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Canals/Waterways - Image

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    ----------------

    On 1/12/2004 5:43:19 PM El Effe wrote:


    Agra,


    How about posting the lots you have made?
    ----------------




    I will make them available eventually! All custom-made lots I

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    I will defenitly host this city. Please contact me. And I will say agian that is amazing. Just fasinating, what an insperation to everyone.


    Standby.

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    You've inspired me to touch up my own cities with a little of these awsome tunnels. I can't wait until you release some of those lots. They all look like they could add something to my own cities.

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    Just want to say a big Thank You to all those who have put in the efforts to make the game more enjoyable & more realistics with all these modds. Sure has made a big difference.21.gif

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    Although true but it's important to remember that this kind of terraforming and use of bridges and tunnels as I've shown examples of from my own city, have all been made using the in-game tools available. The only mod used that plays an important role in my city is the water mod, allowing for a change of the color of the water. Apart from this there are a number of different and quite amazing lot creations that do there part to add that specific realism to the city! 1.gif

    To put it simply, Maxis has done a great job with this game - although some improvements are more than welcome - and you don't need any mod in order to accomplish what I've done! Just be creative and don't avoid challenges - though make sure the city can afford some huge projects planned! 3.gif

    And thanks for the offer about hosting my city, but it's not even half way done and I'll spend a lot of time continuing my task to create the most realistic city possible with this game 1.gif

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    What can I say? I cannot give suggestions, instead of that I should read your info... I really hope you start a CJ when you finish with your Wonderland City (BTW what's the name of that perfect city?). I imagine how expensive the rent is there, such a perfect place... After seeing your work I wanna start playing again... but I don't have RH 8.gif... Your city reminds me of Bras

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    Wow, your land bridges really are quite amazing. The plaza is mindblowing. Like you, I make all of my road extremely smooth. Although, I'm even more exacting than you. I don't let my railroads get that steep. Just about all roads I make are smoothed out by hand with the mayor tools. And yes, practice is really how you learn to do it. And it's the northwest corner that gets altered by the terrain tool.

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    Simply amazing Agra!  I've been working on making my cities more realistic and better looking with PEG's tools and thought I was doing a good job until I saw this, and what can really be done with alot of work.  All I can say is WOW!  Keep up the great work, and thanks for sharing your little universe with us 1.gif
     
    Don
     
     

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    ----------------

    On 1/13/2004 1:14:50 AM Minotaur420 wrote:


    Wow, your land bridges really are quite amazing. The plaza is mindblowing. Like you, I make all of my road extremely smooth. Although, I'm even more exacting than you. I don't let my railroads get that steep. Just about all roads I make are smoothed out by hand with the mayor tools. And yes, practice is really how you learn to do it. And it's the northwest corner that gets altered by the terrain tool.
    ----------------




    In fact, I try not to make railroads this steep either! I don't like the construction made in that last image, the evening shot, and I will try to change it somehow! It's a difficult terrain to start with, but I totally agree with you Minoutar420 about this entire rail thing! 1.gif This is one reason why I put a lot of effort into getting that monorail to stay at the same level. Another trick to lower rails of all kind without revealing a necessary steep is to hide it inside a tunnel 3.gif

    The name; well let me say that some of you will see a lot of this city in the future. It has a predecessor that became very popular and well-known in the past, and I'm sure this one will play an equal part for many reasons2.gif

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    Agra,

    The one reason that so many of us enjoy playing SC4 is that it give us the ability to create something beautiful out of nothing by using SC4 and our creative imagination. That along with the excellent work and new lots that have been made by Pegasus, CSX, and Nexsis(to name a few) which have only added to the realism of our city building pleasure. Your city is a prime example of that creativity and what can be accomplished with patience and time. Your city is extremely unquie and examplifies an example of what I would call a perfect city. Please keep up the excellent work and keep displaying more pictures to give us inspiration.4.gif

    Recently, I have been spending several days creating new and unquie regions after I discovered a way by using psp7 to combine different unique pieces of certain region maps into one unique map, creating a map region that incorporates certain mountains and grades of hills along with flat areas to achieve a perfect region that has a little of everything that you would want in a region map. Could you please post a picture of the region map you used, (hopefully you have one that you saved before doing most of the city building) that this city is based on. It would help me to know what the grade and slope angles of the hills and mountains were on the region map.

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    Glad to see that your factastic lots are going to be made available.  And, like everyone else in Simtropolis, I am waiting with baited breath for you to reveal every street corner in your city journal.  At the risk of sounding repitious, this is a FANTASTIC city that has given me a lot of food for thought.  Well done!<ahttps://www.simtropolis.com/idealbb/images/smilies/9.gif>

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    I have to say I'm a bit stunned about all the excitement regarding my city - or cityscape! I didn't actually think that there were anything in particular to look at as amazing but more as a form of creativity - which btw is somewhat explained by the initial post made by me for this specific topic! I simply wanted to show that it was possible for RH-owners to construct realistic great-looking canals/waterway without the need of any mods/lots, and since I've been working with this city for awhile I've gotten pretty experienced with the tools the game provide - and therefor never thought about this as something special at all! 1.gif So yes, I'm very stunned about this attention!

