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Grid secrets: a tutorial CJ

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Wow i just read throught all 6 pages of your work, this is a great experiment, this will greatly help people using grids! Thank you for taking your time to ahow everyone this!

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Date: 11/4/2005 9:45:27 AM Author: frndofyaweh
Voar Tok: yes, they are under a road. I am able to save a couple stretches of water pipe per large city. also saving a bit of cash on replacing some avenues with roads, in both directions.
 
Now that you have deviated from just avenues, I was wondering--what if you placed two one-way roads going in opposite directions right next to each other?  I wonder what that would be like?  Maybe a possible idea for another city...hint hint.29.gif
 
EDIT:  I started two pages in a row!
 
PAGE 749.gif

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Date: 11/5/2005 1:29:25 AM Author: Voar Tok
Date: 11/4/2005 9:45:27 AM Author: frndofyaweh
Voar Tok: yes, they are under a road. I am able to save a couple stretches of water pipe per large city. also saving a bit of cash on replacing some avenues with roads, in both directions.
Now that you have deviated from just avenues, I was wondering--what if you placed two one-way roads going in opposite directions right next to each other?  I wonder what that would be like?  Maybe a possible idea for another city...hint hint.29.gif
EDIT:  I started two pages in a row!
PAGE 749.gif

That's pretty much an avenue with arrows. 
 

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I think this is a great experiment!
 
I like to grid most of the time, mainly because my personality type needs to keep things in an orderly and efficent pattern.  It is difficult for me to make realistic cities with roads going everywhich way.  I like how you have multiple designs for the same grid concept to show how development is effected by not only road layout but also zone placement.
 
I also laughed when page 6 degraded into a discussion on computer number representation, good save getting it back on track.
 
to comment on the idea of two parrallel one way roads, I think that would be worse than an avenue since your intersections would be a nightmare.  you would essentially have four intersections (four sets of lights) instead of one big intersection with two avenues.
 
keep up the good work, i'll keep checking this post out for more updates.

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Yup, I'm on the STEX, the exchange, and I keep all my stuff here at my own web site;

All Rick's Stuff

You might want to take a break and look around...
It's probably one of the most unorthodoxed web sites you'll ever see. 29.gif


Rick

At my age, "Happy Hour" is a nap...

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I keep comming back to this experiment, allthough I would never make a grid city myself it is nice to see the mechanics of the game in this manor. You lost me in the discussion on computernumbers, but it seems to be back on track now with another grid being tested.
For me playing simcity is always (has always been) to try to find ways to work around the american cityplanning that seems to be at the base of this game.

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Date: 11/5/2005 1:58:22 AM Author: tungston
Date: 11/5/2005 1:29:25 AM Author: Voar Tok
Date: 11/4/2005 9:45:27 AM Author: frndofyaweh
Voar Tok: yes, they are under a road. I am able to save a couple stretches of water pipe per large city. also saving a bit of cash on replacing some avenues with roads, in both directions.
Now that you have deviated from just avenues, I was wondering--what if you placed two one-way roads going in opposite directions right next to each other?  I wonder what that would be like?  Maybe a possible idea for another city...hint hint.29.gif
EDIT:  I started two pages in a row!
PAGE 749.gif

That's pretty much an avenue with arrows. 

quote>
That's what I had in mind.
 
Anything new in Waffle World?

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  • Original Poster
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    Deathtoall: Thank you for the great comments and welcome to Waffle World, DTA!

    YEs there are some great tips in my CJ, also more tips are giving in my personal comments to individuals who comment.
     
    Glad you read all 6 pages. Thank you.
     
    Voar Tok: Aaah. glad to see you again my friend. Thank you for page 6 and 7, friend.
     
    35.gif35.gif
     
    One-ways: I have attempted one-ways, up to 250,000 population; it has not turned out too well.
     
    I have tried various grid set-ups trying to make the one-ways completely efficient, but to no avail.
     
    If anyone has some good ideas, how to utilize one-ways within a grid, please let me know and I will see if it is feasible.
     
    Tungston: hello good buddy! Thank you for the challenges and honesty, Tungston. Keep dropping in for a chat.
     
    Jacqulina: Really great to see you Jacqi! I always look forward to you coming by; you are my gauge of success and encouragement! Thank you for all the kind replies!
     
    Soldyne: Welcome to WW, Soldyne! You are 100% correct! Per the red text, It causes too much conjestion where ever and when ever the one-ways end at. One-ways cannot have neighbor connections.
     
