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AusBoy94

Road layout designs?!

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I was wondering if anyone had any cool road layout designs they could share?

As we all know, square blocks are boring, and also when it comes to adding bus stops, subway stations, etc., they can be problematic.

Does anyone have any good suggestions or interesting layouts?


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Quoted from another one of my posts:

"In the downtown/CBD, have a grid of city blocks, let's say, around 6x8 or 8x8 tiles in size. This will leave you plenty of room to add parking, plazas, alleys, and different sized zones for variety in buildings. Don't worry; you can break this grid in certain places, but you don't want to have roads in random directions in a CBD. You generally want an organized pattern, and might consider using OWR. (One-way roads) Also consider using mass transit (GLR, Tram-in-road, El-rail in the CBD, etc) to connect your CBD with the surrounding areas of your city.

As you move out from the CBD, have different sized/shaped city blocks. Try to transition from high-density and a strict grid to suburbs with sprawling streets. Remember to have a mix of avenues, roads, and streets, moving from high capacity in busy areas to low capacity in suburbs. Add parks, plazas, civics, and MMP's if you want to in areas that feel right. Use different zone sizes of medium/low density commercial and residential to transition to sprawling suburbs, which generally consist of large areas of low-density res. and small clusters of low-density commercial to create sub-communities within the city.

You can make your suburbs in whatever way you want. Some people make long rows, not very deep, and zone them with small 1x2 res. zones; others make bigger rows/grids with 2x2 or 3x3 zones and spaces for parks/trees between; and others make random roads. Remember, in suburbs, trees make a big difference, both visually and simulation-wise.

I find using the same sized zones for your CBD work for industrial zones. This allows for large industrial factories (can be downloaded from STEX and LEX) to grow, which adds realism. Add eyecandy such as alleys and other lots to make industrial areas look more realistic. You can also make your industrial areas near ocean or river and add seaports.

NAM, NWM, and RHW make all the difference in transportation, in both realism and functionality. However, the RHW can be a pain in the butt to learn how to use. RHW tutorials can help with the process."

The makes creating a bus/subway system easier and is more practical. Instead of having to plop a 1x1 bus stop or subway station and take up space, you can plop them directly on roads, OWR, etc.


  Edited by MamaLuigi945  
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    This sounds great, I'll definitely take these into consideration! I have the hardest time using a lot of the NAM products, like ground rail, etc. Maybe you have some pointers? Also RHW is a pain. Takes up space, too. But, what is NWM?

    OMG YES! haha. I was wondering why, in real life we have metal signs and stairs in the sidewalk, but in SimCity we need a whole lot. Thanks for that! I'm guessing, like with most other "plop on road" items, this will make it more difficult to change the roads etc. But it's worth it. Use so much space and awkward buildings (sky scrapers next to brick houses) trying to do buses and subways.

    Also, I'm wondering, is there any mod to build on diagonals?


      Edited by AusBoy94  

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    Quoted from the download page here: "The Network Widening Mod (NWM) is an optional NAM component (downloaded separately) which adds a series of variable width surface networks by extending the game's default Road and One-Way Road networks with special starter pieces. It adds 13 surface network extensions, including 6 single-tile, 5 dual-tile networks and 2 triple-tile networks. Among these networks are 6-lane Avenue, the Turning Lane Avenues, Medianless Avenues and additional widths of the One-Way Road network. It also includes a series of Wide-Radius Curve pieces for three of the single-tile networks, transition pieces, and neighbor connectors for selected networks."

    So basically, it gives you more variety for creating transportation systems. ;)

    Here's a tutorial for GLR (It's on SC4D, so you will have to register on the forums if you haven't already.) and here are some tutorials for the various components of the NAM. The NAM and it's components (RHW, NWM) take some getting used to, but if you read the tutorials (and the readme's :read: ) you will understand how to use them.

    EDIT: What do you mean by build on diagonals? You can zone on diagonal roads, streets, etc., but you cannot zone diagonally. Most lots are orthogonal, however, recently Paeng released some "gridbuster" warehouses that are meant for diagonal roads, streets, etc. Just search "gridbuster" on the STEX.

    Hope this helps!

    ~ Charles/Evan :)


      Edited by MamaLuigi945  
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    AusBoy94

    Maybe you should consider RTMT = RoadTopMassTransit stations

    They don't take up any space because you can plop them on the road - preferably right next to an intersection. There they serve all 4 roads that intersect. But be sure not to plop them infront of a house but on the side (not in front of an arrow in the zones view) otherwise the house will not have road access anymore. Just search for RTMT or RoadTop in the search box of the STEX or teh LEX

    As for your interesting layout, go to page one of the CityJournal / Mayor Diary *CJ/MD) of "Marathon" You'll see what his idea of city building encompasses. Great!

