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reReticulated Spline

How To: get the most of the new raise/lower tool

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A while ago I made a short tutorial on how to use the terraforming-with-roads trick to create some cool things. With patch 7, this trick no longer works, but instead we can do the same things much easier. Here are some tricks on how to use the raise/lower tool to maximum effect. I've made the following examples:

 

- Flat Bridges (if you don't like the curved bridges the tool automatically generates and want more 'realistic' bridges)

- Sunken Highway (how to dig deeper without creating tunnels and how to create a road on the same level without creating tunnels)

- Elevated Rail (How to create a road on top of another road AND how to create ramps on bridges)

- How to Dig Deeper

 

Bonus:

- Subway city (an experiment city in which sims travel through underground streetcars which mixes the above tricks)

 

Enjoy!

 

 

Flat bridges

ytxi.png

 

- Create two $120 dirt roads on both sides of the Avenue

- Create two Low Density Roads parallel to the Avenue from the Dirt Roads

- The Low Density Roads must be slightly longer then the guide lines (in order to create a smooth plateau) and raised up 2 times with "M"

- Create a bridge from the highest point on both plateaus and make the bridge as high as possible

 

lu0a.png

 

- Delete the bridge (there should be two stumps of road pointing upwards left)

- Delete 3 sections of the Avenue starting from the Dirt Road

 

rtfw.png

 

- Reconnect the bridge stumps, it should automatically make a new bridge

- Reconnect the Avenue, press "N" once to go under the new bridge.

 

3lwl.png

 

A smooth and short flat bridge.

 

 

A deeper sunken highway

pxfj.png

 

- Create a $400 Dirt Road

- Create 2 Low Density Roads and lower them twice with "N"

 

ncfw.png

 

- Create the deepest tunnel you can between the two lowest points

 

zsvi.png

 

- Delete the tunnel (you once again have two stumps left, this time going downward)

- Create a new tunnel from the stumps and delete it again (you stumps are now longer)

 

0s3x.png

 

- Connect the stumps but this time only press "N" once, so you don't create a tunnel

 

You have now reached the depth over which roads on the ground level will automatically form bridges!

 

qws.png

 

- Build a Park on the lowest part of the Avenue

 

c05c.png

 

- Edit the park and create the following pattern: 1 Pond on every 6th snap point

 

n3ig.png

 

- You can extend your road to the next pond (you need 2 ponds for avenues)

- Edit the park, delete the first pond, exit the park edit and extend till the next pond(s)

 

dei.png

 

You now have a perfect sunken highway.

 

t3p9.png

 

Deleting the road underneath will keep the bridges intact, in case you want to create nice walkways.

 

Elevated Rail

jxe7.png

 

- Create the bottom road first

 

 

3sme.png

 

- Delete a segment on the place you want to create a ramp

 

t9a8.png

 

- Create Low Density Roads at all the places you want ramps, elevate them twice with "M"

- The Low Density Roads must be long enough to create a plateau

 

x2fh.png
 
- Delete some of the road parts near the ramps to create some space to work with
 
yfr.png
 
- Create bridges from ramp to ramp. Pressing "M" three times should be sufficient.
 
w3p.png
 
- Connect the bottom road with a tunnel by pressing "N" twice
 
 
o6dd.png
 
- Delete the Low Density Roads and create the ramps
- Add additional tunnels on the low road if nessecary
- (Using the curved road tool, you can turn corners)
 
NOTE: When placing two roads of the same size on top of each other, the bottom road can only be zoned on 1 side. If you place a road/rail over an avenue, both sides can be zoned.

