By smoncrieThis package contains nine one-tile long lots that have been modded to dig holes, and one that does the reverse by lifting the ground level up. The hole digging lots have been designed to dig entrances for tunnels, but they can be used in many ways (digging a ditch for a sunken highway, or for an underpass are examples). New hole digging lots include an avenue digging lot an a lot for sunken highways. The pictures show how a tunnel can be created in 6 simple steps and a sunken highway in 5 steps using these lots. smoncrie
By joergREAD THE README!!!!!
Dont your Sims deserve a good airport. One with plenty of take off and landing room and a ultra modern terminal where passengers can rest in comfort before their flights. Well then you need the Airport pack.
This is Version 1.3 Refer to the manual for all other info.
Adds over 40 other new tiles to help you build your airport the way you want it.
And check back here often to see more updates i may find a better home for these updates or another way to do it at simtrop but until then track this lot.
Airport pack no longer replaces ingame airports and now has a way to operate regionally along with many other new changed in V1.2.
By Victory*UPDATED* (See Rush Hour notes below) The stars have come out over SimCity tonight and so have the fans, to attend the presentation of the Sim Academy Awards and to get a glimpse of the glitteratti. The Academy Awards Theatre is the home of the "Mayors", a little statue that looks just like you but gives your lucky movie star Sims a status far above the rest. Get your cameras out and get ready for the big night!
5X5 Landmark Lot
Free to plop but 10,000 to bulldoze
Rush Hour Notes: 11/23/03
I tested this lot in a clean installation of Rush Hour. The only plugins in the folder were bldgprp_vol1 and vol2 along with the AATheatre lot file downloaded from the LEX today. No other lots or plugins are on my system, anywhere, except those that were on the original cd's (I am working from a clean hard drive). Also installed on the machine is the Lot Editor (downloaded clean today). I hope it works for you as well it does for me.
By cogeo*** UPDATED: Aug 17, 2007 ***
The bus and subway stations in SimCity require a 1x1 tile to be built. This not only takes up valuable space and makes very hard to build them after the lots have been developed (esp in downtown areas) but it is also unrealistic, as in most places in the world the bus stops are placed on sidewalks.
So, some community members have made a set of bus stops and subways that can be placed directly on roads, known as "Road-Top Mass-Transit". The two earlier versions were made by Darkmatter, Teirusu and CJMarshall (CJM). This new version has been named Version 3.00.
- Special thanks to cjmarshall for granting permission to build on his own work, and for the help he has provided.
- Special thanks to memo and Andreas Roth for their modding advice and their commenting/reviewing.
- Special thanks to Diggis and Daeley for the Menu-Management Lot.
- Special thanks to RippleJet, Andreas Roth, AcE-cOdEr, Ennedi, Rayden, sebes, BarbyW, ebina, dmscopio, vester, ExiLe, Marco Berzacola and ussagus for their translations.
- Special thanks to mcdrye; he has made a model specifically for the purpose.
- Many thanks to Antoine, Gascooker, gshmails, NOB, Pooty, Porkissimo, RalphaelNinja, and SimGoober for granting permission to use their models in the package.
- Many thanks to Thorvin, Swamper77 and Tropod for the help and the information they have provided.
New Features in this Version:
This plugin has been based on the previous work made by CJM but incorporates many additional features. The new key features are listed below:
- Realistic Buildings and Props: the lots now have buildings and props that are likely to lie around mass-transit stops and stations, for example bus stop shelters and phone booths instead of benches and planters.
- Selectable and Interchangeable Buildings and Props: they can be selected by the player (in any combination, rather than in "themes"). The building set can also be extended. So, it is possible to build a transit system in your own, very special and customisable style.
- Revamped texturing system: the stations now have separate textures for the sidewalk/pavement and the road markings (now implemented as overlay textures), making their appearance customisable and compatible to the Euro Roads Textures Mod (or any other road textures scheme) and allowing to use custom road markings.