    I think we share the same personality traits, friend. I am dying to talk Psych, but that would let my preverbial cat, out of my bag.
     
    What if I tie that snake in a slip knot and throw it around the fin of a shark? Then serpents will fly?
     
    Compromise: thanks for dropping in again. Thank you more for, the Help Squad, friend! You are helping to organize the forums and the Omnibus. Cleaning the place up so to speak.
     
    TheGrindre:Oh MAN! Your website is da bomb! I have never seen better, RCT ride concepts, than yours are! They have helped me win 3 scenarios already! You have better designs than the official ride exchange, bud!
     
    Anyone who loves to play SC2k, 3 or RCT 1, 2, or 3?! TheGrindre has a nice package of designs to DL! A Must check out website for sure!
     
     
    Welcome back to WW, Grindre!
     
    Kwakelaar: So true Kwake! The grid concept is helpful for learning the game mechanics. Also the best pre-built cities for future testing of anything, are already in place and easier to modify, for almost  any experimenting. Not just a boring grid after all, eh?
     
    Chapter 21: A Short Update
     
    Okay, I am still terraforming and working with the buggy BAT. Mostly I enjoy the LOT Editor, where I can fiddle around with props and textures, from all the greats of BATting at ST.
     
    gringrid1q.jpg
     
    Above I have a very noobie problem(can ya believe it?)42.gif
     
     Which shortcut key, will flip the puzzle piece, in this retaining enbankment on the left, so it elbows under the other side of the bridge? Similar to the one in the, right, red box.
     
    Another Question:42.gif
     
    Will I need the NAM again, to make bridges, that are level with the land elevation? I hate those graded hills, exaggerating the height of the bridge.
     
    <ahttps://www.simtropolis.com/idealbb/files//gringrid2w.jpg align=baseline>
     
    (Above) we see my Lot editing, using props and buildings from all of the best BATters.
     
    (below) a closer view.
     
    <ahttps://www.simtropolis.com/idealbb/files//gringrid3e.jpg align=baseline>
     
    My next gridded City will utilize my tic-tac-toe highway concept. Lets see how the highweay effect other MT, such as busing and automobile traffic.
     
    I know that was short wasn't it....
     
    No worries, friends; I am preparing a major update very shortly. To be continued...
     
     
     

    Watch me make custom maps: Mapper Community

    Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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    Flipping the embankment - there is no way to do that. What you need to do is build the bridge one tile further away from the canal - that will give you a flat tile directly adjacent to the brdige, and you'll be able to place that one tile closer to the bridge, so that the overhang extends all the way underneath.

    Or, you could use the lot editor to create a new piece for the other side.

    Also, as far as I know, NAM doesn't mess with bridge heights. That falls under the pervue of the bridge height mod.

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    It was short but it will be worth it with the next major update. Love this CJ. Keep it up!

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    Date: 11/17/2005 9:33:03 AM Author: frndofyaweh

    I have tried various grid set-ups trying to make the one-ways completely efficient, but to no avail.

    If anyone has some good ideas, how to utilize one-ways within a grid, please let me know and I will see if it is feasible.
     

    quote>
     
    One-ways are essentially half an avenue. An avenue is essentially two one-ways (in opposite directions), but has 25% more capacity for cars.
     
    The only way you can create more efficiency with one-ways than avenues, is if your road traffic doesn't require the capacity of an avenue. An avenue carries 2500 cars in each direction. A one-way carries 2000 cars is one direction.
     
    If you find that most of your avenues are carrying less than 1000 cars in each direction, then it might be better to use one-ways, and alternate their direction each block. You'd use only 2 strips of tiles for the one-way roads, instead of 4 strips for the avenues. Saves space for more buildings.
     
    It might also work if you've got asyncronous traffic. i.e., you've got 2000 cars going in one direction, and very few in the other direction. Place one-ways to get your sims to work. The game only tracks how long of a commute it takes to get to work, not how much time it takes to get back. You only need to make sure they have a route to get back home, but it could be a 12-hour drive or more! As long as the commute to work takes about 150 minutes or less, the sims are happy. (Sims are eager to get to work, but their home life must suck because they couldn't care less how long it takes to get back home.)

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    Date: 11/17/2005 9:57:26 AM Author: Bones1
    Date: 11/17/2005 9:33:03 AM Author: frndofyaweh

    I have tried various grid set-ups trying to make the one-ways completely efficient, but to no avail.

