second major interchange that connects loop 267 and bypass A-310. 15. The Arcadia Exchange marks the boundaries between Lansing, Sundry City and Arcadia. 16. Arcadia Gas Power Generating Station provides a respectable amount of electricity for the city and surround communities. 17. Heavier industry also surrounds the plant. Future plans have been in motion to provide rail access for this area. 18. What is suburban life without wide avenues and some more office parks? 19. Arcadia Lake is a quiet little hillside lake that's popular with the local communities. 20. The largest K-12 school in the city services a majority of the area. 21. For those looking for higher education, the University of Avalon, Arcadia campus lies just a few blocks off loop 267. 22. Plenty of attractions exist closer to downtown, including a racetrack and a museum. 23. Arcadia's downtown core. 24. Of course, what would life in these cities be without more suburbs... 25. Endless suburbs! 26. Even gated communities get in the action. 27. Hopefully I haven't bored you all with these mind-numbing shots of endless suburbia. Here's one last overview for Arcadia at night. That concludes the Arcadia Metropolitan Area! Mosaics will return in due time. For Next Time Catch-up is almost over. We'll be exploring the cities of Herring Point and Jericho, two more recent cities (started July 2015).
  19. Replies: kingofsimcity: The warehouse is actually a VIP gymnasium- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3234. Supernia: I've noticed a few when looking at pictures of American suburbs. raynev1: Thank you! korver: Thanks! I have to choose from buildings from the USA, Europe, UK, Russia, Japan and even South America to ensure there is plenty of building variety. Dreadnought: The Fallingwater LOT I used is tricky because it comes with a PEG stream which must be connected up. I chose the quick and easy way of creating a moat around the building using PEG's stream pieces. However, an actual stream would probably look better. Jasoncw: I'm just glad there are new buildings to use, here's to more Brazil Olympics 2016 BATs! gviper: Thanks a lot! sunda: Thank you! MilitantRadical: Giving the real Fallingwater's location that would make sense. However, given it is such an iconic building I decided to take some liberty with it and turn it into a tourist attraction. {---} Entry 53: Working on the Suburbs I have been doing extensive work to the north of Erinsberg finishing off the suburbs. It was a bit tricky as I had to integrate the suburbs with the foothills, but I think I have pulled off a reasonable transition. But that is for later entries. For now here are some highlights of newly completed areas. {---} 1. My next focus will be the south of Erinsberg, I need to work on the downtown area and the suburbs below it. 2. 3. Some of the wide 2x1 bungalows and small apartments seemed particularly appropriate for an LA-themed city. 4. For the eastern suburbs I extensively used CP 19th Century $$ Houses. A link for those interested- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. Additionally check out Simcoug's files on Simtropolis for the diagonal version of these houses. 5. I did sneak in the odd industrial building in the more denser areas of the suburbs. 6. And here are some inner-city pictures to vary things. 7. The only way I could offset the Palais Theatre was if I plopped in a TE lot adjacent to it. (http://community.simtropolis.com/files/file/29067-palais-theatre-melbourne-australia/) 8. Originally I had used PEG's lake set for this aquatic area, however the corner pieces did not carry the shadows of the trees and it looked awful. So I had to find a compromise and instead I used a more urban canal set to get the job done. Less natural but at least the shadows are not messed up. 9. 10. A little bit of diagonal hokery-pokery. 11. Full-diagonal. Never go full-diagonal, unless you have a lot of time and patience. Here I used Simcoug's R$$ Diagonal Homes- http://community.simtropolis.com/files/file/28630-simcougs-r-diagonal-homes/. {---} For next week I will be posting another update, this time around the south of Erinsberg. In particular there is a corridor between the inner-city highway and the railway lines which I want to complete; this includes a rather nasty diagonal section.