- NAM- and CAM-Compatible Capacities: capacities have been modified, so as to match the different capacities of NAM and CAM. There are separate .dat files for each capacity configuration.
- Non-Roadtop Stations: the package now includes three non-roadtop stations (bus, subway, combo); they use the same models and props and have common design principles.
- GLR-in-Avenue Stations: new stations for the Avenue/GLR dual network puzzle pieces of the new NAM. These include not only busstops and subways, but GLR stations as well (all combinations).
- Translations to German, Spanish, French, Italian, Polish, Portuguese, Dutch, Finnish, Swedish, Norwegian, Danish, Japanese and Chinese (both traditional and simplified).
- Menu-Management Lot (MML), hiding menu buttons, and enabling them again by plopping a Construction Lot.
- Additional improvements concerning the plop and maintenace cost consistency, hover and click queries, menu buttons and descriptions, lot sizes, wealth settings etc.
- Aug 30, 2005: V3.00, Release. If you have this version pls download again!
-Aug 31, 2005: V3.01, Included locale file (was left out mistakenly)
-Oct 14, 2005: V3.02, Updated documentation
-Jan 28, 2006: V3.10, Added 2x1 Stations for Roads, added German Translation, updated Documentation (pls check the readme)
-Aug 17, 2007: V3.50, Added GLR-in-Avenue Stations, MML, translations to the most SC4 languages, CAMpatible capacities, additional props/models, improved behaviour on slopes.All updates till now are backwards compatible, ie all lots plopped using an older version are compatible to the new versions. This means that you don't need to bulldoze anything when installing a newer version.
Add-ins (these are NOT dependencies):
- Sep 22, 2005 Additional Subway Entrance Props - Nov 1, 2005 UK Bus-Stop Road-Markings - Updated! - Nov 20, 2005 Berlin Mass-Transit Theme - Jan 30, 2006 German MT Road Markings - Updated! If you have trouble installing this pack, please check these Installers.
- This plugin has multiple configuration options. Please check the documentation and take the little time necessary to CONFIGURE YOUR INSTALLATION properly. Also download and install the few dependencies required, so as to avoid BROWN BOXES.
- If you already have a RTMTV3 installation check the readme for update instructions.
By Stardog13Need money and tired of typing in weaknesspays over and over. Put this park in you city and get over 4 billion in one month! Normal open grass area just modded with ilive.
WARNING!: SimCity may crash when you have $1 trillion or more.
I have had no problems with this lot in Rush Hour though I have only used a couple of times; it should work fine.
This pack is perfect for the irregular coasts of your cities. The depth of these beaches enables you to put them on irregular coasts by keeping alignment and some of them can be put in the corners.
- Seagulls were removed to improve performances.
- Version 3.0 includes 10 lots with a transit-enabled version.
- ReadMe is now in HTML, and contains a complete description of this pack.
Post comments, suggestions and requests here.
By McMurray02This puts employed people in all the towering Landmarks. This now uses real RCI functions as given by RalphaelNinja through his RCI lots.
These lots also do not need zoning. They just need, power, water and roads. They also do not have negative effects on your commercial demand.
Bank of America
Bank of China
Empire State Building
John Hancock Center
Korea Life/63 Building
Columbia Seafirst Center
Be sure to read the readme file included.
Official Simtropolis tread is here: http://www.simtropolis.com/idealbb/view.asp?topicID=38077&pageNo=1&num=&sessionID=5533A18A186C4212B9B40082AD0C9C29
8/25 I've tweaked with demand caps so that there is demand cap relief for each building.
10/13 Capitol Records Building and Columbia Seafirst Center have been added along with a special query.
11/9 I've updated these lots so that they shouldn't grow on lots smaller than needed(if they grow at all.) I've also fixed the bug that caused "Tourism" to show up in the other RCI queries.
01/02 Rockefeller Center added
I'll be adding special landmarks such as the Alamo and Big Ben at a later date. I think you'll be suprised by the changes so keep checking here.
