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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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Found 230 results

  1. Version 1.0.0

    72 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 3 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 14th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 3 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 36 to 140 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 641 West 131th Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 603 West 130th Street (108 I-M jobs): 2x2 straight, Stage 1 641 West 130th Street (140 I-M jobs): 2x4 straight, Stage 1 (2 versions) 524 West 131st Street (112 I-M jobs): 2x2 straight, Stage 1 624 West 131st Street (100 I-M jobs): 2x2 straight, Stage 1 630 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 3247 Broadway (136 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 3251 Broadway (128 I-M jobs): 3x2 left corner, Stage 1 2x3 right cap, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (3rd Pack). Only the .sc4model files are required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  2. Version 1.0.1

    71 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 2 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 13th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 2 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 72 to 260 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 609 West 131st Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back. 3259 Broadway is a bit of the exception here: It is much bigger, will look great in a mid-rise environment (see demo screenshot) and can be used as a kind of "end cap" for a 4-tiles deep W2W block, i.e. it will face all three street sides - front, back, and left/right - and sit neatly wall-to-wall with everything around it. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 605 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 609 West 131st Street (100 I-M jobs): 1x4 straight, Stage 1 (2 versions) 635 West 131st Street (100 I-M jobs): 2x2 straight, Stage 1 3259 Broadway (260 I-M jobs): 2x4 left cap, Stage 2 2x4 right cap, Stage 2 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (2nd Pack). Only the .sc4model files are required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  3. Version 1.0.0

    68 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 1 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the twelfth upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Frankly, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 1 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 72 to 144 I-M jobs for your Sims (for details, see lot breakdown below). They will look best among low-rise development. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 640 West 132nd Street (96 I-M jobs): 2x2 straight, Stage 1 2x2 right corner, Stage 1 641 West 131st Street (144 I-M jobs): 3x2 straight, Stage 1 653 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 2307 Joe DiMaggio Highway (92 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 2311 Joe DiMaggio Highway (108 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (1st Pack). Only the .sc4model files are required, plus a descriptor file for a prop - if you don't keep the following file, the little side building on 2307 JDM Highway will not show up: NYBT ABBT 2301 JDM Hgwy-0x6534284a-0xdc5ed037-0x5c8398fa.SC4Desc If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  4. Version 1.0.1

