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NAM: Requests

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*Irrelevant posts that do not follow the scope of the thread, &/or do not add to the thread, will be deleted without warning & without notice.*


 


The purpose of this thread is to allow for new requests to be made.  If you are having a problem with the NAM, read the readme carefully, especially the Q&A section and the Installation Instructions section.  If following all those instructions doesn't help you, delete the modd and re-download it, as it might have been corrupted somehow.  Please don't post problems that you're having with the NAM in this thread, as they will be deleted.


 


Any general discussion (non-development or new requests) should go to the old NAM thread:


NAM General Discussion Thread


 


Posts repeating requests or not specifically requesting a new option for the NAM will be deleted to facilitate those working on this project being able to easily find what has been requested.  If you really want to see one of these requests get into the game, we invite you to read the Interchange Tutorial Thread and help us make these things a reality.  We can always use some more help.


 


 


 


Scope


 


The scope of the NAM is limited to transit related network pieces, and things which require editing specific transit related files within the dat files which cannot be added to with another file.  This modd will not include any transit enabled lots, as they never have a need to edit the specific transit files that this modd does.  Things it will include are new interchanges, new intersections between ground based networks, and network puzzle pieces.  If you are unsure whether your specific request fits the scope of this modd, please ask at the NAM General Discussion Thread used for general comments NAM General Discussion Thread before posting here.


 


 


I appologize for the forceful tone of this, but the time those who are working to implement these requests spend answering questions which are answered in the readme, and weeding through repetative or mindless posts, means that the development of the NAM is slowed down and you don't get to see these things in the game.


 


 


If you are looking for the NAM, it's not in this thread.  It is, however, in the Mods section of this site, along with all the other downloadable mods.  Under the heading Simcity 4 to your left, you will find a link which says Mods.  Click on this and then scroll down the page until you find the Essentials section on the right hand pane of the page.  Click on Netowork Addon Mod Beta and it will take you to the download page.  Enjoy!


 


 


 


Items requested prior to the start of this thread


(do not repeat these, or your request will be deleted)


 


 


0) Tropod


Monorail overpass over elevated highway


 


Current Requests

 


 

A3) FireSka

Onramps for road and avenue over road/avenue overpasses. This way we can make 2 and 4 lane highways with entrances and exits.

 

 


A5) woodb3kmaster

Some highway interchanges with surface network types (avenues/roads/one-way roads)

 

 


A10) Many requests

Ploppable network-piece roundabouts (3x3 for roads/streets, 6x6 for avenues)

 

 

A11) Many requests

Improving the puzzle piece supports, the current ones look rather flat and have some weird shading

would it be possible to make the supports under the puzzle pieces the same as the on/off pieces?

 

 


A17) Birdin

A suggestion for elev/elev stack interchanges: take the highest flyover ramps and move them below the main freeway lanes. If you can't drag roads/rails under there, you might as well use the space for the interchange.

 

 

A18) Birdin

Highway/highway interchanges (probably a Y, but maybe a trumpet) set up for even distribution of traffic: that is, upon entering the interchange, the center of the 3 lanes would split, producing 2 2-lane ramps, one to each freeway exiting the interchange. When 2 2-lane ramps converge to leave the interchange, the center lanes would merge.

 

 


A22) Sim_Idiot

a new ground highway elevated highway piece. When connecting the two highways together ingame you get an unrealistic slope for a highway, it would be nice to have a nice gradual slope across several tiles.

 

 


A23) FireSka

An elevated highway to elevated avenue puzzle piece

 

 

A24) lakeyboy

Road / One Way / Avenue / Elevated Hwy over => Pedestrian Mall puzzle pieces

 

 


A31) hoonyr

A traffic-light junction for ground highways. It's possible to use avenues to create a junction for highways but 1) its not very aesthetic 2) the congestion created by it is too big (due to transition to avenue + junction itslef) In Tel-Aviv, were i live, we have 'big-high-speed-avenues' that are practically ground highways but they have junctions about 1 KM apart and usualy the junctions have a ground-level-ramp-like right turn, to help make the junction less time costly. The junctions could then be later replaced with full overpasses when money permits.

 

 



A33) qurlix
Are you interested in including the cul-de-sac mod as an extra option in the NAM? I don't remember who suggested it, but you have my permission.