By DaeleyThe new "on-click event" modding has arrived
the zip contains two lots:
Click for cash Trainer park: adds 25.000
By Sim151Listed under Parks but this baby isn't your average park. It activly cleans the air around it very well for a rather nice radius. It also looks cool.
By popular request, I've created another traffic control lot to turn one ways and roads into High Occupancy Vehicle lanes for buses.
Like the No Truck and Roadblock lots, just place these before an intersection to block off the road. Only busses (and pedestrians) will be able to pass through.
By T WrecksINDUSTRIAL REVOLUTION MOD (IRM)
Base Pack - Maxis Lots
1 - INTRODUCTION/OVERVIEW
What is this mod?
The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots:
The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you.
What does this mod offer me?
Imagine building a city where...
...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair
Does this sound like a deal?
If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for.
How does the mod work? How does it achieve the changes mentioned above?
The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at!
Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic.
Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other.
With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones.
In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway?
Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage:
On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems.
So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities.
2 - THE TECH STUFF
What does the download contain?
This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.)
Can I simply add this mod to a pre-existing city/region?
Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear.
If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before.
How to install this mod?
Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder.
What if I want to de-install this mod?
It's pretty much the same as with any other download:
Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins
Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.
Is this mod compatible with the Industrial Jobs Quadrupler by Toroca?
Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots.
Is this mod compatible with the Colossus Addon Mod (CAM)?
No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots.
3 - DEPENDENCIES
...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying...
BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one.
BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this.
BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack!
BSC Mega Props Gascooker Vol.01 - yet another old classic.
BSC Mega Props DAE Vol.01 - yet another old classic.
BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic.
BSC Mega Textures Vol.01 - the most widely spread texture pack of them all.
BSC Mega Textures Vol.02 - not too exotic, eh?
BSC Mega Textures Vol.03 - another rather common one.
Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this.
I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack:
PEG MTP Super Pack
4 - FINAL WORDS
I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.
I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!
The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.
I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.
Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.
Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.
T Wrecks, December 2, 2012
By joergThis massive Police station will cover an entire large city with 50 patrol cars. And a built in Jail holding up to 240 inmates. But this new technologically advanced Facility doesnt come cheap at $3000 per month. But enjoy the realism of having a single police station in your cities.
By dannyboi888This terminal allows for more realism in airport building, because unlike my previous lots - it doesn't have to be a standalone structure. Several of these may be placed next to each other and it will look like a large, long building with concourses protruding onto the tarmac (the picture show two of these side by side).
This way you can create terminal complexes much like in real life, and it's much more versatile. Put the file in the plugins folder for it to work.
*****AND PLEASE VOTE WHEN YOU DOWNLOAD!*****
My last two lots didn't get "enough votes", and I don't want it to happen with this one too.
By TropodGround Rail Elevated Rail Transition
Credit to Ragutaro for the creation of this Transit Enabled Lot. I have but merely made some modifications to the Lot, to be English compatible.
Also though, this Lot has been made UDI compatible, but only in conjunction with the NAM [Network Addon Mod ~ available from the Mods section]. In other words, you need the NAM for this Lot to be UDI compatible for EI Trains, Passenger Trains, & Freight Trains.
PLEASE read the README file included for technical details regarding the UDI aspect of this Lot, as there is a certain methodology required in order to use this Lot for UDI to work.
Updated info: Just some minor changes that were needed for functional purposes; & minor better visual display for the Route Query going through the Lot. Be sure to replace any existing ones that may exist in any cities (this only necessary if you have the NAM~otherwise for functional purposes it won't matter). Also though; the Capacity has been increased to 20,000 (not that it matters though, because the Lot doesn't have any impact on commute).
Cecelia's Greasy Taco Stand has gone international!!! This is a giant tower that grows really easily. This tower is intendent to give people with sub-mega cities a skyline. Enjoy!!!
