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Haljackey

Show us Your Interchanges!

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Some update from the interchanges I've posted before. Enjoy '='

 

<snip>

I've updated it from rhw4 to 8 and the trafic is still heavy. I'll do some subways system. but I haven't posted this highway before.... whatever.

--

Changed the old ramps to FAR ramps

<snip>

--

RÇRÇRÇÇRÇRÇ

<snip>

Just a T-junction that I've made for Rural eyecandy (and Sims are actually using it. Yeah :>)

<snip>

---

'-'

<snip>

Zoom out view

<snip>

A sunken avenue tunnel under RHW8S

========================================

 

:ducky: :ducky: :ducky: Hope you enjoyed :ducky: :ducky: :ducky:

Nice! My suggestion is to use MandelSoft's It adds chevrons to ramps and makes your RHW 20% more beautiful. :D

 

 

I appreciated your suggestion, Downloading. '='

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A couple of my interchanges. Most of these do not allow traffic in every direction (mostly because there was too little space), though it's always possible for traffic to take an off-ramp then get back onto the highway using another on-ramp. I used to have kick-ass interchanges in previous regions, though... :( For example, I don't have a single four-way interchange in this region yet.

 

AOhb3Ktl.jpg

wNussJzl.jpg

H7saTYol.jpg

XMkbA62l.jpg

XSBte00l.jpg

 

This is one I really, really hate, because it causes complete gridlock and it doesn't look very well either. The bridge is what makes this one hard.

D3nmuuMl.jpg

This is a recent one that I actually like because of the railway, but I think the capacity of only one lane is too low. Alas there was no room for two lanes on the slip roads.

478C7JPl.jpg

j0KTPCfl.jpg

This one took about half a village being torn down, but it did prove its worth in terms of traffic reduction. All the traffic was going through the village at first.

Z6hI0gtl.jpg

 

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Especially in the first one you're not very genorous with the weaving space. You get onto the highway and have to pretty much merge immediately or you'll be right off of it again.

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I was having a very bad time to make that loop on this interchange, but after about 10 tries i finally nailed it :)

 

tlqz.jpg

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An interchange that is inspired by one I noticed near Toronto. Should I keep the reversal of direction loop ramp?JklgK2i.jpg

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A couple of my interchanges. Most of these do not allow traffic in every direction (mostly because there was too little space), though it's always possible for traffic to take an off-ramp then get back onto the highway using another on-ramp. I used to have kick-ass interchanges in previous regions, though... :( For example, I don't have a single four-way interchange in this region yet.

 

AOhb3Ktl.jpg

wNussJzl.jpg

H7saTYol.jpg

XMkbA62l.jpg

XSBte00l.jpg

 

This is one I really, really hate, because it causes complete gridlock and it doesn't look very well either. The bridge is what makes this one hard.

D3nmuuMl.jpg

This is a recent one that I actually like because of the railway, but I think the capacity of only one lane is too low. Alas there was no room for two lanes on the slip roads.

478C7JPl.jpg

j0KTPCfl.jpg

This one took about half a village being torn down, but it did prove its worth in terms of traffic reduction. All the traffic was going through the village at first.

Z6hI0gtl.jpg

Nice interchanges. My suggestion to you is that you could try to add some smooth curves just for eyecandy, I know that these details is so boring to take care of, but I like your interchanges cuz they're just simple and you play like me, play for fun, not to stress and work for perfectionism and all that extreme realism BS... How do you make sim to use your Railroad systems?? :D

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An interchange that is inspired by one I noticed near Toronto. Should I keep the reversal of direction loop ramp?

While admittedly not the most realistic, it adds flavor. sunv did a version of this same interchange a while back. Can't remember if he posted on both sites or just the SC4Devotion site, but it looks very similar to his (which is good). You can always make up a story for why it's there; it'll make the city more interesting.

