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Monthly Challenge December 2014 - Voting Thread

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Monthly Challenge December 2014 Voting Thread

Complete The Interchange

  

 

 

 

 

Last month we started a new type of challenge, one which ran for a month and asked contestants to build in a city tile to achieve certain goals. The goals for last month were to create an interchange which joined up various RHW stubs. It was a great challenge for many as the terrain was extremely difficult and required a lot of attention to even get to the stage where they could build an interchange. But never-the-less, they pursued and in the end created many entries which were of such a great high quality! Before we get to the voting, lets just revise the challenge conditions.

  • No major terraforming, minor alterations (like hole diggers) and slope mods are allowed
  • Railway line must remain in the same position, but the tiles may change (for instance to overpasses or normal rail)
  • RHW must start from the four stubs already existing although can go anywhere you want after that.
  • You can use any mods you want and use cheats any way you would like.

 

 

Voting Closes Midnight 15th of January PST.

 

Without further adieu I present the final entries:

 

 

TekindusT

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Closer sights of the interchange.

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A couple of details on the interchange:

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It's a curvy ride up to the plateau!

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An imposing sight for the drivers going downhill the plateau towards the interchange! The TekindusTian Corps of Civil Engineers (TTCCE) found that constructing the highway on trench instead of boring a tunnel was an easier and more cost-effective solution.

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I'd say this is my first RHW-10!

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Zdza

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See more:

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McDuell

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RHW

 on uneven Terrain:

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diagonal overpass:

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'OBE bridge'

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The straight version (big pic again):

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I goofed this up at my first try. The interchange might look good and nice from afar:

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But fail!

I couldnt get the tile under the L1 MIS tile to convert to RHW4 under any cirumstances:

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Luckily, there was enough space to move the MIS one tile to the south ...:

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... which fixed the RHW2 conversion, but left me with the problem of the now necessary width transitions. Again, I was lucky that the RHW6C/8C allows for 'de-starterfying' and thus for sloped transitions (grid is shown on purpose):

 

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klanding33

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Trumpet A

 

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Trumpet B

 

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Train/Farm Depot

 

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Eastern Edge of CBD

 

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90 Degree Rail bend

 

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Mountain Pass Curve

 

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North West Beach

 

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CBD Interchange

 

Durfsun

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Northern T Interchange

No Trees

 

 

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Trees

 

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Northern Partial Y

No Trees

 

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Trees

 

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Middle Diamond Interchange

No Trees

 

 

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Trees

 

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Lower T Stack (Semi-Directional T thingy)

No Trees

 

 

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Tree

 

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Falcons Hwy Truck Stop, Falcons (town) & a small logging operation

Truck Stop

 

 

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Town

 

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Logging area

 

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mayorplease

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Now, to start off, here is the transportation map. As you can see, I split the RHW6 up to go down the mountain. I made a tunnel for the RHW4 coming from the north to pass the water. Finally I connected everything up with a stack Interchange.

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So first, here is the main interchange connecting all 4 highways.

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Next we go to the southern part of the tile where the highway curves and provides access for a suburban area in form of a diamond interchange.

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On our way north towards the city center we come across another diamond interchange before the highway splits up for its climb up the mountain.

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Following the main arterial road further north we have reached the city center.

Honestly, if Coca-Cola sets up its headquarter in this town, it sure must be a winner.

Am I right???  :)

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To the west of the city center the suburban sprawl continues, oh my...

Can you believe it, they dont even mind living next to the prison.

But what a good opportunity to build a small parclo interchange to give them direct access to the highway.

C5PiVEG.jpg

Turning the view around, now looking from the north towards the city, we can see where the rich people decided to live, right next to the beautiful waterfront.

Of course, who would have thought anything else... Oh these sims...

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So now that you have seen the city, its time for to follow that highway to the top of the mountain where it enters the industrial area.

But hey, if you need to drive up that mountain every day to get to work, why not drive it up with style?