  20. Replies: kschmidt: Thanks, glad you like the growing city! Airplane09: Thanks and no worries about being picky, it shows that your interested in the pictures! As for the overpass, it was simply that the photos weren't taken in chronological order. As for the path alongside the riverside it was meant to represent a quay side but thanks to the new content has become obselete. Hope that made sense of the confusion! Entry 7: General growth So, being entirely honest not a lot has happened in Antario since our last visit to the sleepy city, just some small areas of growth and the city landscaping team deciding to step up the pace a bit with their many unfinished projects. We'll jump right in though and start off with the suburbs which have been growing at a steady pace since last entry, though not in the direction that one might expect them to have. 1. Yup we've had some vertical suburban growth. Brought on by a sudden need for a large amount of housing in a short amount of time the developers went for cheap and plentiful on the outskirts of the city. Were not sure if the local suburbanites appreciated the apartments but they didn't really get all that much say in the matter. On the otherside of the suburbs you can see some shoring up of the coastline and some riverside properties right agaisnt the new quay. Lovely location you would think but maybe not so much. That fog you see isn't so much early morning mist as it is all day smog. We really have to start looking into these issues but at the moment growth seems to be the cities sole focus. 2. Finally for the suburbs we have this overview of how the area currently looks. As you can see the projects although tall don't really occupy all that much space in the suburbs themselves. 3. Moving further outside the city you see the current issue we face industry wise. Apparently when the surveys were done on the oil deposits it wasn't noticed that they didn't exactly go down very deep and rather worryingly this has led to the removal of most of the pumps on the old fields, being replaced with refineries instead. 4. As you can imagine this isn't really helping the economy as most of the oil now has to be imported and a number of refinery owners are already looking to sell their sites as its just not profitable to import the oil from elsewhere. Luckily however we still have several fields left but were not holding out hope for these lasting a lot longer than the last ones. 5. While over by the powerplant we may as well take a look at the improvements to the drainage system that have been installed where a new channel and rip rap walls help to push the waste water out into the harbour area rather than up the small river. Or at least that's the intention. 6. Moving back to the the city island now we yet again have some improvements to show for the entrance roundabout. Experts don't think it'll be long until this has to be replaced with a 4 way interchange but for now this new exit lane and roundabout are coping. 7. Nearby to the new traffic improvements you'll find the old powerplant site where renovation and redevelopment has led to a small industrial office park where several companies now manage their industrial assets found in the city. As you can also see, we've begun our shoring up of the coastlines project here, a costly and lengthy project that we have planned for the foreseeable future, hopefully also allowing us to actually install a proper harbour at some point (although with this cities track record for keeping on track this may take a very long while). 8. Ending on something slightly more pleasant though we have this updated photo of the ongoing project to beautify the high street. As you can see were still trying to create an island of green in a sea of wall to wall buildings. 9. And as usual here's the current overview and census data for the city, currently sat at 39,133 and our currently growing list of projects. 10. -Provide housing for the increasing number of people wanting to move to the city? -Oil fields expansions. -Find new avenues for the old oil fields. -Improve the lacking public transport network? -Take a look at streamlining the harbour area? -Look into new avenues of industry, maybe forestry? -Financial district substantial expansion? -Get the city beautification projects finished instead of half done? (OOC: Bit of a random update here with it all basically being an excuse for me to play around with the new content that CO have given us. I also need to have a look at my LUT as its a bit dark in places and as you may have noticed I've changed the texture on the mountains and the grass again. Anyway I hope you all enjoy the entry and I'll try and decrease the amount of time there is between them, its just that life is a bit hectic at the moment. Cheers James)
  21. Entry 6: Suburban beginnings (and Power plant stage 2) So as the tilte suggests since the last time that we've taken a look at the city we've seen some development other than wall to wall and industrial buildings. With the demand for city living that might just have enough room for a drive and a small garden on the rise several developers won bids on the land that we saw the motorway exit for last entry and begun in earnest to try and build houses that they could charge more for thanks to a possible garden and drive. Although not named yet we do have some pictures form the steadily growing suburbs ready to hopefully entice you to some suburban living starting with this image of some row houses in the centre of the suburb. These are the least expensive land wise with not a lot of land to go with the mostly fairly large houses. You can also see the centre of the suburb with some offices and commercial buildings as well as services. So far schooling is limited to a primary school but there are plans and funds to build upon the commercial and services available in the future. 1. Of course its not all straight blocks in the suburbs with a number of less uniform roads around the outside of the blocks. This is where your likely to actually get a fair bit of land with your purchase, depending on location. 2. Finally for this quick look at the beginnings of the suburban development here's what the current suburbs looks like in is entirety. Pretty compact but with plenty of room to grow. As you can see the developers are also trying to fill in the foliage so as to block the noisy motorway from the quite houses alongside it. 3. This suburban growth did however cause us another traffic issue with the entrance r