    If anyone has some good ideas, how to utilize one-ways within a grid, please let me know and I will see if it is feasible.

    quote>
    One-ways are essentially half an avenue. An avenue is essentially two one-ways (in opposite directions), but has 25% more capacity for cars.
    The only way you can create more efficiency with one-ways than avenues, is if your road traffic doesn't require the capacity of an avenue. An avenue carries 2500 cars in each direction. A one-way carries 2000 cars is one direction.
    If you find that most of your avenues are carrying less than 1000 cars in each direction, then it might be better to use one-ways, and alternate their direction each block. You'd use only 2 strips of tiles for the one-way roads, instead of 4 strips for the avenues. Saves space for more buildings.
    It might also work if you've got asyncronous traffic. i.e., you've got 2000 cars going in one direction, and very few in the other direction. Place one-ways to get your sims to work. The game only tracks how long of a commute it takes to get to work, not how much time it takes to get back. You only need to make sure they have a route to get back home, but it could be a 12-hour drive or more! As long as the commute to work takes about 150 minutes or less, the sims are happy. (Sims are eager to get to work, but their home life must suck because they couldn't care less how long it takes to get back home.)

    quote>
    I tried running them side-by-side as if they were an avenue, but that didn't work too well.  However, now I know that those one way roads aren't that great for large cities (which I was kind of suspecting).
     
    Thanks for the info.44.gif

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    I have used oneway roads successfully in large cities, if you supplement then with an occasional avenue, and/or highway.  And you don't depend on just road traffic for transportation.

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    I just read through this whole thread. I have to say that I am absolutely amazed by your work. Great job. I can't say enough about this experiement. It's wonderful, its awesome, its spectacular. This is very interesting and I love all your theories. One day I hope to try this theory when I get the time to. I am sure it will work very well. You have explained it very well. I will be sure to follow this as it goes on. Once again great job!44.gif

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    I have been experimenting with one ways myself in a new experiment I am starting involving planned mass transit.  Infact, my mass transit experiment was spawned by this very thread and I incorporate the 6x6 grid pattern in the city.
     
    here is a shot of how I use one ways in my new city design.  it is basically being used as a three tile wide avenue with monorail going down the middle.  the grand junction in the middle is made with a giant one way roundabout.  I have not begun moving people in yet but I should start shortly:
     
    <ahttp://img456.imageshack.us/img456/4360/roundabout4qp.jpg align=baseline>
     
    the full thread is located here:
     

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    I think I see your problem.

     
    Okay, just delete the one on the other side of the bridge and plop it there. That would work.
    It's amazing I have far less posts than you do.

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    Whew! All 7 pages read and loved!!!44.gif
    Ive always done some grid cities since SC2k, but never get this far, or this efficient and turn to more aesthetically pleasing goals.
    Ive also tried the tree road layout mentioned before, and it usually does work very well, and I hope to find the most efficient layout. Nice work

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    I know I keep saying I will post a large update. I just take on too many things at once, as usual so here goes a shorty to keep my CJ active.

    Keiran Halcyon: You are right; the best way would be to, create the inverted piece. Does the LOT Editor allow inverting or mirroring objects?
     
    Sproxxx: THis is short update is probably not what you expected, but it's personal non the less. I hope you like The Gate.
     
    Bones1: Wow, very interesting to know! I never thought about their trip home! Hmmm, Now I see, they could be useful space savers after all, 2000 vs 250037.gif I will try some one-ways again and see if I can find the secrets to those. Their has to be a key to them, a special function,... I have faith in the developers, at least to that degree. Thanks for the numbers Bones! Very VERY helpful for a lazy old fart like me.
     
    Tungston: I think I should take your advice; Break down and DL the Bridge MOD. I am getting tired of those, crazy, dirt ramps. Funny that you can stretch the highways out straight and not other forms of pavement. Thank you, Tungston.
     
    Voar Tok: You could be correct, but I am not quite finished with using One-ways. I might give them another chance.
     
    Of course looking back at all the SC versions; simplicity was the key to efficiency.
     
    MoneyMan2010n: Glad you liked it so much and welcome to ST and my experimental CJ! Keep coming by for a visit. We all at ST, love to meet new sitizens!
     
    Soldyne: Yes, I love your experiment Soldyne! That reminds me; I must check in on that again today, eh. Welcome back friend!
     
    Pheonix: Well no, that won't work. I am trying to actually invert the piece. I think Keiron has the only solution, or maybe the Author of this BAT could update it, or may have already. I will check on that. Thanks for dropping in Pheonix!
     