As a side note: Only very minimal terraforming has been done for this!

There were two plateaus on the mountain already, which were used to plop the water on them.

While I was looking for a way to get the highway down, I came up with this idea  :)

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That was a nice scenic drive, but here is where reality strikes.

This is what industrial development does, it kills the beautiful forest and pollutes everything around it.

Elevated RHW4/6 with parclo interchange in the 3rd picture.

Currently about 3500 cars + 1100 buses use the highway connection to the industrial area.

On top of that, about 1500 sims use the train connection.

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Now there you have it, thats "Build Here".

I hope you enjoyed your visit  :)

Last but not least, here you have some night shots.

The highway is fully lit, cause who wants to drive down that mountain after work in the dark?

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Kisa Atsuko

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Araoka (荒岡市, Araoka-shi) is a city in Shiromoto Prefecture, Nakama with population 43k. it formed in 2004 by the merge of Araoka Town (荒岡町), Tsunonome Town (東雲町) and Sakaori Town (酒折町) all from Higashi-Shiromoto District.

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Overview of Western part of Araoka City.

 

Araoka located in the valley within the Shiromoto-Tama Mountain Range in eastern Shiromoto Prefecture. It has flat plateau land in the west part of city and mountainous area in most of east part of cities. The city located about 17km east of Shiromoto, and as a part of its metropolitan area definition which is 8th largest in Nakama.

 

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Area nearby Tsukumo station which is the terminus of Ashiyama line (Serve Ashiyama-Araoka) and a stop for Nanbu Main line (which serve Suzukake toward Matsukawa). There's some minor shops in this area.

 

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Residential area. Some of the citizens here are commute toward the main city Shiromoto

 

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North of Tsukumo Station

 

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Close up of station and its surrounding

 

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Mashiro Expressway (魔白自動車道) (I called this Araoka Expressway beforehand) a 128km long expressway connect Shiromoto with Matsuriya in east coast of Nakama.

 

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Train arrived at Araoka Station, which part of Ashiyama line.

 

araoka-eki.jpg

 

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Area nearby Araoka Station is a center of former Araoka town.

 

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Nakama National Route 403 which connect Shiromoto with Matsuriya runs in the middle of Araoka Town centre

 

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North part of the town which host the Araoka City Office (formerly Araoka Town Office)

 

araokakita-cho_2.jpg

 

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Another shots around Araoka town area.

 

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Southeast of former Araoka town lies former Shinuonome Town which also absorbed into Araoka in 2005. here is Shinuonome Station

 

shinuonome-cho_kita.jpg

Another shot from Shinuonome area.

 

shinuonome-cho.jpg

Shinuonome Station.

 

Welcome to the former town of Mizushiro (now is part of Higashi-Shiromoto City). Mizushiro has population about 41k prior to its merge with Higashi-Shiromoto. City centre located within this picture below:

mizushiro_center.jpg

 

Closeup of Mizushiro Station where it serve the Mizushiro line from Mizushiro toward Shiromoto....

mizushiro_eki.jpg

 

West from the station. the big road is Nakama National route 14 which serves from Matsukawa toward Suzukake

mizushiro_central_east.jpg

 

Southeast part of Mizushiro mostly consist of residential area....

mizushiro_southeast.jpg

 

Same case with southern Mizushiro. There's a Shiromoto Prefectural Route 5 which connect Mizushiro with Higashi-Shiromoto central

mizushiro_south.jpg

 

North of the town... the main road is National Route 14 heading toward Matsukawa:

mizushiro_north_1.jpg

 

There is a Mizushiro Bypass which bypassing the city toward south of the city... it also served as Nakama National Route 14

mizushiro_north_2.jpg

 

Part of Mizushiro Bypass intersecting with Nakama National Route 403.

bypass_mizushiro.jpg

 

Mizushiro Higashi IC gives access from Suzukake-Nami Expressway to the Mizushiro Bypass

mizushiro_higashi_ic.jpg

 