 
How to dig deeper

drsu.png
 
- Create a road and lower it twice with "N"
 
a04s.png
 
- Create another road and lower it as much as you can so it creates a tunnel.
 
q1dz.png
 
- Delete the tunnel, you now have a stump to work with
 
5d78.png
 
- Create another tunnel (this one slightly longer) from the stump also as deep as you can 
- Rinse and repeat to dig deeper into the ground
 
 
kqqk.png

 
Subway City

umf3.png
 
- Sim Tourists enter the city by rail on an elevated railway
 
aqmi.png
 
- At the center of town, they reach the station
 

xplq.png
 
- From the station they head to the Street Car Stop, which functions as a subway stop
 
 
b4z6.png
 
- Underneath this piece of Avenue there are 5 tunnels the Streetcars can choose from
 
ejii.png
 
p1tv.png
 
- The Sim Tourists arrive at this Streetcar stop, and can go gamble their money away in the Sleek casino's
 
bxyi.png
 
- The 'subway stop' in my residential zone
 
ob9g.png
 
- The 5 tunnels seen from above, with an additional Avenue this hole in the ground can be masked better
 
dj7g.png
 
drvm.png
 
- Connection in this city looks very long but in reality...
 
qasf.png
 
- Streetcars function as subways, connecting each part of the city
 
qiov.png
 
- This experiment did not work. Sims cannot get to mass in time, so they never travel here by subway except for the workers
 
p7im.png
 
- This experiment also didn't work, I couldn't get the tourists to take the Streetcar from here
 
9a8y.png
 
- This experiment also didn't work, Sims won't use the Park&Ride to transfer to Streetcars
 
This city actually functions but:
- 1 Streetcar stop at each location is not enough to handle all the traffic
- Streetcars are bugged as of patch 7, so sometimes they all froze in place effectively stopping traffic
- The * shaped subway network is not the most effecient, the detour through the middle is not a good idea, a better design is required

 

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I love your work on the subways. I have been trying similar ideas myself but with a large system ringing the centre of town with a street car stop popping up from time to time as another subway alternative.

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  • Original Poster
  • I'm building a better (read: actually working) subway/elevated rail city now and it's working pretty sweet. The fact that tourists can arrive at night but streetcars 'sleep' is not helping.  :) I also need to figure out how to pursuade more sims to use public transport. It's like SC4 where I also tried to get as many sims on public transport as possible using every trick I could find (until I found out commercial requires maximizing road traffic). Once it's done, I'll upload some pictures and clips. 

     

    Now that I'm used to the new tools, they work much easier then the old terraforming tools (although digging down costs way more simoleans). 

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  • Original Poster
  • Actually the park-thing serves a different purpose: it's to create perfectly flat roads in contrast to the wavy road you'd get from building and deleting tunnels. Maybe I should have put it in a different section, as the tunnel method you use is certainly quicker to use. Then again, both of the first two sections are mostly an aesthetic thing, as you can get the same functional result much easier.

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    Actually the park-thing serves a different purpose: it's to create perfectly flat roads in contrast to the wavy road you'd get from building and deleting tunnels. Maybe I should have put it in a different section, as the tunnel method you use is certainly quicker to use. Then again, both of the first two sections are mostly an aesthetic thing, as you can get the same functional result much easier.

    You are right. Although it is much easier, the roads tend to be bumpy. If you want smoother roads, you have to keep going over the road after you're finished making the sunken road, making the exercise tedious. Usually, I just live with the bumpy road, especially since the bridges are so smooth. I have achieved some nice smooth sunken roads for short distances, but only because I keep repeating the technique back and forth making sure I use the same N distance until the road smoothes out.

     

    The nice thing about the technique is, for me anyway, is it does not waste money at the beginning of city creation, a worry when making roads with only §50,000 samoleons and trying to make your major thoroughfares with avenues and throwaway parks.

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  • Original Poster
  • I'm not sure which one is cheaper actually, since parks don't have a very high plopping cost and tunnels are quite a bit more expensive then roads. If I'm playing regular mode, I consider dug out avenues like this as a large public expense I need to save money for. Before that, I just 'reserve' the spot with a road on the surface.

     

    Anyway, sometimes it's not just looking good. For my city Ferro which I wrote about in the city journal, I needed to create subway entrances right underneath a rail. which where close enough to the surface that they could connect to the same road of the railway station. If the dug out road was too deep, it could not create a connection to the road because the angle was too deep, if the dug road was too shallow, it would intersect with the rail. Once I had the perfect hight, I used the park trick to copy it to the other six places. Parks make for excelent precision tools.

     

    if6w.png

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