    583 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY E-Z Polish Factory by jestarr 1 - INTRODUCTION/OVERVIEW This is the 19th upload in a second series of IRM W2W lots based on BAT models made by other artists, this time manufacturing industry. For this upload, E-Z Polish Factory by jestarr, we return to regular single-building lots. The specialty this time is that the lot is visually transit-enabled. This means that it will connect to the road in front (see screenshot No.4) and you will see cars enter and leave the lot, but it doesn't have any actual transit switch function. Since the building is pretty tall, it probably looks best in combination with mid-rise apartment blocks such as the ones by NYBT's Aaron Graham, some creations by marcszar and TagOne, and the old (but still very good!) gmax BATs by Don Miguel - all of which I can only recommend to anyone who's into that style, by the way. The lots will provide 360 I-M jobs. Here's the lot breakdown: 5x4 straight, stage 2 (2 versions with alley on left/right side) In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building:: The E-Z Polish Factory (v1.0). It doesn't only contain the train cars etc. you can see in the screenshot, but also all the required building models. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 1.0 (or higher) from January 23, 2015 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS It's not the first time I'm writing this, and it won't be the last: credits to jestarr for this BAT! T Wrecks, December 16, 2015
  5. Hi, So a couple of weeks ago, I finished the main part of a new city, Bassenheim. I tweaked the city a bit, edited images and am now ready to present to you, the city of Bassenheim. Hope you enjoy! Replies for "Niesen": Thanks @gviper! I understand the comment about the rocks! Thanks for the comment @MissVanleider! Thanks for the praise @Ln X! Thank you for all the comments @LexusInfernus! I do try to improve the world! Thanks for the comment @Dreadnought! Thanks for understanding @takemethere. And thanks for all of the comments! Thanks for the comment @kschmidt! The RHW and Rail make such wide curves in order to stay smooth, as the terrain is quite steep. There is one station, but as the rail is much higher up due to the cliff, than the other parts of the village, as second station was not practical. As for RHW access, there is a interchange that can be accessed by juts going about 200m into an adjacent tile. Thanks for the comment @kelistmac! I've nearly finished on the content for the next entry! I think you'll enjoy it! ----------------------------------------------{--------}---------------------------------------------- 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ----------------------------------------------{--------}---------------------------------------------- Hope you enjoyed the entry!
  6. It's been some time... 105 days in fact. I've been away from SC4 for a while having been weighed down with RL events, but I finally managed to get more work done on the city of Niederbauen. I completed the historical center to an extent that I felt ready to show you guys and there's a lot left to show. Hope you enjoy it! ----------------------------------------------{--------}---------------------------------------------- 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. There appears to be a protest in town... 34. ----------------------------------------------{--------}---------------------------------------------- Replies for "Some Winter Scenes" ----------------------------------------------{--------}---------------------------------------------- Thanks for viewing. Remember to like and comment if you enjoyed and follow the CJ to see all the latest from Niederbauen!
  7. Hi everyone! Here is the sequel of my last update with some mosaics. I think it's what I will do in my next updates: one bunch of 'normal' pictures, and then some mosaics, because what's better than this for showing a city? Without more useless talk, here are the pictures: 21. ALIJSTAR - THE VENICE OF THE NORTH: THE MOSAICS 1. The Cathedral and some old residential neighbourhood: 2. From top to bottom: the Old Harbour Station and its brand new office buildings, the 'Hertogsvaart' (Duke's canal), the Municipal Theatre, the 'Arsenaal' (another canal, the name comes from its former military allocation) and the Grand Moulins Museum. (Yes, the canals on the upper left are connected to the harbour!) 3. St. Peter's Church, 'Hertogsvaart', 'Vrijheidsplein' (Liberty Square) and 'Oude Vaart' (Old Canal). 4. St. Catherine's Church and the Cathedral. 5. Same than #2 but in the opposite view. 6. Autumn yeah! 7. The biggest one for the end: the Municipal Theatre, 'Hertogsvaart', Our Lady Church, 'Oude Vaart', 'Looiersvaart' (Tanners' canal), St. Catherine's Church, and other random canals. Hope you enjoyed it and see you next time! - REPLIES - @_Michael There is indeed a main station. Or maybe two, I don't know yet It will be close to a part of the harbour now redeveloped as a CBD, but I need to finish it before showing it! Thanks for the help btw! @TekindusT There is an old tramway in service for tourists in the summer season! Thank you for the comment! @Ln X Thanks a lot! @Abrams124 I officially thank you for the comment @MissVanleider Thank you too! @Akallan You're welcome! Thanks too for the comment! @korver Thanks a lot! @kschmidt Thank you too! I tried to had some boats on those canals with the LE but that doesn't really work unfortunately! It's indeed Goober canals, but revisited by callagrafx. And the diagonal ones were added by rsc204 last year! @Dgmc2013 Thanks a lot! @sejr99999 Thanks to you for passing by! @Takingyouthere Thanks a lot! That's important for the sims to have some open areas! @raynev1 Thank you too! @Simmer2 Thanks a lot! I will find a way to add some of your work in the city!
  8. Version 1.0.0