Toward north again, there is Kita-Mizushiro IC gives access of Mashiro Expressway to the National Route 14. It also gives the limit border of former town but as the town merged with Higashi-Shiromoto, it still part of Higashi Shiromoto now

kita-mizushiro_ic.jpg

 

From northern part of Mizushiro, there's several suburban area

mizushiro_northrern_subruban.jpg

 

mizushiro_north_3.jpg

 

Ukawa Station located in the north end of the town which also the only station of Nanbu line in Mizushiro

ukawa_eki.jpg

 

Meanwhile outside the town there're several area like these:

Tanosawa Town in the north of the city:

tanosawa_1.jpg

 

Fukukuro Town (which also part of Higashi-Shiromoto), there is Fukukuro Station which serves Ashiyama Line

fukukuro_station.jpg

 

Mizushiro known as the hub of expressway since it's the location of several expressway junction:

Mizushiro JCT which intersect Suzukake-Nami Expressway with Matsushiro Expressway:

mizushiro_jct.jpg

 

And Kita-Mizushiro JCT which intersect Matsushiro Expressway with Mashiro Expressway:

kita-mizushiro_jct.jpg

 

sanjiban

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See more:

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rivit

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The Intersection

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Town Centre by Night

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Haljackey

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Highlights:  

-Completed only with the Real Highway Mod. (no Maxis highway/override, one-way roads or anything like that)

-No tunnels, as that would involve converting the RHW into another network

-The mountain pass has a maximum slope of 2% (RHW slope mod), making it an ideal for trucks. The majority of it is 1% (bullet train slope mod).

-STR was converted to standard rail. The rest of the rail network is pretty much unaltered.

-Minimal terraforming. Hole diggers and ground lifters used for the interchanges, embankment on the mountain pass used on the route 'of least resistance'.

-The interchange is 4 levels (one level below-grade, one level at-grade, two levels above-grade)

-I designed the interchange for no weaving and to keep as many lanes as possible, minimizing merge points. This is why I decided to create two somewhat-parallel highways between the two exchanges

-All on/off ramps have accel/decel lanes.

-Smooth curves or FARHW are used for all turns, with one exception for the EB to NB ramp because elevated RHW networks do not include smooth curves (as of NAM 32).

-A minimalist use of extras to keep the focus on the interchange. Beautification work includes trees, signs, and lights.

 

Mosaic of the interchange. Click for full size.

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Zoomed in mosaic of the main junction. Click for full size.

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More Images. Click for full size.

 

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Building the interchange in real-time. 10 videos, over 8 hours in length

Full playlist: https://www.youtube.com/playlist?list=PL3Yl0lRNSH1gjBIBaEPHqyduspkOiwww8

 

UDI video and overview

 

 

nos.17

 

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See more:

 TYaggqQ.png

 

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henrys1996

BuildHere-Jul13851419961376_zpsddc1de2f.

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Interchanges towards the south:

BuildHere-Oct10851419961576_zpsd906ceee.

BuildHere-Jul18861419962154_zpsd882b212.

 

Interchanges towards the center of the city:

BuildHere-Dec19841419960732_zps3418b992.

 

Mountain pass:

BuildHere-Feb25851419960990_zpsec9468e6.

 

Coastal highway towards the north:

BuildHere-Jan7851419960849_zps5c0f4427.p

 

Another full interchange view pic:

BuildHere-Mar7851419961021_zps3117b326.p

 

 

kschmidt

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rubberduck3y6

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The whole interchange

 

gzc4V7Q.png

 

Northern part

JO4ZgWT.png

 

and the southern part

8RNDe8C.png

 

Zoom in on the center of the 3-level T-interchange

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Local junctions so sims can use my lovely interchange!

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and zoomed in

X8HXEoC.png

 

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and from another angle

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Motorway and lane leading to the old route down the mountain crossing the widened (originally STR) railrail

pOJGE59.png

 

 

Ganaram Inukshuk

capture_monthlychallenge_december_overvi

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Notable features:

 - The RHW-8S and RHW-6S make up the west-east highway, whereas the RHW-4's make up the north-south highway.