 

 

@ sirdanilot: While I'll admit that weaving ought to be avoided at all costs, sometimes it is necessary (due to space constraints) and is often seen in RL situations. However, on these interchanges, there is far too much immediate weaving, like LostRealist said. Since you're using the NAM, you do not need your exits to be so close to each other. Spacing exits will not only look better, but also more realistic, as will adding accel/decel lanes, as you can see in fefenc's refitted interchange at the top of the page.


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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How do the tunnels work? I suppose that there's actual an underground intersection, rather than two tunnels above each other?

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How do the tunnels work? I suppose that there's actual an underground intersection, rather than two tunnels above each other?

The tunnels are actually in different height levels. One is 7.5, and the other is 15m. But as far as I know, even though you build two tunnels in the same height levels, they don't intersect. That's a game limitation, and we can't alter that. ;)


x(x-10)=7[sin(666x]

The Network Addon Mod for SC13 is now out! Download here.

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EA games should make this game as open source, just saying. They won't work on SC4. :S

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However, it has not always to be RHW. What aobut OWR instead? :D

Stack_OWR.jpg

 

 

I took the liberty of "RHWizing" this interchange...

 

el_nus_2-9_en.__001383396001.jpg

 

 

Astounding, just astounding. xD

 

What are those things in the middle?

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However, it has not always to be RHW. What aobut OWR instead? :D

 

 

I took the liberty of "RHWizing" this interchange...

 

Astounding, just astounding. xD

 

What are those things in the middle?

Do you mean the grey stuff? They are tunnel entrance lots, just to disguise/beautify the actual tunnel entrances. You can find them here

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A parclomond (Parclo-diamond) in a massive collector-express setup freeway.

<snip>

 

Such a big interchange, and not one car on it. What a waste of taxpayer money :P (But really: wow.)

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The proximity of these two interchanges created a unique challenge. I think you see something like this in real cities...

10635174554_d420729bce_k.jpg

P.S. This is my first mosaic

P.P.S LOL what a coincidence TopDeej. We posted a few seconds away from each other.

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Nice interchanges. My suggestion to you is that you could try to add some smooth curves just for eyecandy, I know that these details is so boring to take care of, but I like your interchanges cuz they're just simple and you play like me, play for fun, not to stress and work for perfectionism and all that extreme realism BS... How do you make sim to use your Railroad systems?? :D

I don't see why you would say extreme realism is "BS"; I play for extreme realism and I don't find it stressful at all, I find it very fun.  It's the only way I'd play the game, in fact.  However, that doesn't mean I need to look down on other people's play styles.

 

Especially in the first one you're not very genorous with the weaving space. You get onto the highway and have to pretty much merge immediately or you'll be right off of it again.

This reminded me of seeing the Dan Ryan Expressway (Chicago) on Google Maps recently.  Specifically, I couldn't help but notice the weaving on a few parts, such as this pair of ramps.  So I guess what I'm saying is that weaving like that isn't a good thing for traffic, but it does happen sometimes, despite not being ideal.

 

Another non-ideal thing you see in cities is tight turns in interchange ramps, which brings me to my newest creation:

0in4.jpg

 

rmbw.jpg

 

The tunnel goes for another mile or so before emerging outside of the city; the reason why I curved it instead of making a neighbor connection is because the edge of this city tile is also the coastline here, and I wanted a highway that followed the water's edge.  I may post another screenshot of it once the area's all developed.

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The proximity of these two interchanges created a unique challenge. I think you see something like this in real cities...

 

P.S. This is my first mosaic

P.P.S LOL what a coincidence TopDeej. We posted a few seconds away from each other.

Wow, that looks very nice, and doesn't consume too much land. Nice job!

 

Funny how much activity this thread is getting today.

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The proximity of these two interchanges created a unique challenge. I think you see something like this in real cities...

 

P.S. This is my first mosaic

P.P.S LOL what a coincidence TopDeej. We posted a few seconds away from each other.

Wow, that looks very nice, and doesn't consume too much land. Nice job!