Please comment, good or bad. This is my first Simtropolis upload.
By DStirlingThis, my second lot will give You 100,000 simoleans per month. Useful in struggling cities as you can plop as many as you want. I teased it and it really works.
By rubik3A BSC approved and reviewed release.
The long wait is finally over. It's been a year in the making but the World Trade Center is finally coming to SimCity. This download includes the ladmark version of the complex. This lot is basically the same as the reward lot except that the reward lot has a few bonus features rewarded to you once you meet all of the requirements.
PLEASE refer to the provided readme for all dependacy listings as well as the stats for the lot. If you're missing a prop or texture the solution is located within the included .htm file.
Simply unzip the folder (making sure to read the readme) into your my documents/SC4/plugins folder.
Much thanks to everyone at Simtropolis and the BSC Team for the support and the expertise needed for a lot of this scale.
And thanks to SimGoober for use of his fabulous fauna props. Please refer to the readme for the extensive list of prop and texture packs used along with links to all of them.
By XyloxadoriaHave alot of tall buidings in your city and hate them becuse they look small in compariosn to the rest of your city? Or do you want that? Either way this building with it's 2500 ft. height and 185 stories is sure to make a statment in your city. It is a landmark that sits on an 8X3 lot and costs nothing to build or mantain. There is alos a RCI Plopable with 50,000 jobs. The game preventsa growable from being made because it limits lots to a 6X6 size and this hyas a width of 8.There is amore detailed and larger picture of the building here.Make sure you find the resize icon tosee the whole thing.It will appear in your landmarks here Hope you enjoy having my building in your city. The building is less blurred than in the pictre and looks smooter in the game suze distrotion makes it look blurred. see the full size picture using the link to see the actual detail. Clck the link then hover over the picture with your mouse an icon shuld appear in the bottom corner of the image click it to see the image full size (Internet Explorler Users)
This is a purley fantasy structure and is not intended for realisim in any way.
By erazorUPDATE: Version 2
Seeing the demand for a InterCity Roadtop RR station, i created a big RR station in addition to the small one. I only created this because it is also realistic and fits my own plans. In Austria, "Schnellbahn" (or 'fast tracks'), are also often used to connect more communities, but also have multiple stops within a city. The difference is, that freight trains and other heavy trains use the same track. So the bigger station DOES NOT block freight traffic. The little station, however, remains as it was for your 'local trains', and how that works is described in the lower half of this description.
Stats on Big RR station: Capacity is 3000. 500 plop cost. 20 month.
Small RR station stats: Capcity 2000. Plop (forgot, but cheap ), 10 month.
NOTICE this feature: I got a roadtop Taxi stand next to the Big RR station. You can place network tiles next to the big RR station, but only on the sides (obviously). Usually you can't place Network tiles next to each other, thats why in the other screenshot, i got the regular Taxi stand opposite the small RR station (which btw, you can't place next to a network tile).
Btw, it also looks real cool when you place a couple of the big ones close together and then drag out the rail lines, connect them, and traffic light suddenly pop up looks cool
** NOW the rating of these lots better go above 9 or you can kiss any future lots good bye! And you gotta admit, my lots ain't that bad, eh?
This is a 1x1 Passenger Railway Station that you plopp ONTOP of Rails to save space!
Lets be honest, most cities only have 1-3 'big' Railway stations as the game depicts, and they are for INTERCITY commute. But what about all those INTRACITY commuters that use what is known in german as a "Strassenbahn" - sorry, can't translate, but its the system were rails are put into regular street roads and trains drive on. Also they often just drive next to roads, depending on how much room is available.
Anyway, for those type of trains, they have small stops that don't take up much room. So i figured you guys would like that too, no? It works out great in my city
In Vienna, Austria, a popular railway line is the 'badner-bahn', which i actually tried to model in the above screenshot (looks very close). I just wish someone would give me Concrete textures to replace all those nasty dirt ones.