 - The interchange consists of two three-way interchanges conjoined to each other. One is built using embankments, the other built using height transitions.

 - The highway going west-east splits into two and both halves of the highway travel in different directions.

 - The bridge was destroyed to make way for an identical bridge that's 15.5 meters higher than the original.

 - The embankment three-way interchange is a three-level interchange, while the height transition interchange is only two-level.

 - Most of the Single Track line was replaced with Double Track.

 

capture_monthlychallenge_december_overvi

 

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http://youtu.be/jO42dm7AIgQ

 

rathefalcon

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Welcome to Build Here! *EDIT: Photobucket was giving me some troubles so I moved the pictures to flickr. All should be good now!

 

The northeast corner of Build Here is an old forest that has been used for logging since the region was first settled. Now Interstate 85 runs through the forest, but logging has become less common in the region since cheaper wood has become available elsewhere.15539738244_d82389cd5a_o.jpg

 

I-85 runs under Bald Ridge, which spans the region of Monthly Challenge December 2014. It then runs down the side of the ridge and into the Build Here valley.16161342782_4609a97d64_o.jpg

 

I-85 enters the valley and almost immediately intersects with I-285, a branch that runs south to the township of Regional Connection.16161343522_7e98a41691_o.jpg

 

I-85 continues west on to Goldenrod Village, a suburban village with commuter rail access located just off of the highway. There, it bears northwest towards its junction with Route 3.

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I-85 meets RT-3 (a state route) at a very expensive plate of spaghetti.15974773650_e4dc221dfd_o.jpg

 

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This one should definitely be viewed at full quality:

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I-85 continues north to the President Barack Obama Tunnel, which travels underneath Build Here Bay. Before Mayor Please began construction of the Obama Tunnel, the Build Here Bay Bridge spanned the water, but it was demolished and its footprint was converted to a series of parks.15974772560_9c9be9bc90_o.jpg

 

Let's take a look at RT-3. Heading west on RT-3 will take you to Regional Connection (not to be mistaken for Regional Connection, Regional Connection, Regional Connection, Regional Connection, or Regional Connection). Heading east will take you to Rodman's Hollow, a suburb of upper-middle class sims who commute to the west for work.15539738654_1ca31b2864_o.jpg

 

This one should definitely be viewed at full quality:

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Before piping was installed, farms in the Build Here area were serviced by aqueducts. These aqueducts have since been repurposed to support a railroad.15974774100_de8bb00372_o.jpg

 

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Eclipticalstorm

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Mountain Tunnels

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Mountain Interchange

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Valley Interchange

ValleyInterchange_zpsf2c2e1a2.jpg

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There are many entrants for this competition, which is great! But there is also one difficulty: which entry is really the best? There is so many to choose. So what do I do then? Simple: I use an engineer's approach to such a question by performing a multi-criteria analysis!

 

Now, I'll use the following criteria

  • Straight-forward design: how simple is the design? Are there unnecessary curves or weirdly shaped ramps?
  • Interchange design difficulty: how easy is it to build such an interchange considering the landscape and the RHW tools?
  • Amount of terraforming: how much of the landscape is changed? Large excavations give large penalties here.
  • Amount of civil engineering: how many constructions have been made to achieve this? Extra/rebuilt bridges and tunnels give large penalties here.
  • Slopes and smooth curves: smooth curves and not too steep slopes are a prerequisite for me. Penalties for those who don't keep to that.
  • Visualisation: How much effort is being made to do the surroundings? How pleasing is the overall look of the city tile? Eyecandy is a plus.

The results are here:

7f44b0a6fb.png

Congrats klanding33 for being #1 on this list! You get my vote.