    I am pleased if this work can function as a source of inspiration for other mayors out there though!

    Now, to answer your question simmfx; the region I use is - believe it or not - San Fransisco! 3.gif However, I have changed the terrain heavily, both before the birth of the city itself and along its continuous development. I liked the SF terrain due to its mountains and overall hilly terrain, but other than that it's rather difficult to plan for a certain terrain. My ideas on how to develop an area is sort of a moment experience! All of a sudden I know exactly what I want and start developing 4.gif If I could wish for anything special it would be the ability to terraform under water just as we could with SC3K-cities! 9.gif

    Finally; I do tend to fantazise a bit about the background/history of a specific area in my city. Kind of add to the atmosphere and the realism even more as I continue to work with it. If anyone is interested I could perhaps do a small story - with some images - to increase your city building inspirations even more! How about that? It won't be a City Journal about progress, rather a presentation of a city's history and current condition!

    Let me know what you think and I'll try to give come up with something. Don't expect anything astonishing, more a simple guide! 4.gif

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    Well, I forgot to mention that I have this thread saved in my info docket in my SC4 accessories vault on both my desktop and laptop, and use your city as a guide when teaching my friends how to play sim city and what things to look for and do when building a city, so yes, I for one would very much appreciate any kind of simple guide or tour so of speak about your city. And thanks for anwering my question as I was also impressed on the San Fran region map just because of the mountains that it had. Keep up the inspirational work and I will keep an eye of your your beautiful city and look forward to your guide!3.gifAlso I would like to thank you for taking the time to post a work of art that can be used to inspire other!!!!Great job!!!!

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    Your city is breathtakingly beautiful! The plaza, the canals and of course the waterfalls...

    I

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  • Original Poster
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    Going for a higher task!

    Near the city centre are one of the two pretty huge mountains located, something that has been bothering me for some time.  Not that it's there, but exactly what to do with it.  It's the same mountain where the canal/waterways comes from so I've been forced to move on with it somehow.  Two new residential buildings have been constructed next to a new avenue bridge where the waterfall meets up with the river/canal, (not the residential buildings I want there but I'm still waiting for the right ones to turn up), and the waterway uphill is almost done, situuated as a small lake in the creater shaped mountain top.

    Next to it is the new University, (moved from the southern city area), and a recreation area.  All of it located quite high up compared to the downtown area, with beatiful walkways moving up around the mountain itself.  And of course, the historical part of the city, has its own place on top of everything <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif border=0>

    /idealbb/files/Agra30a.jpg

    As shown in the image most of the infrastructure uphill are completed - although minor changes always will be prompted for. There are also two railways that will continue on the other side of the mountain, one of them once out of the tunnel hopefully following the mountain chain to continue to an outside city. Not visible in the image is the wall on the ground level which is part of the historic theme of this mountain! <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif border=0>

    I'd like to show this image so that you can compare the difference between this and the upcoming image of a finished mountain area eventually. Perhaps not the image you asked for right now, but I'll try to come up with more in good time!<ahttps://www.simtropolis.com/idealbb/images/smilies/4.gif border=0>

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    24.gif24.gif24.gif24.gif24.gif
    Wow!!!!! What can I say? This is so stunning.
    I stumbled over this thread and realized I needed to put my jaw back in its rightful place because it had fallen down on my lap. I guess most superlatives already have been used so I can only say that I second everyone of them.
    The images just knocked me over and made me realize how much I still have to learn about creating realistic cities. Thanks for sharing these images (which I have saved for future inspiration) and the tips. I do hope to see more of this city in the future.

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    I would like to see the city-wide map. I'm curious about how you laid out the city. Also a contour relief map of the terrain (ctrl + shift + C, i think is the hot key) would be nice because i love how your roads work with the terrain. Quite realistic.