 

 


A36) ScLu

Corner puzzle pieces

 

Related request by theyeti2001:

Elevated intersection puzzle pieces

 

 

A37) Many requests

New textures/props for the pedestrian malls

 

 

A38) BrandonTheGreat

Road over C/D highways (multi-highways)

 

 

A39) BrandonTheGreat

transfer lanes from one set of lanes to the other in a C/D highway

 

 

A40) Aures

Puzzle pieces that cross over diagonal networks

Note: the rest of this request is in the thread below

 

 

A41) Puddlemonkey

If 'raised ground rail' puzzle pieces are implemented, could the start and end pieces be made much longer, say 6 x 1 so the gradient the trains climb is less steep. The 3 x 1 climbs are unrealistically steep! Most realistic of all would be if a piece could be made that joins the puzzle pieces to terraformed ground at the same (raised) level, rather like the rail over road bridge illistrated in request #B4.

 

 


A42) theyeti2001

Ground rail puzzle pieces with different base textures (eg. concrete, cobbles, grass etc.) and rail intersections (made as per interchanges) that use the same base textures as above.

 

 

A43) Cactaur55

A way to lay down the half ground highways, aka multi-highways, directly? This could probably be done through a simple set of highway puzzle pieces.

 

 

 

 

 

B1) joexcooldude

I request a 6 ramp parclo and a Volleyball interchange

sixramps.gifvball.gif

Related request by woodb3kmaster:

I, for one, would also like to see these included -- perhaps as single-sided ramp combinations (i.e. the ramps for only one side of the highway); then we could combine them with diamond ramps, if we wanted to:

parclo4s.gif

 

 

 

B2) sargeantcm

Something I posted back in the old Intersection and Interchange Mods (post-RH) thread was a request for an interchange between a road and another road (or avenue to road). These generally exist on super-two 2-lane limited access highways that have intentions of being upgraded to 4 lanes some day when the traffic volumes justify it. Here's the pic I posted in that thread. Obviously this is Photoshopped!!

0013.jpg


 


 

B4) Thalassicus

Would it be possible to make overpasses for this style? They could be designed for the default height and slope angle available through the Hole Digger/Raiser lots:

 

Rail%20Overpass1.jpg

 

 

Highway%20Overpass1.jpg

Later request by smoncrie:


I think that intersections involving sunken highways (or rail, etc.), raised
ramps, and underpasses could all be done if there was an additional kind
of end puzzle piece.

The piece should one tile long, flat topped, and designed to rest on the
sloped side of the trench, ramp, etc.

extra%20puzzle%20piece.jpg

(many later requests in various forms)

 

 

 

 

B6) Many requesters

TGC's Stack Interchanges that were modelled four months ago...

 

Render%20Shot.jpg


The finished stacks for ground/ground, ground/elev, and elev/elev on page 23:

www.simtropolis.com/idealbb/view.asp?mode=v iewtopic&topicID=49685&num=30&pageNo=23

 

 

 

B7) sargeantcm

Single-point urban intersection (spui)'s for Avenues, which would take up less space than a standard diamond intersection.

spui-detail.gif

Later elevated highway/road spui model posted by ardecila:

spuiprev1.jpg

 

 

 

B8) Many requests

A trumpet interchange:

trumpet.jpg

 

p.jpeg border=0

Related request by Feer:

A road/highway trumpet interchange:

overpass1.png border=0

 

 

 

B9) BigRedFish

One-sided versions of single highway ramps, which continue straight onto a one-way road, like so:

ramp-close.jpgofframp1.jpg

(many later requests)

hwoneway.jpg

 

 

 

 

 

B12) Many requests

The train viaduct puzzle pieces created by mikeyb66 and/or ardecila:

Viaduct%20Ramp.jpgViaduct1.jpg

 

railviaprev1.jpg

 

 

 

 

B13) wicher

Partial diagonal-orthogonal interchange:

p.jpeg border=0

 

 

 

 

B14) joexcooldude

2 variations of Y-Interchanges that are very common:

yinterchange.jpg

Later request by wicher:
ave-kruizing1.jpg

Orthogonal/Diagonal Y highway interchanges. A full connection is unecessary, there would be more direct routes between the southbound and eastbound highways somewhere off to the right.