    510 Downloads

    DESCRIPTION Located in Belo Horizonte, MG, Brazil, the Sophia Building is a modernist residential building from the 70s. INFORMATIONS The model is available in two versions, Landmark and Residential building. Both W2W corner building. Landmark: Plop cost: 25,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$: 950 R$: 1450 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Sophia Building (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. Sophia Building (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Sophia Building (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. Sophia Building (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). You can check all my projects visiting my thread
  9. 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.
  10. Hi everyone! Time has come for a real update of Alijstar, also known by tourists as 'the Venice of the North'. I advice you to make yourself a cup of tea or coffee and install you comfortably, because there are more pictures than usual 20. ALIJSTAR - THE VENICE OF THE NORTH 1. Let's begin our tour of Alijstar with one of the city's main location: The Liberty Square (Vrijheidsplein). This important place has always been the central point of the city. It's indeed here, during the Middle-Ages and Renaissance, that merchants from all over the known world unloaded their precious shipment. Since then, the city has never lost its commercial identity, even if the harbour facilities moved a bit outside the city centre. 2. Next to this square, you can find the Ducal Palace and the Our Lady Church. 3. Not far from here is located the Municipal Theatre. 4. 5. 6. In this densely urbanised city, canals offer some fresh air and some greenery to its citizens. 7. The former Grand Moulins factory, now used as the city's Modern Art Museum. 8. 9. The Old Harbour Station. Well, you can't actually see the harbour but it's for another update 10. 11. St. Catherine's Church 12. 13. 14. Diagonal canals, yeah! 15. 16. The St. Rumbold's Cathedral, part of UNESCO World Heritage. 17. 18. Despite the quiet feeling that the canals could give, Alijstar is a bit noisy city. The highway is for instance not far. 19. But less forget the noise and come back where tourists prefer to spend their time: the St. Peter's Church and its surroundings. 20. 21. Summer seems obviously like a good idea, but autumn is also a nice season to visit the city. 22. 23. 24. 25. 26. 27. Some random shots. 28. 29. 30. 31. More general views: 32. 33. 34. 35. 36. 37. 38. And finally... I hope you enjoyed all those pictures - REPLIES - @_Michael I'm glad this gives you inspiration! Thanks for your enthusiasm! @KRMill09 A bit of 50/50. I usually plop most of the buildings on the corners and let it grow in the middle of each row. Thank you for the comment! @kschmidt I try to build every churches from my plugin folder each time I build a new city! Because it's how an European city is supposed to look like. Thanks a lot for the comment! @Themistokles Thanks a lot! I'm glad you like it that way! @rathefalcon Yeah indeed, 5GB of plugins! Most of the time, those who designed train networks tried to avoid as much as possible steep slopes, it's why I try do do it that way. Thank you too for the nice words! @Akallan Thank you too for the comment! Yeah I often have abandoned buildings when it's Work in progress, or here when it's unfinished! Pour l'autoroute, il n'existe pas de tunnel pour le RHW. En fait, il s'agit d'un tunnel de route à sens unique modifié grâce au Rivit Tunnel Mod (attention, bien lire le mode d'emploi, envoie un MP si t'as besoin d'aide) et le RHW y est simplement construit jusqu'à l'entrée! @Odainsaker Thank you too! That's how I try to build my avenues! @kelistmac Thank you too my friend! I really tried to make this river part of the city's identity, instead of just being an annoying bunch of water in the middle of the city. Of course, Xannepan's banks help a lot! @sunda Thank you too! @TekindusT Thanks a lot! @weixc812 Thank you! @raynev1 This game is so frustrating indeed... I wonder why I still play it. I must be masochist... Thanks a lot for the comment! @dc'smycity Thanks a lot! @Takingyouthere Thank you too! Yeah, sometimes you only need a few buildings to make it look great! @123deoliveira4 Well, here it is. Thanks for the comment!
  11. 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.
  12. Hello guys! As said previously, even though I decided to give up with Olsènes, I promised to post some unfinished pictures. I was thinking that those parts of the city, even if they look like crap, were still deserving to be featured on an update. I also thought this would interest some of you to see how the city was planned. Thus, I will explain here neighbourhood by neighbourhood what I was planning to do. ps: please don't mind the bad quality, as I said it's unfinished work 19. OLSENES - UNFINISHED STUFF 1. Central Station and its surroundings As shown on the 'work in progress' thread, the central station was formerly a passing station, so I didn't like it. I built this Orsay station instead, which I think is one of the best station ever made for this game. Normally, stations surroundings are often crappy neighbourhoods but here I wanted something different. I wanted a prestigious station surrounded by nice looking surroundings. It's why I built the 'de Ligne Boulevard' a tree-lined avenue with the tramway that ends with the 'Belmont park". I know I don't build enough park in my cities so I wanted a little bit of greenery in the city centre. I also built an Haussmannian neighbourhood next to the station, called 'Litlle Paris'. Rents are obviously high there. Unfortunately, after trying to finish it and being unable to save each time, I gave up. On the west side of the station is located the CBD with one railway track going through it. Two other tracks were crossing the river to the south. Then, on the east was supposed to be build some railyards and some train depots next to the tracks. Between the tracks and the river, some low health houses, to make some contrast in comparison with the showy buildings of the CBD. 2. Upper city This is the upper part of the old city. In the middle was supposed to be the 'Place d'Arme', an important square and transport hub with several tram and metro lines. There was also supposed to be another important station next to that neighbourhood, just next to an important church. 3. Herbinster Nothing special here. It was supposed to be the kind of neighbourhood that grown just outside the city walls before they were removed. It's then a mix of offices and apartments. The neighbourhood is separated from more suburban areas by an urban tree-lined highway, as you can see on the bottom of the next picture. There were supposed to be the city university there, some commie blocks ans some healthy houses on a hill. 4. CBD For once, I was 100% happy with my work here. At first, I didn't plan to build huge skyscrapers in the city but then I changed my mind. For me, they're a way to add some verticality and some modernity into my w2w European cities. I was really proud of that CBD because I thought (and still think) I found here the best combination of buildings who all look great together. It's also not too much and enough at the same time. 5. Etale & Glanes Here is Etale and Glanes neighbourhoods. The lowest part of Etale is located on the extreme left of the following pictures. There are some buildings from the CBD there. I also added a tramway line running in the middle and a bridge connecting it with the old city. I still had to change some w2w buildings. Just on the right, below the stadium is located 'Upper Etale'. It was supposed to be built around a square with a small church and a museum. You can also see the railway and the motorway going below the hill with a tunnel. Even though I liked that idea, I was not really satisfied on how both the railway and highway were made on the top of the picture. I indeed didn't like the connection between the two railway lines and the fact it was not possible to make a more curvy motorway. Finally, on the left: Glanes. This was supposed to be a low residential neighbourhood. A bit of Hollogne on the left: 6. Mazy-Notre-Dame & Avenue Louise I've already shown this neighbourhoods with some pictures. That district was supposed to be divided by the 'Avenue Louise', a prestigious avenue between the city centre and the suburbs. This was inspired by the eponymous avenue in Brussels, an avenue surrounded by offices and healthy housing which has become an open sky motorway due to its traffic and the way it was built. The avenue was supposed to end with a palace surrounded by a healthy neighbourhood, as well as some of the tram lines running in the middle of the avenue. On the left was also planned an important train station. 7. Yvoir & Mariefontaine Yvoir (on top of the river) and Mariefontaine (on the bottom) were supposed to be the most industrial neighbourhoods of the city. As you can see on the pictures, there were already some factories built there. The idea here was to mix industry and low health residential areas like in other industrial European cities (the examples here were Liège or Charleroi). The next picture show that idea: some rail tracks with warehouses, some empty lots, industry next to buildings and some supermarkets replacing closed factories. I also added the Grand Moulins building (the white one on the right) as a symbol of renewal and conversion. On the other bank, the motorway was supposed to run through the area on an ugly bridge above the industries. 8. Global views And we finish here with 4 global views of the city: I hope you enjoyed it even if it was a little bit unusual update - REPLIES - @_Michael Thanks a lot! @tariely Thank you too! @raynev1 Thanks for the kind words @Ln X Thank you too! tram is love, tram is live @kingofsimcity Thank you @philforhockey51 Thanks! I wish I could add some boats but it doesn't look that great with the LE. @Akallan Merci beaucoup @kschmidt Thank you too Yeah right, some of the small Scandinavian houses could make thing of Copenhagen @Wallibuk Thank you too! Amsterdam or Bruges, it's just for the canal idea. But you're right, with those buildings from my plugin folder, it looks more like Stockholm @Takingyouthere Thank you! i indeed spend a lot of time trying to find the best place for each building. @slickbg56 Thank you for those kind words! @kelistmac Thank you my friend! My inspiration comes from your previous work on Bassen, it always amazed me! The sidewalk is a personalized one. I just took a random texture on google image @RandyE Thank you too! @sucram17 Thank you too
  13. Version 1.0.0