 

Funny how much activity this thread is getting today.

 

Well, it's the weekend...

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However, it has not always to be RHW. What aobut OWR instead? :D

 

I took the liberty of "RHWizing" this interchange...

 

Astounding, just astounding. xD

 

What are those things in the middle?

Do you mean the grey stuff? They are tunnel entrance lots, just to disguise/beautify the actual tunnel entrances. You can find them here

I meant in between the highway lanes, but those are cool too. :P

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I meant in between the highway lanes, but those are cool too. :P

 

Ah, I see... These are are also available in the STEX, here In fact, it is a set of different pieces to make realistic medians, but I didn't want to spend much time on them and I went for a really basic approach. Beware with the dependencies, if you're going to take all the potential this set can offer.

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Especially in the first one you're not very genorous with the weaving space. You get onto the highway and have to pretty much merge immediately or you'll be right off of it again.

This reminded me of seeing the Dan Ryan Expressway (Chicago) on Google Maps recently.  Specifically, I couldn't help but notice the weaving on a few parts, such as this pair of ramps.  So I guess what I'm saying is that weaving like that isn't a good thing for traffic, but it does happen sometimes, despite not being ideal.

 

Another non-ideal thing you see in cities is tight turns in interchange ramps, which brings me to my newest creation:

0in4.jpg

 

 

You should turn the left most MIS into a sliplane along the Avenue. That would make it more useful than forcing people to stop to make a right turn. They might as well wait for the light at the RHW2 intersection just down the road.

 

Also, I think the point is just that there was so much tight weaving in those pictures. The ramps you referred to were a pair in the middle of a buch of well spaced interchanges. I have a few very tight ramps as well, but not as many so closely spaced together. Less than ideal can certainly be realistic, it's just the amount that was troublesome (for me). I think, though, that realism was obviously not the point of the interchanges, so on that level, I shall end judging; like judging an apple by citrus standards.


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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Especially in the first one you're not very genorous with the weaving space. You get onto the highway and have to pretty much merge immediately or you'll be right off of it again.

This reminded me of seeing the Dan Ryan Expressway (Chicago) on Google Maps recently.  Specifically, I couldn't help but notice the weaving on a few parts, such as this pair of ramps.  So I guess what I'm saying is that weaving like that isn't a good thing for traffic, but it does happen sometimes, despite not being ideal.

 

Another non-ideal thing you see in cities is tight turns in interchange ramps, which brings me to my newest creation:

You should turn the left most MIS into a sliplane along the Avenue. That would make it more useful than forcing people to stop to make a right turn. They might as well wait for the light at the RHW2 intersection just down the road.

Easier said than done given the slope on that offramp; I had a hard enough time fitting the smooth curve in there with that hill.  I don't think a slip lane is really necessary; while it would be better, I think what I've got there isn't completely pointless because it still separates the right turning traffic from the intersection, kind of like a right turn lane I guess.  A slip lane here wouldn't form a new lane, so it would need a yield sign, therefore it would basically be the same as what I have now, except with a larger turn radius.

 

Also, here's what's developed around the interchange so far.


  Edited by Moonraker0  

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Dont know what to call this but here it is: 
3Q0E1it.jpg

 

I might improve on it in the future for full access .

Have a good one!

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something new :)

 

so57.jpg

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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. Your playing small does not serve the world. There is nothing enlightened about shrinking so that other people won't feel insecure around you. We are all meant to shine, as children do. It's not just in some of us; it's in everyone. And as we let our own light shine, we unconsciously give other people permission to do the same. As we are liberated from our own fear, our presence automatically liberates others.

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Edle-Jan12001383492129_zpsabcaf8ed.jpg

 

This is the split between the business route 75 and route 75....pretty much just a frilly t-bone interchange.

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Heres another:

xozLlbb.jpg

 

A T-Interchange variant with local access.

Might attempt a 5 level stack in the near future.

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