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Show us your Region!

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On 2/20/2019 at 1:37 AM, Lucario Boricua said:

Sinnoh has grown considerably since I last showcased it formally!  Now with 1.78 million inhabitants and about a month away from completion!

 

2MNYvnr.jpg

What map is this made on?

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On 2/20/2019 at 12:37 AM, Lucario Boricua said:

Sinnoh has grown considerably since I last showcased it formally!  Now with 1.78 million inhabitants and about a month away from completion!

 

2MNYvnr.jpg

That region map looks wonderful.  Could see some more areas filled in though, and better city-to-rural transitions.  Perhaps a more gradual transition from the snowy area to the north to the green area could be done as well.  Also look into the southwest peninsula (called Oshima in real-life Hokkaido) for expansion, though I do realize that the game that this region is based around (yes, I've played it) does not include that southwestern peninsula as part of its map.

Since I know this map is based on Hokkaido, I'm looking at the southwest area in particular for some inspiration as there is an excellent Sapporo map by Drunkapple.  Don't know if I will follow through on that inspiration though (I already have a massive region I'm building on right now).


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To address @monkeywater's comment:

The map I'm using is actually a combination of two maps and custom terraforming of various elements. The base maps include Drunkapple's 1:6 scale version of Hokkaido Island, with an inset from the southern end of Sakhalin, as made by Xephren. The maps are from these links:

* Hokkaido by Drunkapple: https://www.sc4devotion.com/forums/index.php?topic=15569.msg452213#msg452213

* Sakhalin by Xephren: 

 

If anyone's interested in getting the terrain for my rendition of the Sinnoh Region, I can export the map and post it. Just keep in mind that it isn't the final version yet and there's still more terraforming pending for the last areas awaiting construction.

 

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To address @Houston_Fan's comments:

* Most of the unfilled areas have their future content conceptualized. These include the farm fields of Michina town (southwest, where the standalone volcano can be seen), the Battle Zone Island to the northeast (gotta fix glitchiness in the Fight Area and Resort Area settlements first), Lily of the Valley Island to the far east (site of the Pokémon League), Crown City in the south-central valley (needed to test some city design features I haven't tested before), completion of the Pal Park complex (need to add more visitor amenities and small capacity transport links), and completion of the Lucario Kingdom (these need more farms and villages, just east of Mount Coronet).

* Bigger cities with abrupt transitions to rural lands are one of two cases: either they're incomplete and need suburbs and exurbs before reaching the farmlands and forests, or they are constrained by rugged topography. In the latter case, rugged topography bounding narrow plains or valleys leads to cities that are very dense and don't really have a gradual tapering to a more rural ambience. This can be seen commonly in Japan (mountainous throughout, and typical of the Pokémon anime depictions of cities and towns) and Brazil (numerous coastal cities sandwiched between the Atlantic Ocean and the cliffs of the Planalto Brasileiro). Among the cities in which I expect to grow more suburbs are Jubilife, Eterna, Hearthome, Canalave, Fight Area and Veilstone.

* The transition to the snowy area would be the trickiest part, and likely be the one recommendation I wouldn't be able to implement effectively. Based on the Diamond, Pearl and Platinum videogame layouts, the connection from the main body of the region to the Snowpoint corridor is through tunnels along the northern reaches of Mount Coronet, as such the game does not illustrate any transition at all. Also, given space constraints in the map, matching the shape of the game routes resulted in Route 216 being super close to Eterna city. Were it not for this restriction, I would have made a mountain range with taiga climate as the terrain transition.

* As for the Oshima peninsula, that one actually corresponds to the Almia region. I have plans to make a cut-out and subsequent enlargement of this map (likely to 2x the size, maybe 3x the size if content of Almia merits more space). In this map, it will remain undeveloped, aside from forest cover.

* Be careful with the full-sized Sapporo map, it's super huge and requires more than 8 GB of RAM to even load properly (my PC has 8GB of RAM and it crashes every time a constructed city is saved, it also won't generate a regional view image extractable by the region census programs available for SimCity 4). I have some abandoned industrial facilities I attempted building with it because of these issues. If I may suggest a way to better leverage the map, it would be to make cut-outs that match the contiguous areas you wish to develop. In my case, I'd go for two east-west strips, splitting the map into north and south. There's a version of the map that was split along the north-south axis and forms east and west halves.

 

And for those curious, let me show you the last progress update I have from the Sinnoh Region map before I paused its progress to start the Kingdom of Rota, along with today's regional update for Rota until I assemble my sixth CJ entry:

 

Spoiler

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5TyEbD7.jpg

 

Spoiler

q7hfrY3.jpg

s6XVb8e.jpg

xxtZYsI.jpg

 

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Finally finished a region, or how to grow square farms. 

AkCnVyv.jpg

 

 

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Looks like plots of land we have here in Kansas.


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1 hour ago, PaPa-J said:

Looks like plots of land we have here in Kansas.

Exactly tried to go for a "midwest" great lakes look. 

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59 minutes ago, yaboydennis said:

Development is making its way around the 9 central city tiles.

Nice city you've got there. I particularly like how you've got the hill covered in trees, then the water channels branch out and flow through. It looks very realistic with the layout as seen from the satellite view. It's very well done having the CBD by the waterfront too, and the high rises competing for the best view of the harbour. Maybe a marina complex could go well in the north west side perhaps? I can imagine yachts docking there with super wealthy properties by the edges.

 

59 minutes ago, yaboydennis said:

Also im contemplating if i should put the Airport across the bay in the east or if it fits better to the north. Its gonna be quite a big Airport so if anybody has a suggestion let me know.