 

Honourable mentions per category:

  • Simple and Straightforward: klanding33 has the most simple design with two trumpet interchanges. The road going down the mountain also follows a pretty straight-forward route.
  • Master of Interchange designs: McDuell, who else? :P He designed a really tight interchange that does include smooth curves. An A for effort!
  • Landscape preserver: Zdza. Little excavations are made in this design.
  • Civil Engineering minimalist: Zdza. Short overpasses, one small extra tunnel for the railway and not new bridges. Zdza doesn't spend a penny too many on concrete constructions!
  • Smooth Designer: Haljackey  took the effort by using a really restrictive slope mod. Yet he manages to use smooth curves all the way and swing the RHW-6S down the mountain.
  • Eye-candy artist: Kisa Atsuko went all out on the surrounding city. The city and landscape is beautifully visualised and way ahead of everyone else! A for effort for this achievement!

Best,
Maarten

  • Like 9

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Yes Maarten, some stats could help indeed. Actually, it could be pretty easy since you just take a look at the layout and decide of which one you think is the best, most realistic etc. Building a city is making this a bit more complicated but I think no one else will use the way you did :P

 

What might be a good idea though is to give people a template like yours and we fill the the main criteria. This way, they know what they have to pay attention to and stuff like that and, at the same time, people can use this template to to decide to what degree restrictions have been met. Let us know what you think and we'll do our best :)

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Choice is difficult, Fully filled tiles are queutly more appealing to the eye than a basic interchange. Klading33, Mayorplease obviously got a lot of terraforming on the pass side to make it so smooth, too smooth. Some other went for the tunnel option. Making smooth curves on such rough terrain isn´t allway posible unless make at as curve as some do ! Budget held fair square. My vote is not going to a full tile filled entry ! Bare design like myself is just out of time constrain ! Designing a junction in the mountains ? Some do use a lot of space, like henry1996, Haljackey, Ganaram Inukshuk. My vote will go to rivit ! Neat visual design with some visual appealing landscaping, well within in budget !

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The engineering approach is unique and commendable, but not exactly what I would use for this kind of competition. For example klanding33's entry may have received your highest score, but to me the CBD doesn't make much sense because it kind of pops out of nowhere, directly beside an expansive forest and with little to no mid-rise transition between city and suburb.

 

My vote goes to Kisa Atsuko, who used a complex but very well executed design and clearly put in a lot of effort. The amount of "civil engineering" in Kisa Atsuko's submssion makes plenty of sense since the area has a considerable population and therefore a decent tax base. Plus, it's absolutely gorgeous.

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The engineering approach is unique and commendable, but not exactly what I would use for this kind of competition. For example klanding33's entry may have received your highest score, but to me the CBD doesn't make much sense because it kind of pops out of nowhere, directly beside an expansive forest and with little to no mid-rise transition between city and suburb.

 

That was the reason why I wrote that the Mods set the criteria. That means stuff like realism, complexity, beauty etc. Basically, this way we keep people from setting their own criteria but still the given restrictions can be rated differently and, therefore, there will always be some kind of subjectivity. Let us know what you think.

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Well, the way I select my criteria is partially based upon the rules of the challenge (e.g. no major terraforming) as well as factors I think are important (this is also partially controlled by the selection of the weight factors). For instance, I like cost-effective solutions, so that's why I rate solutions with a lot of civil engineering (read: expensive solutions) lower than the ones that are more modest with their tools. Kisa Atsuko, for instance, did build a lot of tunnels and one expensive bridge that could've been avioded if this was built around the lake. However, smooth slopes and curves, the tight interchanges construction (tight interchanges are hard, especially with smooth curves) and the overall gorgeous landscape are redeeming factors.

This is my approach. This is what I think what suits best to me. It's your choice to follow it or not ;)


Read the Readme or drown in bugs and glitches; the choice is yours...

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There are many entrants for this competition, which is great! But there is also one difficulty: which entry is really the best? There is so many to choose. So what do I do then? Simple: I use an engineer's approach to such a question by performing a multi-criteria analysis!