Related request:

A fully connected version:

dot.jpg

 

 

 

 

 

B15) momo

Something like this for the ground/elevated or elevated/elevated diagonal stacks?

diag-orth1.jpg

 

 

 

 

B16) joexcooldude

a semi-stack/cloverleaf:

 

modclo.jpgmodclo5.jpg

Redlotus: Interesting stack. I tried to recreate it using GMAX and this is what I've got:

diag-orth11.jpg

 

 

 

 

B19) Many requests

Would it be possible to create narrow ground highway access ramps in addition to the standard 3-tile ones?

Narrow%20Access%20Ramp.jpg

 

 

 

B20) Many requests

A Diagonal/orthogonal (can be flipped or rotated as necessary) highway/road interchange. Also requests for an highway/avenue version.

diagoverpass.jpg

 

 

 

B21) lord titan

One-way road puzzle pieces (or other network types) modelled to fit on a slope with a retaining wall, for sunken highway service roads directly on the embankment. Two angles would be useful, one at the angle of the Road Hole Digger lot (the height of standard ground highway overpasses), the other for the Rail Hole Digger angle (the height of ground highway overpasses with onramps). In addition to puzzle pieces to transition the access road off the embankment.

idea1.jpg

 

 

 

 

B25) dominohobbes

How about something like this :

interchange7.jpg

Related requests:

eringate%20ramp.jpghighway.JPG

Related request by davidhogan:

If you're already modeling this, how about a version that allows access to/from the other side of the freeway also? Just 2 flyover ramps is all it'd need.

 

 

 

B26) Many requests

TGC's highway Y-interchange modelled some months ago:

Above%20with%20Grass.jpg

 

 

 

 

 

B27) FireSka

a partial T-interchange stack:

texample.jpg

The modified cloverleaf in the custom interchanges menu does not do this correctly this because it does not allow southbound traffic to exit to travel east on the adjacent highway nor does it allow eastbound traffic to travel north on the adjacent highway. If you look closely at the partial cloverleafs already provided in the NAM, you will notice they have really, really weird access patterns.

 

Similar request by LakeTrash311:

stack32.jpgstack23.jpgstack13.jpg

2 ramps                                                      4... (the T interchange mentioned earlier) 6

 

 

 

 

B28) Dexter

Different textures available for under the puzzle pieces

post-2-1091282600.jpg

 

 

 

 

B29) iamthouth

Roundabout stack-interchanges. Basically, it's a 3 tier intersection, with highways crossing in tier 1 and 3, but with tier 2 as a roundabout.

 

This is a map from where I've seen it, the Sinsen intersection in Oslo, Norway. The grey lines feeds into the second tier roundabout, while the orange highways cross above and below the roundabout.

post-3-1091335221.jpgpost-3-1091336204.jpg

 

 

 

 

B30) wicher

An avenue/road partial overpass:

picserver.jpeg border=0

Especially useful for busy and/or important avenues, with little space. The idea is that it works the same as a normal avenue-road-crossing, but the North-South-direction (in this particular case) can drive trough at full speed.

 

 

 

B32) qurlix

In regards to the proposed cutting up of ped overpasses into puzzle pieces, I dont think it is necessary. I do think that it would be cool to pick the best one for each style (road, rail, avenue...), enable it to work correctly (see below), and add it to the NAM. Pedestrian malls aren't really fully functional without connections like these.

pedcross.jpg

 

 

 

B34) WJ_Webhog

I'd like to see a road to one way road transition, and maybe a one way road to road transition...
what it would look like (rough sketch):

roadonewaytransitionpath.jpg

 

 

 

B35) r7d9

...intersections with between an Avenue and a one way street with out having stop lights or an actual intersection (the oneway branches directly off the avenue)

Picture by T7T:

nwepic12.jpg

B36) Dusktrooper

How about a highway overpass bridge in a different design?

us59_arches_8-sept-2001_lres.jpg

 

 

 

B37) rubberring

3laneroad.jpg

I think that would me a useful modification for the ant network. this 3 lane road is a cheap alternative to the avenue out of town and has a much higher capacity than a road. it also can be used as temporary road for later expansion. thus on intersections or interchanges it's able to be converted into 4-lane-avenues, so you don't have to create new intersections.

 

 

 

B38) LakeTrash311

El-highways with retaining walls, or even turnarounds/crossovers at avenue overpasses:

retwalloverpass.jpg

 

 

 

 

B39) Thalassicus

Could someone take this overpass:

Avenue%20Overpass%201.jpg
and when used in this situation:

Avenue%20Overpass%202.jpg
make one which looks like this:

Avenue%20Overpass%203.jpg

The proper depth for avenue overpasses is achieved through the rail hole digger lot.

