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This mod adds the possibility of building of multilevel streets in SimCity. Place the second traffic level on top of the first level. And you will get bi-level street! Create more beautiful and perfect interchanges with this pack.
 
Also meet a new innovative solution to the problem of traffic congestion at the intersections - Yield signs (or Give way)! Each driver must prepare to stop if necessary to let a driver on another approach proceed at these intersections. Control traffic even easier!
 
Features:
- The Second level of High Density Street, Medium Density Street and Bi-level Avenue: Medium Density, High Density and Streetcar Avenue.
- Meduim Density Transition Ramp, High Density Transition Ramp and all kinds Avenue Transition Ramps: Medium Density, High Density and StreetCar.
- The Second Level Of High Density Street uses yield signs at the intersections. The Second Level Of Medium Density Street and other - stop signs.
- Major roads and Secondary roads. (You need to place a road in a value "a secondary road" at first and then a road in a value "a major road")
- Ability to change the height of the road.
 
You should use Transition Ramps or UDoN to connect the first level with the second.
 
When you use this pack with the Project Akar by Yayie, you can find these roads in "Levels".
Thanks to MaxisGuillaume for assistance in the preparation of roads with yield signs and Xoxide.
 
THIS IS AN OFFLINE-ONLY MOD. You need to have SimCity: Cities of Tomorrow Expansion Pack!
 
How to install: 
Unzip the files, copy and paste the .package files into your SimCityData folder. Enjoy!
 

Regional Bi-level Streets should be used ONLY WITH the main mod "Bi-level Streets Pack".

 
 

How to connect the first level of street to the second level.

 

md0yCj9.jpg

 

If you'd like to help my modding, you can donate here. Thank you so much.

 

 


What's New 2.4   View Changelog


Released

  • You can connect ramps from the ground to any level of the road;
  • Fixed the mistake with Megatower's roads. (Thanks for help to Michael Blackkatt)
  • Like 4



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No compatible NoNightDay.package

 

FIX please!

What is it? Can you get the link?

 

Hi!

Here is the link.
http://community.simtropolis.com/files/file/29539-disable-night-mode/

If you paste the "bi-level streets pack" disable night & day.MOD non-functional.
If you delete it, then OK!
Please take a look at why it is not working.
BI street-level pack is very good, but I do not like when it gets at night. :)!
Sorry for the English, I speak little.

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No compatible NoNightDay.package

 

FIX please!

What is it? Can you get the link?

 

Hi!

Here is the link.
http://community.sim...ble-night-mode/

If you paste the "bi-level streets pack" disable night & day.MOD non-functional.
If you delete it, then OK!
Please take a look at why it is not working.
BI street-level pack is very good, but I do not like when it gets at night. :)!
Sorry for the English, I speak little.

 

Download a modified version: http://goo.gl/L8xUCE

Special for you :) 

 

P.S. Do not contain yield signs at the intersections.

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HI MaxSk !
 

Thank you very much!
That's exactly what I thought!
It works perfectly. and only me!
:) :) :)
 
You're a good man!
  • Like 1

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I am having trouble connecting bi-level roads when they are set at different heights.  I'd like to create a higher bi-level road (up to 8 clicks of M key) for some areas, but I can't seem to get the road to then slope down and meet up with a lower road.  Only way I've found to do that is to create short sections, lowering them a bit at a time, which looks awkward.  I also can't create ramps connecting a ground level road to a bi-level road that has been raised more then 1 click of the M key.  So I pretty much can't use elevated roads at all (raised roads using the M key) and effectively connect them back to the ground roads.

Is this intentional, perhaps something that's being worked on?  Or is there some other workaround that I am missing?

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I am having trouble connecting bi-level roads when they are set at different heights.  I'd like to create a higher bi-level road (up to 8 clicks of M key) for some areas, but I can't seem to get the road to then slope down and meet up with a lower road.  Only way I've found to do that is to create short sections, lowering them a bit at a time, which looks awkward.  I also can't create ramps connecting a ground level road to a bi-level road that has been raised more then 1 click of the M key.  So I pretty much can't use elevated roads at all (raised roads using the M key) and effectively connect them back to the ground roads.

Is this intentional, perhaps something that's being worked on?  Or is there some other workaround that I am missing?

The fact that a smooth increase of roads impossible to build a road on the road. And this is a basic principle of this mod.

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Hi. i have some bugs, when i plop a mega tower i cannot connect a road on its sides. and i tried to remove this mod and it works again. i hope you can fix this because i really love to use your mod.

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Hi. i have some bugs, when i plop a mega tower i cannot connect a road on its sides. and i tried to remove this mod and it works again. i hope you can fix this because i really love to use your mod.

Thanks for your feedback.

Do you use Regional Roads?

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Hi. i have some bugs, when i plop a mega tower i cannot connect a road on its sides. and i tried to remove this mod and it works again. i hope you can fix this because i really love to use your mod.

Thanks for your feedback.

Do you use Regional Roads?

 

I've fixed this, Max will upload the new files when he checks his gmail tomorrow/today, he is sleeping now =)

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I am having trouble connecting bi-level roads when they are set at different heights.  I'd like to create a higher bi-level road (up to 8 clicks of M key) for some areas, but I can't seem to get the road to then slope down and meet up with a lower road.  Only way I've found to do that is to create short sections, lowering them a bit at a time, which looks awkward.  I also can't create ramps connecting a ground level road to a bi-level road that has been raised more then 1 click of the M key.  So I pretty much can't use elevated roads at all (raised roads using the M key) and effectively connect them back to the ground roads.