    Exhagaga: Thank you for the kind words and the dose of, enthusiastic encouragemnent! There are many ways to grid a city or not to grid, for that matter.
     
    <ahttps://www.simtropolis.com/idealbb/files//3laygrin1.jpg align=baseline>
     
     
     
    <ahttps://www.simtropolis.com/idealbb/files//Sprogat341.jpg align=baseline>
     
     

    Watch me make custom maps: Mapper Community

    Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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    Yes this experiment is great, keep it going!2.gif

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    Whew! I was worried there. I'll take any update as opposed to no update anyday. Glad your back and lookin' good!

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    Nice! It looks really interesting with the water now added. BTW, I've been here before you at ST. Just really didn't become an active member yet.1.gif

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    Voar Tok: Yes, thank you friend! WaffleWorld still floats in, sweet, syrupy success.

    Tchaos713: Hello again TC! Glad to see you swinging back by. Thank you friend!
     
    Compromise: Same for you; thank you for the loyal visits, friend. I have named a small industrial city, Compro and named Compromise the mayor. He's a very level headed mayor too.
     
    Sproxxx: Glad you came in to see your Industrial revolution evolving. Sproxxx Gate is my official gateway to , SimNation and beyond.
     
    Moneyman2010n: So I probably am a little late in that welcome, I gave ya,...Heheee. Oh well, Thanks for visiting WW, Friend! Keep stopping in for interesting developments.
     
    officially Chapter 22
     
    Saving Multifarius
     
    I am sure a few of you have wondered about Multifarius. I had to find a way to solve it's errors. so, I began a low density Suburbs plan, to increase the population again. Then I began Multifarius' first highway, hopefully aleviating some congestion issues.
     
    <ahttps://www.simtropolis.com/idealbb/files//Rmultrr113.jpg align=baseline>
     
    Notice above, I utilized all three types of pavement. Will see how this, multi-cross-over plan, works out later. Seems to be looking pleasant.
     
    <ahttps://www.simtropolis.com/idealbb/files//Rfariusrr116.jpg align=baseline>
     
    The zones above will have to be rotated, but not re-located. Doing this requires, slight moves or rotations, of some utility/civil service buildings.
     
    <ahttps://www.simtropolis.com/idealbb/files//Rfariusrr117.jpg align=baseline>
     
    Go-Kart Race anyone!
    <ahttps://www.simtropolis.com/idealbb/files//Rfariusrr115.jpg align=baseline>
     
    Well so far the highway is working. Residential and Commercial are balancing out again, while growth is steady for both.
     
    <ahttps://www.simtropolis.com/idealbb/files//Rfariusrr118a.jpg align=baseline>
    Man! That's a tall building! A new one for me.
     
     
    And LOOK!
    <ahttps://www.simtropolis.com/idealbb/files//douhmak1w.jpg align=baseline>
     
     
     
    The New Bay area
     
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr11.jpg align=baseline>
     
     
    This will be a more radical grid and finally, we will see some eye candy!
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr12.jpg align=baseline>
     
    Wonder how this system above, will turn out?
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr14.jpg align=baseline>
     
    Gracious me oh myo! I made diagonal roads?!? Since Kwakelaar Bay, has a modest residential community, they desired a bit more of an, aesthetic and conforming quality.
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr16.jpg align=baseline>
     
    The kwakelans, love their historical Monastary and use it for Mass, on a regular basis.
     
    Yes I think this is working quite nicely.
    Traffic is no problem, on the famous, Bayview Tri-way.
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr13.jpg align=baseline>
     
     
    Now lets take a look at what is happening all around Grindres Grid, eh?
     
    Highway are beginning to creep their way outwards and beyond. Eventually they will connect all three Metropolis Cities; Multifarius, Grindres Grid and Green Griddle.
     
     
    <ahttps://www.simtropolis.com/idealbb/files//Wwollrr132.jpg align=baseline>
     
     
    Okay,...One more teaser of Kwakelaar Bay, before I go off to oversee Sproxxx Gate developing Industry.
     
    <ahttps://www.simtropolis.com/idealbb/files//Kwakbyr15.jpg align=baseline>
     
    Told you this update was big. Did have some more to add. I cut some off, to add-in at next update.
     
    To be continued....
     
     
     
     
     
     
     

    Watch me make custom maps: Mapper Community

    Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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    I love it!! 35.gif Sproxxx Gate is so cool! 35.gif Great update. Always looking forward to more.

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