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  • Original Poster
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    I will post an image showing the entire city area eventually - that is, once I completed the major part of it! Images posted already are basically from city areas that has developed properly after the local infrastructure has been put in place. Don't want to reveal to much of this, obviously highly spectacular, city since it's supposed to be used for a specific purpose - just as its predecessor 1.gif

    Mind you that I've been putting most of my efforts into basically ground level areas earlier, but almost nothing on the mountainous areas of the city - which I'm bound to do since the it's a matter of space - and while experiencing this right now I'd like to pass on an advice; Avoid very mountainous terrains 14.gif - especially if you're planning on doing it the realistic way! Couldn't imagine the problem with infrastructure in these places, not to mention the confusion about highway locations and so on since a lot of them are running in tunnels 23.gif

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    well, i saw this thread and instantly became inspired.  your work is truley amazing.
     
    so now as i break from regional building i experiment with the game's mechanics and the custom lots of some people here and here is what i've come up with.
     
    the city of test.  it's a beachfront town with a lot of compact housing, extensive beaches, cliffside mansions, and not to mention a beautiful waterfall.  here it is.
    /idealbb/files/test18.JPG
     
    there is also a nice marina for the rich of the city.  this is how they play.
    /idealbb/files/test28.JPG
     
    the man-made waterfall is a nice sight to behold.  it has attracted many people from all over the region.
    /idealbb/files/test32.JPG
     
    despite the obvious cookie-cutter housing, this neighborhood is one of the most diverse in the city.  the people who live here are some of the best characters you'll ever meet.  it's a fun place on a festival day. 
    /idealbb/files/test41.JPG
     
    and here is the city at night.
    /idealbb/files/test51.JPG
     
    so that's it.  what do you think of this Agra?  by the way - it's nearly impossible to travel in UDI.

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    Quite a different city compared to many others posted around here! I especially like cities that aren't cluttered with skyscrapers all over the place without any kind of pattern visible, so in that sense your city differs even more. In my own city I have been very restrictive with skyscrapers. I have a few of them in a limited space downtown - and they are far from the largest ones available, but otherwise I've been putting them down to the ground by my wrecking crew 3.gif

    You say it's an experimental city so I assume it has been developed for this particular purpose! Otherwise I would have commented on the infrastructure - not the layout itself but the way roads/streets/avenues and so on are being constructed without proper ground work 9.gif

    Don't worry though - judging by at least 95% of all cities presented by their mayors show the very same poor use of the construction crews - which is funny since there are a couple of custom-made lots on the LEX offering this important knowledge...and vehicles 21.gif

    Anyway, a cool looking city after all - although I hope there are plenty of buses! Wouldn't want to walk these rowhouse streets 22.gif

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    ----------------

    On 1/15/2004 9:20:00 PM Agra wrote:

    You say it's an experimental city so I assume it has been developed for this particular purpose! Otherwise I would have commented on the infrastructure - not the layout itself but the way roads/streets/avenues and so on are being constructed without proper ground work
    <a
    https://www.simtropolis.com/idealbb/images/smilies/9.gif border=0>


    Don't worry though - judging by at least 95% of all cities presented by their mayors show the very same poor use of the construction crews - which is funny since there are a couple of custom-made lots on the LEX offering this important knowledge...and vehicles
    <a
    https://www.simtropolis.com/idealbb/images/smilies/21.gif border=0>


    Anyway, a cool looking city after all - although I hope there are plenty of buses!  Wouldn't want to walk these rowhouse streets
    <a
    https://www.simtropolis.com/idealbb/images/smilies/22.gif border=0>

    ----------------

    eh... i don't understand your 2nd and 3rd paragraphs.  proper ground work?  poor use of construction crews?

    but on a side note - i went to Laguna Beach here in CA last weekend and i decided i wanted to go down to the water.  the hills are so steep it's suicide walking down there.  at least 100 foot cliffs you have to traverse down.  great looking beach though.  picturesque waves.  that's also where i got my inspiration from.

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    It

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    yeah.  that's true, but it didn't come out as a smoothed out look.  here is what happened.
     
    i wanted to try to make a city with apartment housing clinging to the sides of the hill, much like a historic beach town anywhere in CA.  so i placed my ave. first, then the streets.  the avenue was travelling uphill, so as i zoned for rowhouses, the ave would terrace itself.  so instead of making a smooth uphill road, it made a traffic nightmare.  now if the streets could attach to the ave without changing the height or position, then it wouldn't have been so bad.  but due to the limitations of the game, that was the result.  it's not all bad though.  the terracing of the avenue causes the drivers to move slow as they progress down to the beach.  so there aren't many accidents. <ahttps://www.simtropolis.com/idealbb/images/smilies/2.gif>
     
    but you do have a point.  i could've built the ave up on flat ground and built roads steeply down to the water, but of course that would've been crazy too.  plus i had to bring the ave down to be able to cross the waterfall.  so it's really a lose-lose situation.  if the game was able to soften the bumps, the terracing effects wouldn't be so deadly  hehe.
     
    but like i said, this is actually what some beach towns in CA look like, so you can see where i got the inspiration.  not everything realistic has to be flat and boring as you have demonstrated with your creation.  but then again, some of the coolest looking creations here would never be able to exist.  physics mostly to blame.
     
    and now that i am done explaining...
    well...
    ...
    i guess im done.
     
    so....
     
    i'm done.

