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On 25/2/2021 at 9:38 PM, Flann said:

I think they are shaping up nicely.  I have a few suggestions:

Can you add a party wall, or firewall between the buildings?  It would help break things up visually.

Second, for row houses like these, the best sets are modeled individually, with slight variation in color, texture and ornamentation.  These slightly different models can then be made into a prop family which allows for maximum randomness when the lot grows.

Third, regarding the front sidewalk size, I would compare to other row house content to find what is typically used for building setback.

Again, these are looking nice and I thank you for sharing your creations with us.

Ok i will add a firewal on the roof?

for second, you ask me to make some different version?

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37 minutes ago, davide1983it said:

Ok i will add a firewal on the roof?

for second, you ask me to make some different version?

Yes, see this upload for the basic idea. 

Each lot has 2 models show up at random.

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Proud member of the NAM development team.

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1 hour ago, Dreadnought said:

Yo, guys --

A few random shots from Wilhelmshaven South......

This is the "Kong Building".  It is among one of the very first custom content lots that I downloaded years and years ago.  (Can't remember the "who" or "where" -- but it's still on the STEX.)  It is a very simple building -- sort of reminds you of the stark concrete & steel, no frills, buildings popular in the early 60's.  Its' chief appeal was that it was compact, came as a "grow" and a "plop",  looked like it belonged in California, and had NO dependencies.  Back in those days I was scared to death of downloading anything to the game -- and long dependency lists were the ultimate "Bogeyman". *:lol:

As you can see, I had a considerable piece of ground defined by the river and the railroad that cut it off from the residential area.  The idea of utilizing the ground and providing jobs close to the neighborhood returned me to a "pet project" of mine -- using the same building several times in a "corporate office" grouping.  Most folks vociferously oppose repetition, but I think -- as an architectural statement" -- it can be useful.

BSvdh1C.jpg


CBDGnJs.jpg

I used a custom sandstone retaining wall with a simple railing to extend the lot to overlook the water and placed "BSC" park pathways (I think) around that side of the lot.  At the rear, I used 1x1 parking pieces to create a split lot effect and tied them together with PedMall plazas and pieces.  Because it is kind of isolated, I went ahead and connected it with a subway using the PedMall pieces to connect to the buildings.  Overall, the ensemble occupies the entire headland, has excellent views out over the river "green zone", and has a triple placement with adjusted form (dog-leg) to avoid looking "blockish".

ZBPRguN.jpg


is9Ggxi.jpg


77U6ubb.jpg

Having used the lot for years, I never paid it much attention.  But one "game month" after placing this "triple", I noticed an unexplained spike in city income.  After a day scouring the map for answers, I came back to this as the last item to grow.  Opening the files in READER, I discovered that this little gem generates "great flippin' wodges of cash" (as the Brits say). *:idea:

Needless to say, the city finances were no longer "strained".  If you don't like the "Moolah cheat" -- then this might be an acceptable alternative. *:D

 

Looking very sharp against the watery backdrop!

You captured that out-of-place feel these isolated high-rise developments look like when built on the outskirts of a city or next to rivers or estuaries.

I'll put money these are Bixel's buildings from HKBAT (Hong Kong BAT). I recognise the style.

 

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1 hour ago, Dreadnought said:

Most folks vociferously oppose repetition, but I think -- as an architectural statement" -- it can be useful.

Agreed - looks good and a clever use of the land.

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Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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1 hour ago, The British Sausage said:

Looking very sharp against the watery backdrop!

You captured that out-of-place feel these isolated high-rise developments look like when built on the outskirts of a city or next to rivers or estuaries.

I'll put money these are Bixel's buildings from HKBAT (Hong Kong BAT). I recognise the style.

 

BINGO !!  GIVE THE MAN A CUPPI DOLL !

You jogged my tired old memory -- and that is exactly where the lot came from !!

I figured you'd like the scenery.  That's actually one of my favorite spots on the map -- just natural enough to be peaceful and enjoyable -- but not too "far from the madding crowd". *:lol:

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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"History is but a pack of tricks we play upon the dead." --- Voltaire

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Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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8 minutes ago, Dreadnought said:

BINGO !!  GIVE THE MAN A CUPPI DOLL !

You jogged my tired old memory -- and that is exactly where the lot came from !!

I figured you'd like the scenery.  That's actually one of my favorite spots on the map -- just natural enough to be peaceful and enjoyable -- but not too "far from the madding crowd". *:lol:

I've used some of Bixel's buildings before, he has a great selection of fat or "chunky" skyscrapers and taller mid-rise buildings which make for greater cityscape filler!

That and it's hard to find wide, chunky mid-rise buildings. In SC4 of course!

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1 hour ago, AP said:

soon...

Workers5_preview2.png.681c2037316010db14b3ceff43de5c9a.png

  • Airport personnel
  • Flight deck personnel
  • Forrestry workers
  • wind turbine technicians

Prop and MMP...

Any interest in doing tourists & homeless people? :)

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Working on a jacaranda tree model. Not done, but I wanted to test the textures to see how they look in-game. What do y'all think of the textures?

jacaranda example2.JPG

jacarandatesttextures.JPG

jacaranda example 1.JPG

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5 hours ago, Sloppyjoemess said:

 

image.png.fa7360a6f5aeeebc642b6d9e25cb6164.png

@Sloppyjoemess Those are lovely row houses that you've made on a side. May I ask you to slam a brick texture on them and export them as a single prop? I'd make whole terraces with them. :)

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26 minutes ago, davide1983it said:

4 different blocks

Villa Liverpool (1).jpg

Villa Liverpool (2).jpg

Great work those look nice!

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20huskies

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23 hours ago, Simmer2 said:

A bit more progress on the 2 stories row houses. There now are 4 different variations.

C8dLxdL.jpg

hgbHF6N.jpg

Mc4mZrN.jpg

v15v9GP.jpg

Love it.  Can never have enough lowrise W2W.  Godspeed with development.

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I have a problem with townhouses.

If they are seen from behind, they are not aligned.

Could someone help me to line up in the various lots?

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7 hours ago, davide1983it said:

Immagine.jpg

This honestly looks like something that would have come with the base game and I mean that as a compliment.  It looks excellent.  Could use a bit of detail in the ground level windows!

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Proud member of the NAM development team.

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21 minutes ago, Flann said:

This honestly looks like something that would have come with the base game and I mean that as a compliment.  It looks excellent.  Could use a bit of detail in the ground level windows!

I am studying something simple to put under the windows, which is visible :)

 

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17 hours ago, AP said:

soon...

Workers5_preview2.png.681c2037316010db14b3ceff43de5c9a.png

  • Airport personnel
  • Flight deck personnel
  • Forrestry workers
  • wind turbine technicians

Prop and MMP...

now available for download here:

 

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