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FX BB1 Blok  1.0

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FX-BB1 Blok

These buildings are one of the common types built after the catastrophe struck West Black Sea Region in Turkey. Being cheap and simple, these dwellings provided the needed shelter for those who were affected by the earthquake deeply.
Now these buildings(in one of which I live in) can be seen in the suburbs(which is rare in Turkey) of cities in the West Black Sea Region.Now the stats are as follows:

Time spent in BAT : 25 hours
Time spent in Lotting: 6 hours

Name: BB1 Blok
Zone: 3x5
Tileset: Euro
Stage: 3
Bulldoze Cost: 213 $
Residents/Wealth type: 79/R $$
Power Consumed: 2
Water Consumed: 4
Pollution at Center: Air-1 Water-1 Garbage-4 Radiation-0
Pollution Radii: Air:5 Water:6
Flammability: 40(make sure you have a fire station nearby, there are a lot of naughty kids here:))

Dependencies:

Base textures: BSC Texture Pack Cycledogg Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 or https://community.simtropolis.com/files/file/15322-bsc-texture-pack-cycledogg-v01/
Overlay textures: BSC Mega Props SG Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 or https://community.simtropolis.com/files/file/15287-bsc-mega-props-sg-vol-01/
Props: BB1Blok.desc(included)
            Mike Seith Cars BMW Vol 01(included)
            BSC Park PeoplePropFamilyhttps://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=437
            BSC Mega Props CP Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180
            BSC Mega Props CP Vol 02 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790
            Nams Prop Pack Vol 02 http://www.toutsimcities.com/downloads/view/1882
            VIP Grfe Car Pack 03 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2860 or https://community.simtropolis.com/files/file/28332-vip-carpack-vol3/
            BSC Mega Props MJB Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=407
            BSC Mega Props sw21 Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403
       
       
This is my first released BAT and lot after ten years of experience of playing sc4. I tried to make it lively as much as possible. Therefore, it required a lot of community support(dependencies). Take a look at dependency debate(https://community.simtropolis.com/topic/14167-the-dependency-debate/). Any constructive criticism is welcome because I know BATting has a hefty learning curve and I am keen on learning this baby.

frukox




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For a first upload it's very good, but what you might want to consider shinier night lights in higher amounts for future updates. :) 

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What I really need is a very good lighting guide. I also wanted to illuminate the front door for the ones about to enter the building but couldn't do it. Tried to follow the BAT essentials guide on this site but it lacks some details especially on how to set up the brightness, tips about it.

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I like the lot very much. The only thing that I don't like is how bright the roof is, it needs toning down quite a lot. Otherwise a great first upload.

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Some point on the textures: The window textures don't look like glass, but more of like an aluminum panel.  Your roof texture doesn't quite fit the roof shape (it appears to be wrapping down the sides) and tiles are enormous (but, as this sort of roof is notoriously hard to texture, understandable).  The roof texture could use a bit of dirtying up; I know these buildings may be new, but the roof gets hit hard by the elements and fades fast, this also makes them more versatile.

 

Over all not bad for a first bat.

  • Like 1

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I agree with everyone else...your building could use a few more nightlights on it. As for your lotting...

 

I really do like color in the gardens around the building (which you dont see too often), and I think you did an especially good job with the trees in the back and front corners. They frame the lot in nicely. However, IMHO, you are using too many dependencies, which may turn people off from downloading. Ideally, without changing much of the lot design you have now, you could potentially eliminate 2-3 of the dependencies (I am mostly talking about the cars). For example one of the CP packs has car props/families there so you could use those instead. I'd also try to only use one type of car too. I think you were trying to go for diversity, which is always good, but sometimes mixing up car types can actually look really bad because different ones are modeled to a different scale, and they clash obviously next to each other (look at that silver hatchback towering over the red pickup, for example).

 

I know I've just been talking about eliminating a few dependencies, but I highly suggest you use something else other than the maxis parking textures. You'd be surprised how much it'll add to your lot.

 

One last thing: you may want to have a look at which Cycledogg texture pack you are using - the two links you posted are actually slightly different. The one on the LEX is an update to the one here. Just a heads up.

 

Overall, I'd say you did a fantastic job on your first lot! :) 4/5

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@mntoes how can I tone it down?

@hisdivinehand how can i make it look like glass? I used the ones coming default with the gmax. what do you recommend to realize a normal roof. That should be simple.

@nos here in Turkey you don't see many lights on at night especially after 10 pm. I tried to visualise that. With regard to the using common prop families, I' ll do that and which parking textures do you mean I need plain parking textures for this lot, it should be simple. How can I edit my post to sort it out.

 

Thanks guys, you are really of great help to enthusiastic novices like me. After fixing these points, I ll be working on another building in my neighbourhood which will be a bit bigger and different in colours and design.

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Ages later, __B returned with further remarks. :lol:

 

The dependancy list is incredibly long. Try narrowing it down. ;)

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