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    Actually, it's not that difficult to overcome this problem. It's true that certain layouts of the infrastructure requires flat land, and that's what they must get, but whenever there's no intersection involved it's pretty much up to you and the terrain tool.

    As I see it there are two ways when building on sloops;

    #1 - Instead of using the road/street/avenue tool to lay out a road/street/avenue downhill - or uphill, use the elevated rail. It works better when attempting to form a smooth passage if put out a long distance. You can also use the elevated rail one at a time to form a smooth road. Once done, tear it down and build your road. In some cases you may need to use the terrain tool and add some clicks where the road goes from flat land to a uphill or downhill one.

    #2 - Use the terrain tool. Imagine you are creating a downhill area. Ensure that the tile - or tiles - which are required for intersections or minor curves are left flat. Start on the first tile which is supposed to go either up or downhill. Click once or twice with the terrain tool, (minimum size, SHIFT+1), on the tile. Now this only lower or raises one side of the tile. Continue with the tile next to it so the first tile is lowered or raised equally on both sides.

    The next tile to go downhill or uphill should recieve the double amount of clicks since only one click will flatten it out compared to the first tile you worked with. Depending on the actual grade of the sloop, add one or two clicks, but ensure that the transision between the first and the last tiles and the flat ground are done smoothly.

    Remember that a more smoothly constructed uphill or downhill area decreases the risk of having large and ugly foundations appearing. It's almost impossible to leave them out completely, but in most cases you can usually hide them with flora or other structures - unless they are very well formed and don't disturb.3.gif

    Please don

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    Here are some images of my city where I've been using the steps explained.  The transission between flat and uphill/downhill terrain could be improved on some places, but are mainly a result of lack of nearby space;

    Image 1;

    /idealbb/files/Agra40a.jpg

    It's obviously easier to make larger buildings form along a sloop, but the foundations will still show - unless the building itself is digged down a bit.  Further more, there are foundations that are more appealing than others. This one isn't one of my favourites...

    Image 2;

    /idealbb/files/Agra41a.jpg

    A flat avenue on a hill with a pedestrian walkway on its way up to the university, located even higher up on the hill.  These tiles follow the terrain smoothly...

    Image 3;

    /idealbb/files/Agra42a.jpg

    Another example of roads or streets going uphill. This residential area is located between two highway bridges and the entrance to an avenue underwater tunnel, so there aren't much space left for local infrastructure...

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    Image 4;

    /idealbb/files/Agra43a.jpg

    An extremely complicated area downtown.  An avenue tunnel, hilly terrain, and a monorail nearby.  A small part of a road downhill is visible in the center of the image, with buildings climbing downhill - or uphill <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif border=0> The avenue tunnel entrances are located on both sides of this road...

    Image 5;

    /idealbb/files/Agra44a.jpg

    A bad example of a road going from flat to sloop.  However, in this particular case it's a question of space limited by the canal...

    Image 6;

    /idealbb/files/Agra45a.jpg

    Although not very visible but this is the eastern highway entering the city via a tunnel through the crater shaped mountain. Both the highway and the rail are going downhill...

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    Image 7;

    /idealbb/files/Agra46a.jpg

    The University Avenue going downhill towards downtown, followed by a pedestrian walkway.  The edge is very steep and a barrier is somewhat protecting silly drivers from going to a disaster...<ahttps://www.simtropolis.com/idealbb/images/smilies/9.gif border=0>

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    Whohoo! more pictures from the master. The only one that bugs me is the downhill to tunnels picture. The line is kinda sharp compared with your other efforts. Using the walkways gives the sense of slope more character and definition, and is a really nice touch. More more!

    -Smack

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    ----------------

    On 1/16/2004 6:50:03 AM Smack Sim wrote:

    Whohoo! more pictures from the master. The only one that bugs me is the downhill to tunnels picture. The line is kinda sharp compared with your other efforts. Using the walkways gives the sense of slope more character and definition, and is a really nice touch. More more!


    -Smack

    ----------------




    I agree! One reason is that it's kind of dark there - not because it's night, 'cause it's not, but because of the mountain. Another thing is that the tunnel was originally made for an avenue, but later on the highway was re-located and took the place of the former avenue.

    One problem is that tunnels, (i.e. entrances), just like intersections, forms on flat ground only. Making the road/street or whatever it's about going downhill or uphill and continue in a tunnel requires the immidiate ground to be flat, thus causing those ugly lines to appear. 8.gif A way around is to smoothen the transission even more so that the sloop is fairly flat when reaching a tunnel entrance - or an intersection. I will correct this - especially now since I learned a better way to change the height of the immidiate roadstrip in front of a tunnel without risking demolishing everything. 1.gif

    ...oh, and more images will come! 10.gif

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