For the airport, I feel to the north would work well with it spanning the length horizontally. Looks like there'd be plenty of room for a suitably scaled runway with terminals, parking, warehouses, etc. To the east could do too, though it may need to have a bit of distance away from the suspension bridge to give extra margin for aircraft on approach. From a realism perspective, I think it would be low enough to not be an issue though if you do decide to build it there.

Just a few ideas, and it's already looking great. *;)

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12 hours ago, Cyclone Boom said:

For the airport, I feel to the north would work well with it spanning the length horizontally.

I looked around the region for a bit and decided that this would be a pretty good idea. Ive already put access to all transit networks in the area (TRAM, Subway, Highway and Rail) and now i just have to figure out how the airport works (im gonna be using the RMIP sets)

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I like the San Francisco region for it´s variety in it´s terrain.

started to play SC 4 again just recently and thought that this map\region looks like the best one. otherwise i probably would go for the New York region.

But now my game refused to start again and one screenshot will have to be later.

Just one ordinary shot of it all it will be anyway and nothing like all of you people´s good looking x-tra-vaganza shots.

 

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A new part of my region awaits development. Three pictures: First without anything, second with some waterways and settlements outlined (and after some terraforming), third with basic infrastructure and farmland planned. When developing new city tiles or entire areas, I usually do everything in this order:

First, creating waterways, along with a little bit of terraforming. This helps in giving any region/city tile a unique shape which looks like more than an orthogonal road grid because, after all, one doesn't just blow up a mountain or remove a river, this would be rather expensive.

Second, thinking of where to place settlements. Usually close to tap water (in ancient days a pretty common choice), at areas where farming or any other type of food collecting is possible, at places where much traffic would flow, or at other interesting locations, such as mining resources.

Third, planning farmland accordingly. This is mostly due in-game mechanics, farmland doesn't develop anymore after the population has increased too much.

 

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Updated region view for me.

3 cities are ready for the 'play' button. Kipper Park, Slayton Shores and Slayton all look undeveloped in city view, but fully decked out in transport view.

Large images so click links for full size!

CITY

t8JgbXx.jpg

TRANSPORT

cbnkcqX.jpg

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1 hour ago, Haljackey said:

Updated region view for me.

3 cities are ready for the 'play' button. Kipper Park, Slayton Shores and Slayton all look undeveloped in city view, but fully decked out in transport view.

Large images so click links for full size!

CITY

t8JgbXx.jpg

TRANSPORT

cbnkcqX.jpg

Pardon the potential n00b question, but how are you switching between city and transport view? Are you removing it using the NAM installer? That seems like kind of an "atom bomb on an ant" approach, but I don't know enough about the NAM suite to figure out an easier way.

Thanks, 

R

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3 minutes ago, RomanFox said:

Pardon the potential n00b question, but how are you switching between city and transport view?

Try toggling the Transportation Map option at the top of the main dialog:

Transportation View Toggle.jpg


This toggles the view over. The choice applies to all regions, and will persist when closing the game and starting it again. One thing to consider is since it's alternating the snapshot previews, it depends on each individual city tile being saved again for it and the Satellite View to be updated.

Hope this helps. *:)

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1 minute ago, Cyclone Boom said:

Try toggling the Transportation Map option at the top of the main dialog:

Transportation View Toggle.jpg


This toggles the view over. The choice applies to all regions, and will persist when closing the game and starting it again. One thing to consider is since it's alternating the snapshot previews, it depends on each individual city tile being saved again for it and the Satellite View to be updated.

Hope this helps. *:)

You beat me by like 2 seconds lol.


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Well I'll be damned. Talk about missing what's right in front of your face. Thanks, CB and NYC! 

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Here's my regional view which you all have wanted to see for 14 hours.

Nothing special and just ordinary. If i get committed some more to the game i will start to put some thoughts into it but for now i just try to see what happens when i develop the individual city parts and to make a good flow going between them.

To just blast it up to metropolis size quickly have been tempting but i wont fall into that trap.

The sims gotta enjoy it all and me as well with the view.

Even though i hate some of them, they nag too much and should be glad i don't execute every last one of them.

Edit: Heeey!

What the fudge are those dots doing there now in Pelican Bay area? I didnt see them before and it must be that ferry transport i was struggling with but the dots make no sense. Not even connected yet between 2 ferry harbors, stations or "hamnar" (Swedish).

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5 hours ago, Toby66 said:

What the fudge are those dots doing there now in Pelican Bay area?

Your region is looking great so far. And yes, those are ferry routes represented by the dotted lines. *:yes:

I've found routes for ferries can vary, and they don't always take the most direct path from A to B. They can sometimes behave oddly too as with this bug. Perhaps those ones going off the edge of the tile are connecting to "Port Side" in the east there, and it might need that tile to be saved so the Transportation Map gets updated as seen from the region view. I believe they'll need stations on the neighbouring tiles though, as otherwise I noticed there'll be imaginary connections which presumably lead to "SimNation".

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The harbor there in Port Side should be located more to the north west of the coastline. Makes more sense when it comes to reducing the distance between any future ports, and a ferry station around there and it will be fun to see if they connect, probably will, or not.

The logistic data is then calculated towards the other port i hope if i build another one? But that just effect the value for how long the transport trips become right or is there some more data processed  as well? 

I dunno atm of typing this.

 


  Edited by Toby66  

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On 30.4.2019 at 4:16 AM, Haljackey said:

Updated region view for me.

3 cities are ready for the 'play' button. Kipper Park, Slayton Shores and Slayton all look undeveloped in city view, but fully decked out in transport view.

Large images so click links for full size!

CITY

t8JgbXx.jpg

TRANSPORT

cbnkcqX.jpg

I'd love to see the Seaport area finally built. Hope youre still onto that :)

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Simply Beautiful Korver!

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