 

 

 

 

 

Not possible in the game:

 

 

C1) thpwrthtbe

ONE WAY neighbor connections

Neighbor connection logic is hardcoded into the game, we can't change this

 

 

C2) dominohobbes

Being a realism freak, I think it would be cool to get to choose different pavement types, like choosing whether a network is asphault or concrete.

The surface/texture for a network can only be entirely replaced or not at all, and doing it either that way or with puzzle pieces would require making hundreds and thousands of textures.

 

 

C2) Tunafish

Sunken puzzle pieces

As far as I know it is not possible to do this and have it work with UDI and emergency vehicles (although it was done with the NDEX sub rail conversion, so...?)

 

 

 


Can al

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How about a highway overpass bridge in a different design?

us59_arches_8-sept-2001_lres.jpg

^^ Thats US 59 when it was under reconstruction.


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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***********EDIT:


one way/road to avenue transitions at diagonals. 44.gif



ONE WAY neighbor connections !! 9.gif2.gif

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Connection logic is done by the EXE, sorry =\

That's one only maxis can do. (development of this idea in the future is possible, though quite unlikely)

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I think Trench Freeways with concrete walls on the sides would be very useful for the cramped areas of high-density downtown areas. Streets and roads could cross over it diagonally or any other way. The freeways could even have areas of tunnel section direcly underneath buildings (probably not possible).

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Now that we know how to create diagonal transit enabled lots, it should be possible to create puzzle pieces that cross over diagonal networks. Ignoring avenue puzzle pieces for the moment, this should be fairly simple to implement. It could be done with 1x2 pieces, but this wouldn't allow crossing of close spaced diagonal networks which have almost no crossing options at the moment. Instead I suggest creating 1x1 puzzle pieces that allow the network to cross adjacent sides of the tile like this:
/idealbb/files/diags3.jpg
To create a diagonal crossing two of these would be put together, with the second rotated through 180 degrees.
 
To handle close spaced diagonal networks, a second puzzle piece could be created like the following:
/idealbb/files/diagm1.jpg
Assuming that the tiles can be made so that this doesnt act like an intersection between the two lines, I don't see any problem with this. It would allow crossing of an arbitrary number of close spaced lines.
 
Fortunately one way roads can't be close spaced (otherwise we would need separate pieces for the start and end since rotation wouldn't work and different middle pieces for two opposing roads and two going in the same direction) so creating puzzle pieces to cross diagonal on ways will just involve 1x2 pieces, one for each direction, like so:
/idealbb/files/diag021.jpg
Avenues also can't be close spaced, so the puzzle pieces for them would involve a single1x3 tile:
/idealbb/files/diaga.jpg
 
For avenue overpasses, the situation is more complicated. The best way to handle them and the amount of flexibility they can have really depends on whether it is possible to create one side of an avenue puzzle piece at a time. I can't describe the best way to handle avenues unless I know the answer to this.
 
This would add 12 puzzle pieces to the game, 6 for road and 6 for one way overpasses (2 road, 2 rail, 1 one way and 1 avenue) and it would add quite a bit of flexibility to our transit networks.

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Request:

Could an optional mod file be included to increase the onramp/offramp/interchange costs to more realistic levels? In real life anything other than avenues rarely interact with highways, as it is REALLY expensive for a city to build onramps and offramps for every road and street along a highway route. Likewise things such as cloverleafs, trumpet interchanges, and such are actually built rather than stacks because of cost: flyways cost a ton compared to onramps on the ground! This would make alternative and partial interchanges serve a real purpose other than just visual appearance.



(If this is possible I can make an Excel spreadsheet to automatically calculate the costs, based on constants the # of each type of tile entered in a table.)

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here's my request again (see nam general):

3laneroad.jpg

i think that would me a useful modification for the ant network. this 3 lane road is a cheap alternative to the avenue out of town and has a much higher capacity than a road. it also can be used as temporary road for later expansion. thus on intersections or interchanges it's able to be converted into 4-lane-avenues, so you don't have to create new intersections.