    413 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY BSP Advance Glove Factory by nofunk 1 - INTRODUCTION/OVERVIEW After a longer hiatus due to the site update, this is the seventh upload in a second series of IRM W2W lots based on BAT models made by other artists, this time manufacturing industry. For my return to the STEX after the hiatus, I've decided to dig out a very old, but nonetheless very high-quality BAT: BSP Advance Glove Factory by nofunk. The building will provide 112 I-M jobs and comes with the following lots: 2x3 left corner, Stage 12x2 right corner, Stage 1In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this downloadSave all the cities and exit the game when you're done bulldozingRemove the associated files from your plugins folderHint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the buildings: BSP John King Books (no mistake - the building used to be called Advance Glove Factory before it was converted to a book store!). Only the .sc4model file is required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 1.0 (or higher) from January 23, 2015 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to nofunk and the mighty BSP! Is there a chance to see more from you, Nolan? T Wrecks, September 19, 2015
  14. 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.
  15. Version 1.0.0

    745 Downloads

    Lindsay Bros. was founded in 1884 and eventually became one of the largest manufacturers of agricultural implements in the United States. In 1892, the company constructed this factory building in Milwaukee, Wisconsin. The building still stands in the city's Walker's Point neighborhood. This lot is wall-to-wall and modded for industrial (I-m), but would look right at home in a grittier commercial district as well. 7x3 growable and ploppable I-m lots Provides 348 jobs MaxisNite and DarkNite versions included DarkNite requires the Day and Nite Modd Installation Instructions: 1. Download either the DarkNite OR MaxisNite version. If you are unsure, choose the MaxisNite version. Attempting to use both versions in your Plugins at the same time may cause conflicts. 2. Unzip the .zip and move its contents into your Documents > SimCity4 > Plugins folder. 3. Enjoy! - Comments, questions, or issues? Check out my BAT thread.
  16. Version 1.0.0

    1,037 Downloads

    As the true arbiter of aesthetical merit (that's what I call myself), I bring you this building. I salute you.