Anyway, use this station in combination with either Bus stations or my Taxis, for example. (notice the taxi station in the screenshot? 95% of the sims arriving at that station use taxis to move on). It works out great!
Also, The station (ONLY THE SMALL ONE) BLOCKS FREIGHT TRAINS - i did this on purpose because freight trains are to heavy for that type of rails (in real life), and they shouldn't be in the city anyway.
Also, The station has a YIMBY effect. Sims love that station and so will you hehe
Let me explain something:
I can only relate to what i've experienced. In Vienna, they got 3 major railroad stations for pax & freight. Then they got own dedicated lines throughout the city just for lightweight pax trains. They do not support heavy trains (Freight).
And thats what i've tried to model !! - 'strassenbahnen' or 'local trains' whatever you call 'em in english. Thats the reason i blocked freight trains, it would look odd if freight treins went through your residential area & your commercial districts and stuff (i gave this lot a YIMBY in comm. & res. areas).
DO NOT think of this lot as INTERCITY transportation - think of it as INTRACITY.
**I will not "fix" something i can not agree with or that does not go with my concept. Remember, i got what i wanted, and i'm kind enough to share it with the rest so you can use it to. If your not happy with something, i'm sorry, but then you need to design your own lots. **
By EquinoxThis is a mod I wrote after becoming frustrated with the demand cap situation in one of my cities. I realized I had no idea what the cap status was until the desirability began to fall and buildings began to dilapidate and abandon. As a result, I took the game's three primary developer queries (residential, commercial, and industrial) and added some details and statistics to them, and that's what you have here. The most important information this mod features relates to the demand caps. These caps limit growth in your cities, and the percentage you have filled is shown in all 3 'upgraded' queries. For complete information on how demand caps work, and how to read the data in the queries, consult the enclosed HTML readme file. It explains them all in depth, based on information from the Prima strategy guide. Also found in the queries are somewhat simpler stats like the number of each density zoned in the active city, and the demand for the developer type, but reflective of your cap status.
These queries replace the default residential, commercial, and industrial queries. You don't need to do anything other than plop 'em in the right folder for them to work (see the readme file!). This means that both the queries for the growable buildings and the plopables with jobs (both Maxis-default and STEX-downloaded) will have these new queries, unless they have their own custom one defined.
I owe a big thanks to Daeley - without his assistance and question answering, I never would have been able to write any sort of custom UI file.
Version 1.2 (November 12th, 2004): new readme format, STEX description updated to account for the 4.0 upgrade-induced 'bugs'. Not much else has changed.
By BarbyWThere seems to be a lack of quality R$ housing on the STEX so here is a 1x2 house that holds 16 people. It will grow in all zone densities and all tilesets. It is a zip only and has no dependencies.
By bacoRecieves 1,500 cars in one 1x1 tile, $150 plop, $5 monthly, relieves your adjacent transit system.
By joergUse this mod to change the color and texture of your water in the game.
The pack includes 10 different colors and textures to choose from.
For more info view the readme with the pack.
Also i will not be changing this pack or taking any requests so please dont ask. Sorry
By XyloxadoriaThe WorldPlaza is a park designed to fill the unused space of an avenue roundabout. There is a bronze and sliver globe in the middle.It also creates eyecandy pedestrian bridges over the roundabout. (I don't know how to do pathing) Pedestrians can still cross the roundabout, because the lot doesn't disturb it, they just wont use the bridge.
To use, make an avenue roundabout with north/south roads (non diagonal). Then destroy the four tiles in the middle of the roundabout. Plop the 4x4 lot in the middle, and it will overhang to be a 6x6 lot (The roundabout plus one more square on either side)
Since the lot overhangs, don't build anything in the squares directly adjacent to the roundabout, or the park will cover it.
See the Full Preview here before rating
Note: I noticed the off center lot in the larger picture (second preview picture, and picture from link above) and fixed it. The first picture shows it fixed
Link for people who's linking doesn't work:
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