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I would really like to see the 'raised ground rail' puzzle pieces implemented.  If they are, could the start and end pieces be made much longer, say 6 x 1 so the gradient the trains climb is less steep.  The 3 x 1 climbs are unrealistically steep!  Most realistic of all would be if a piece could be made that joins the puzzle pieces to terraformed ground at the same (raised) level, rather like the rail over road bridge illistrated above.
 
Many thanks.
PM

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how about a puzzle piece that allows you to turn.
 
*Edit* non-appropriate portions removed and moved to the NAM developement thread

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overpass1.png
A road going over a highway ending in a highway.1.gif

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You did forget my request.

1 other thing that would be great, is avenue and ground highway cloverleaf interchanges.

Like this:
post-2-1094870050.gif
Moving on to more complex stuff:
post-2-1094869912.gif
And more complex stuff:
post-2-1094870066.gif
And still more complex stuff. LOL! Incidentally, I live roughly 1000 feet west of this one.
post-2-1094869953.gif
quote>
quote>

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I know everyone want's sunken puzzle pieces. Like sunken highway puzzle pieces and sunken roads/avenues. then the urban overpasses will be easier. then your roads could be on 3 different levels, raised, sunken, normal44.gif

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1. Rail puzzle pieces with different base textures (eg. concrete, cobbles, grass etc.)
2. Rail intersections (made as per interchanges) that use the same base textures as above. (can a puzzle piece connect to an interchange?
3. Elevated intersection puzzle pieces so we can have networks on 3 level. (underground(tunnels), ground and elevated using the current puzzle pieces with the requested intersection pieces)
 
Oh and the light rail project seems to be abandoned or stagnant so maybe also a request to carry on the work done there as part of the NAM.
 
Yeti.

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What Happened to these stack interchanges?
/idealbb/files/stack14.jpg
Elevated/ground highway Stack
/idealbb/files/stack24.jpg
Ground/Ground highway stack
/idealbb/files/stack31.jpeg
Elevated/Elevated highway stack
Are these interchanges still in the works?
 

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well then, I thinks we need to make some on/off ramps that work with sunken highways like an inverted el-highway on/off ramp. that could replace a sunken highway. also raised intersections would be cool.

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Date: 9/19/2004 4:21:54 PM
Author: Tunafish
well then, I thinks we need to make some on/off ramps that work with sunken highways like an inverted el-highway on/off ramp.

quote>
This can already be done with the NAM installed, since highway interchange pieces are now terrain-deforming. Just sink the highway and plop some single-sided ramps on the embankment, they will slope to match the terrain 2.gif

/idealbb/files/Sunken

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How about an avenue version of the T-stack that's used for highway/highway interchanges now?  I know you can just build a freeway stub, but it'd be pretty cool if there was a way to end an avenue into a highway without needing to have the highway stub first.
 
Just a cosmetic thing, but with how great the other interchanges look I figured I could at least ask for it.  19.gif
 
Here's a terrible, terrible sketch of the basic travel paths, the east/west is the freeway, north/south is the ave.  Any takers?
 
/idealbb/files/avehigh.jpg
 
Dave
 
PS: A version that could use a road north/south instead of an avenue, so that there's full freeway access, but no 3 tile stub past the freeway to do it, would also be great.

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request #5 is for angled ones, and there's a request for a one-sided version, but i didn't see a request for a bi-directional t junction yet.
 
dave

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I guessed this is kinda a request2.gif: Does anyone know how to change the textures of the ANT? Is there a property in either of the dirt roads exemplars that points to the road textures that the ANT or something?? If so then you could create textures and change that property to the ID of the FSH's you made. I'm probably completely wrong so if someone with knowledge could correct me??? 42.gif

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right, okay. i dont see the parking lots idea included in the requests here

the ones that work in the same way as ped malls - but also allowing cars.. and ACTUALLY seeing cars drive through the entrance/exit etc. and around the car park routes... soem textures were made already i think... the entrance/exit pieces were said to need to be lots and a special exception could be made to allow lots for this part of the NAM.. this would also allow people to choose were cars can enter and leave and prevent them taking short cuts through car parks (after all, in real life, if there was a blatent short cut through a car park - plenty of people will take it (me, for one!) so its about your planning and structure of the carpark which make it affective and positioning of the entrance/exit which stop it becoming a short-cut for through-traffic!... id love to see this in the NAM, there are lots of areas built aruond car park here and are not actually connected to the road

i would also like to see the same exception made for the ped mall connector lots - because, again, while it is not an essential functional part - it would mean various textures could be made - to fit exactly with the different texture ped malls which should be included (if not already in the requests lists).. as long as permission is obtained from the creator, to use the lot in this way in the NAM.. i know it is a lot - but i think an exception could be made because it should really be part-and-parcel with the ped malls in my opinion - as using a mass transit lot is just unrealistic



my other point in a post in the discussion thread before was about ped malls giving residents access also. i dont know if this is actually possisble - but if it was, i DO think its more realistic.