Is this intentional, perhaps something that's being worked on?  Or is there some other workaround that I am missing?

The fact that a smooth increase of roads impossible to build a road on the road. And this is a basic principle of this mod.

 

Forgive me, but I didn't understand your response at all.

I thought I've seen images/pictures where people have created multiple levels of roads, and were able to smoothly join them together.  But I haven't been able to get it to work like that.

As an example, let's take a look at the sample pictures included with this mod.  The 4th picture shows 3 levels of roads.  The ground level road has another road going above that.  Then above those two is a 3rd road, at a higher level.  We can't see it in this picture, but how does the 3rd level road get back down to ground level?  It seems too high to use a ramp to go from ground level up to it's level.  At least for me, I haven't been able to take a road that high and get it back down to ground level without creating a long series of "step down" roads which take a lot of space and doesn't give a smooth transition.

Edit: I decided to go in game and try to re-create what wee see in the 4th picture that comes with the mod.  Then I tried to create a transition from the 3rd level road, back down to ground level.

If I try to use the Transition Ramp to go from the 3rd level road, down to ground level, it won't "snap" to the upper level, and stays on the ground:

Spark_2014-12-27_16-10-29%252520small.pn
 

In order to create a transition, I have to add a road midway between.  This creates a "stepped" look.  It'd be nice if it would be possible to create a smooth ramp going from the upper height to ground level:

Spark_2014-12-27_16-07-41%252520small.pn

On reflection, I guess the real answer to this is to only raise it in areas where it needs to go above other roads.  Then bring it back down to the "normal" raised road level, so you can then add transition ramps normally or take it back down to ground level further down the road.

Still, it'd be a nice option to go from ground level to a higher road, smoothly.  But I guess we can't have everything.  heheh  :)

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@Crystallyne

Ok, I understood your minds and I'll think about it. Thank you so much! Happy New Year! :)

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MaxvSk, i have problem using the latest version of this mod. Still can't delete the maglev and omega pipeline. Which mod that doesn't compatible with this mod?

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MaxvSk, i have problem using the latest version of this mod. Still can't delete the maglev and omega pipeline. Which mod that doesn't compatible with this mod?

At this moment I see the problem with Maglev/Subways, ELTrain and Omega PipeLine Regional from some users. Trying to solve this problem.

  • Like 1

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I have found that the UDON Bi-Level streets also cause the Maglev problems. Removing JUST the UDON Bi-Level seemed to fix the maglev. Anxiously awaiting the fix for Subways and ElTrain!

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Yes its because this is a "resource" issue. Meaning more or less. A "resource" has reached its share limits. Anything that uses the Maglev system will cause this. So its not an issue with Bi-Level Streets. Using more then Maglev and Subway should causes this issue as well. And to fix that we need someone that knows how to either make a new "resource" or help from Maxis. I'm working on locating what exact "resource" it is and see if I can work around it. I've manage to share a "resource" 3 times. More then that the exact same issue occurs. I will be releasing 3 levels of Bi-Level streets. But of course the same issue will happen with them so until thats fixed it wont get released.

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please show us a screenshot of your SimCityData folder.

What i must do to include the screenshoot? i am sorry, i don't know how. it's in jpeg format

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MaxvSk, I found a small bug when I used your mod. When used on existing maps, the roads underneath the megatowers do not disappear when they get deleted. and they are permanently there.

 

It would be great if you can fix that. Love your mod that's for sure.

 

Pls help notify the developer pls.

 

Thank you! :)

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MaxvSk, I found a small bug when I used your mod. When used on existing maps, the roads underneath the megatowers do not disappear when they get deleted. and they are permanently there.

 

It would be great if you can fix that. Love your mod that's for sure.

 

Pls help notify the developer pls.

 

Thank you! :)

 

I have fixed this, I've now fixed Everything, (Strictly informative, not bragging, for the ones that never bothered to get to know me and therefor not aware of the fact, I do not brag!) To add to that, I'm convinced that Max would solve all of this himself if he only had the time to spare!

 

Anyways, what's be resolved is...

 

The "MegaTower's internal roads" could not be demolished. No longer a problem.
The "Double Railings" at intersection when transit from standard "BILS" to Future "BILS" have been resolved.
The Issue where "Maglev + Maglev As Subway + Bi-Level Streets" would make the "Maglev or Subway Tracks" immune to the bulldozer...fixed! You may now use Maglev + MASS + BILS without this issue.
The "Intersection Texture" would disappear after either the "Maglev Track" or the "Maglev As Subway Underground Track" been selected. This will no longer happen. (Note, the Maglev Road Guides that were shown for BILS will no longer show However the "transparent" effect that is for Maglev Tracks and MASS is now turned off.

 

As soon as Max comes online, I will give him the last two fixes. ("Double Railings" and "Intersection Texture Disappear Issue") After that there are no more bugs?

 

PS: If you are still using a MegaTower that existed before you updated to the latest mod, you will have to demolish that MT I'm afraid. And if that don't work. You have renamed some mods so the "load order" is incorrect. OR you are using some mods that I haven't yet had time to test for compatibility =)

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Thanks Blackkatt! Much appreciated. Will notify you if there is any more issues :)

Np, you do that!

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When will there be an update? I am anxiously awaiting something that allows me to have this mod, plus subways, mag-lev, and eltrain back in the game.

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When will there be an update? I am anxiously awaiting something that allows me to have this mod, plus subways, mag-lev, and eltrain back in the game.

When Max gets some free time from school I recond =)

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