    Good Luck

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    Hey! Thanks, MamaLuigi945

    I will certainly use this! You've been a lot of help.

    And thanks, Inca1987

    That's very great to know!


      Edited by AusBoy94  

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    Let a NAMite pitch in:

    - Download the RHW anyway. It wouldn't hurt to practise.

    - As MamaLuigi mentioned, the NWM adds widened versions of the default AVE-4, RD-2, and OWR-2. Also adds the so-called "TLA" networks, a common site in North America. It, too, adds its own readme.

    - For the record, the so-called "MAVEs" are being renamed to RD. Get used to the new name. There's also the NWM network called the NRD-4, a 4-lane network that fits in one tile. I'd imagine you'd use it a fair bit.

    - NAM also adds in its own Traffic Simulator, and it is highly recommended to use it. Without it, RHW, NWM, and many other things won't function. Did I mention that the simulator comes in five versions, including a high-capacity version?

    - TuLEPs. They're puzzle pieces made for making intricate turn-lane setups.

    - It's highly recommended to use a set of hole diggers/ground lifters, such as They're mainly used for sunken highways, tunnels (such as under a park), and embankments.

    - Not required, but you can also download a slope mod. Makes slopes more gentle, but find something that's RHW-friendly.

    - Dedicate a blank city/region for "playing" with the NAM's features. Always helps.

    Strictly speaking, these aren't NAM-related (the NAM has a zero-lot policy), but they make great accessories:

    - Stations. A must-have.

    - RTMT is a must for space-saving bus stops. There ain't any for NWM networks as of yet. Just be careful where you place them; Be sure there isn't any residential zoning touching them.

    As of diagonal building,...

    - Strictly speaking, you'd need to use overhanging lots.

    - Try one.


      Edited by Ganaram DI  

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    Alright, I have a problem. I was using the RTMT and all it is is a giant box that appears to be wrapped in brown paper?


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    Alright, I have a problem. I was using the RTMT and all it is is a giant box that appears to be wrapped in brown paper?

    The tell-tale sign that you're missing something... It'll still work that way, but it will look really ugly.

    Did you read this? They're REQUIRED.


      • RTMT V3.50 (installer version) or RTMT V3.50 (Zip file version)
      • Network Addon Mod (NAM), June 2009 version or later
      • Daeley's Advanced Menu Navigator (DAMN) (Optional; currently available only for Windows)
      • SAM (Installer version for Windows) or SAM (Zip version) (Optional)



      Edited by Ganaram DI  

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    Ahh, lets see if that fixes it.


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    Alright, I've installed all of that, and I'm pretty sure I installed the RTMT correctly, but it still isn't working.

    Gahhh!


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    AusBoy94

    Have you installed RTMT addon pack 3.60? I think that'll help.

    And look at the readme and/or info for Dependencies!

    You're probably missing some.

    (And I'm afraid you do not really need DAMN or SAM to be installed as Ganaram DI stated) I've not installed these EVER and RTMT runs fine.)

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    - RTMT is a must for space-saving bus stops. There ain't any for NWM networks as of yet. Just be careful where you place them; Be sure there isn't any residential zoning touching them.

    There's no problem putting residential or commercial zones right up against RTMT stations, as long as at least one tile of the lot in question also touches a road network. It can even be a tile on the side of the lot, as in the case of an intersection. My residential and commercial zones are full of RTMT stations (as you might expect).

    And yes, we're working hard on the NWM RTMT stations. There are an awful lot of them, though, so it's taking us a while...

    Alright, I've installed all of that, and I'm pretty sure I installed the RTMT correctly, but it still isn't working.

    Gahhh!

    If you describe your problem in detail in The RTMT V3 Support Thread, we can help you out there.


      Edited by z1  
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    Alright, I've installed all of that, and I'm pretty sure I installed the RTMT correctly, but it still isn't working.

    Gahhh!

    Look at the red info at the bottom of following link.

    They list the dependencies clearly.

    You can also check the forum discussion link if you like.

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    AusBoy94, If you're new to RTMT or unless you would want to show us some images of your RTMT folder, I would suggest removing your current RTMT folder and start over again using this After you download it and look in the zip folder, you will see three install files. Do not run all three. Run the one named RTMTV350 and the one named SingleProp_PropSet. Using these two will result in not needing any dependencies.