while someone said, Maxis assume everyone is rich enough to at least have a car - that aint really the point - people can have a car - but someimtes it aint parked on their drive, or even directly outisde their house if they aint got a driveway. some houses have paths leading towards them, away from the road, or behind other houses. also true with apartments and urban estates (generally lower wealth areas - but also some high wealth areas too!!!)

come to think about it - id also like to see the parking lots give residential access aswell - coz the same thing applies! some are just build around car parks - not actually ON the roadside

sorry if i missed anything to do with this in the first post, or if they cannot be done or included 7.gif




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

3laneroad.jpg
i have thought of an even more aesthetical use for this.. if we also model and make functioning a transition from road to 3-lane road (and maybe also a 3-lane road to avenue!) this will also allow underlying possibilities such as this (aswell as the obvious simple transition serving its own purpose) for example:

turning lanes would be able to be manually laid to ROADS (aswell as being added to the avenues as a different NAM addition) - there could be different configurations and ways of laying these roads though if you think about it (which is made obvious by these diagrams) for example.. you can have the two-lane side as the side which is taking up one game tile, and then the single-lane side takes up half a game tile next to it.. or you can have it as one lane of the two-lane side AND the single-lane side as one game tile, and then the other lane from the two-lane side, taking up half the game tile next to it.. (would also require the various transitions from road to each of the two ways the three-lane road could be load )thus allowing these other uses:
3laneroad-otheruses.jpg

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Being a realism freak, I think it would be cool to get to choose different pavement types, like choosing whether a network is asphault or concrete.

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Well, this is a partial request and I would like my voice heard, and it is okay to delete this if you think it's not a real request...

Well, after knowing the multi highway thing, I was thinking Hey, this thing is useful if I could make one way highways... Is it possible to allow some sort of way to lay down the half ground highways? It would be better if the highway could have a turn of 90 degrees, not like the regular highway.

So... Will any of you guys that develop the NAM consider this?
It just makes something hard, not so hard.

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I know this may be a little related to request #21, but hear me out. Has anyone requested an option to build el-highways with retaining walls? Or perhaps turnarounds/crossovers at major intersections?....
/idealbb/files/retwalloverpass.jpg

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T7T do you plan to add to, and update, the requests lists now and then with GOOD additions to existing requests and new requests that are posted here? i would like to know if the requests in my previous post in this thread are likely additions to the NAM 2.gif



while already working on requests #9 and #25, i also intend to start working on all the various textures for the three-lane road 2.gif because as Tropod said, it is better to work on totally new functioning features - rather than modifying exisiting features of the game..

this also leads me to thinking id like to start working on models for request #3 - as ive wanted this since the game came out - and always have created my own interchanges for things other than highways - using roads, avenues, one-way-roads, and roundabouts (made from one-way-roads) to form complete functioning and fairly realistic looking interchanges.. but working on this request #3 would change and improve all this completely

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If you're already modeling #25, how about a version of the same that allows access to/from the other side of the freeway also?  2 little flyover ramps is all it'd need.
 
Dave

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Date: 9/22/2004 2:07:44 PM
Author: edcase2k4-thugangel1983
T7T do you plan to add to, and update, the requests lists now and then with GOOD additions to existing requests and new requests that are posted here? i would like to know if the requests in my previous post in this thread are likely additions to the NAM 2.gif
quote>
Well, I had categorized all the posts so far, but it was inadvertantly deleted before T7T could update, so I'll need to do it over again.

 
Request:
Could someone take this overpass:
/idealbb/files/Avenue
 
and when used in this situation:
/idealbb/files/Avenue
 
make it look like this:
/idealbb/files/Avenue
 
It would be a great, easy-to-make sunken highway overpass 1.gif
The proper depth is achieved using the rail hole digger lot.

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I have a request that might be kind of pointless but I think it would work well in rural cities: How about offramps for streets?

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