    After you have installed those, those stations should work fine. You can then get to add other stations, but this one is a manual install and care needs to be taken in reading the instructions when installing.

    Once becoming familiar with the file structure, you might try the manual RTMT download and start personalizing your stations.

    Just a suggestion...

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    Thank you! I downloaded the installer version and once I read the instructions it worked perfectly.


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    Take a walk through my private web, especially page 3 (Handy Images) and the two tutorials. Page 1 (Index) is just an intro but it contains links to all the others, most of which also have a home link. Page 3 is my photo bucket that I use for images I post here. Watch out for some of the pages, they contain adult humour and some pathos as well.

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    Now if I could find a "Show me how to stop playing SC4 and go to sleep"

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    Even if square blocks can be boring, having lived in a place with 90% of the roads based on the ancient Roman Grid makes me think it's the most natural thing to do.

    In real life the pros are simply outstanding: you can't get lost, you know how much distance you covered (precision may vary, but still...) and you can basically follow cardinal directions to get to some place, rarely going wrong.

    It's very similar to what sims do: going for the most direct general direction to reach a goal.

    It's also very simple to force the lazy sims on a specific road if you use few connections between the verious squares.

    As long as there's not a lot of intersection, the grid doesn't need to be full of identical quads, I'm using 8x4 and 9x4 blocks for R and C and 3x4 blocks for I (to make full use of the dedicated rail passing through them).

    My (almost) only enemy is traffic-generated air pollution, mostly due to rich sims showing off their expensive cars ^_^

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    Now if I could find a "Show me how to stop playing SC4 and go to sleep"

    It is simple. Press F12 and choose "Save and Quit". When things quiet down, open your control menu and choose shutdown.


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    Now if I could find a "Show me how to stop playing SC4 and go to sleep"

    It is simple. Press F12 and choose "Save and Quit". When things quiet down, open your control menu and choose shutdown.

    No that would never work. :( If I go to sleep now I'll just continue in a night-life cycle all summer.


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    Well, since you posted this at nearly 1 p.m. EDT (-5 on Greenwich) it must be dark there. Go to bed.


    Beware: Emancipated user.  No Windoze for me.
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    Lol. PM is daylight. But I fell asleep! And now I'm up and back at SimCity 4. haha.

    Nonny Moose can I see some of your cities?


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    Lol. PM is daylight. But I fell asleep! And now I'm up and back at SimCity 4. haha.

    Nonny Moose can I see some of your cities?

    Take a walk on my website. I pruned it quite a bit recently, but page 3 has some city views, and there are a couple of tutorials.

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    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
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    If you always do what you've always done, you'll mostly get what you've always got.
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    Very nice, sir.


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    Since the original questlon was about road layouts, here is how I build my cities:

    - In the CBD I use a grid layout.

    - For my R areas I instead use an "arterial" layout (low-capacoty networks leading to high-capacity ones). Take a look at (zoom on the pics to see details).

    This results in a relatively low traffic (=low noise) in the R areas and high traffic (=high customers) in the C area. Sims HAVE TO get to the avenue to reach their workplaces (there is no alternative route). Look how this setup is to some degree self-regulating:

    - If sims can find a job nearby (ideally immediately on entering the avenue) this is very much OK (short commute).

    - If not, they will need to travel some shorter or longer distance, but a good portion of their trip will be along the avenue, thus increasing the avenue traffic and therefore making it more possible to grow bigger buildings there.

    And some notes:

    - As you can see in the pic, the first road is a little different, as it has some commercial zones at its first 1-2 blocks. This is because it's close to the border and quite probably sims would rather "prefer" to commute to the neighbour city (the damn traffic simulator), rather than find a job in the city (this means LONG commute time). The extra commercial zones along the road act as a "trap" for some sims. Plus the 2-3 tiles close to the road (esp the ones closer to the avenue) suffer from high noise, so these should rather get comercial development instead. Perhaps I should do the same for the other roads too, and maybe extend the commercial zones up to 2nd street (off the avenue), instead of the 1st one only.

    - It's not shown clearly in the pic, but as you know the avenue is a "double" network, and the commercial lots between the 1st road and the city border will not be getting ANY workers, unless you provide them with a path to return (evening commute) or get there (morning commute). I do this by adding a short (2-tile long) street intersecting the avenue (it should be put close to the city border, thus serving even the last lot). Take a look at

    - The empty (1st) tile along the roads is a good place to plant trees or put some small parks. Trees reduce pollution and increase desirability.

    Hope this helps.


      Edited by cogeo  

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    Oh, I see. Manipulation (:


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