 

Now, I'll use the following criteria

  • Straight-forward design: how simple is the design? Are there unnecessary curves or weirdly shaped ramps?
  • Interchange design difficulty: how easy is it to build such an interchange considering the landscape and the RHW tools?
  • Amount of terraforming: how much of the landscape is changed? Large excavations give large penalties here.
  • Amount of civil engineering: how many constructions have been made to achieve this? Extra/rebuilt bridges and tunnels give large penalties here.
  • Slopes and smooth curves: smooth curves and not too steep slopes are a prerequisite for me. Penalties for those who don't keep to that.
  • Visualisation: How much effort is being made to do the surroundings? How pleasing is the overall look of the city tile? Eyecandy is a plus.

The results are here:

7f44b0a6fb.png

Congrats klanding33 for being #1 on this list! You get my vote.

 

Honourable mentions per category:

  • Simple and Straightforward: klanding33 has the most simple design with two trumpet interchanges. The road going down the mountain also follows a pretty straight-forward route.
  • Master of Interchange designs: McDuell, who else? :P He designed a really tight interchange that does include smooth curves. An A for effort!
  • Landscape preserver: Zdza. Little excavations are made in this design.
  • Civil Engineering minimalist: Zdza. Short overpasses, one small extra tunnel for the railway and not new bridges. Zdza doesn't spend a penny too many on concrete constructions!
  • Smooth Designer: Haljackey  took the effort by using a really restrictive slope mod. Yet he manages to use smooth curves all the way and swing the RHW-6S down the mountain.
  • Eye-candy artist: Kisa Atsuko went all out on the surrounding city. The city and landscape is beautifully visualised and way ahead of everyone else! A for effort for this achievement!

Best,

Maarten

 

Wow! What an in depth analysis of this contest! I had so much fun with the challenge but not sure I would have done so well if I knew how closely you would have judged it Mandelsoft! I would have over thought it and maybe made different decisions than I did! Good luck everyone!!!

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I voted for Zdza.  To me, it seemed like the layout and environment I would most "expect" to see given the terrain.  My only criticism is the little hump in the descending highway (1st picture in the spoiler).  I would have cut through that little hill to get to a more favorable elevation for the main descent.

 

Honorable mention to TekindusT for the deep cut and those who experimented with the split carriageways.  Both very "believable" configurations.

 

As an aside, rivit's entry leaves the most room for a sequel, IMHO:  "The highway through the town centre features substandard geometry and has become congested.  Construction of a bypass highway is necessary.  However, due to it being a spawning area for the endangered llamafish, no crossings of the bay are allowed either by tunnel or bridge (the rail bridge is grandfathered).  Solve for x."

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Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

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Amazing entries! For someone who is starting to learn all aspects of this game, especially NAM, this is probably the most informative and interesting challenge I have seen so far!

 

Good luck to all! And thank you for sharing your talent with us! :)

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Month December challenge is over ! Fully build tiles did suceed to get most votes, Klanding33 and Kisa Atsuko clear winners, Mayorplease Third, wonder why sanjiban never got any vote ? Interchanges rather dull Trumpet, Cloverleaf, and some partly stack interchanges, Would be more right to keep the rest of the visual attractions out of the contest, should be bare landscape maybe a limit on overall townsize to keep the equation more up to the point !

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Month December challenge is over ! Fully build tiles did suceed to get most votes, Klanding33 and Kisa Atsuko clear winners, Mayorplease Third, wonder why sanjiban never got any vote ? Interchanges rather dull Trumpet, Cloverleaf, and some partly stack interchanges, Would be more right to keep the rest of the visual attractions out of the contest, should be bare landscape maybe a limit on overall townsize to keep the equation more up to the point !

 

I disagree, I love the idea that we can do pretty much whatever we want in the tile outside of the main objective. As long as someone completed the interchange and didn't do any significant amount of terraforming, then their entry is on a equal playing field with everyone else.

 

If the rules were more specific, we would not see nearly as many entries and the ones that are entered would look too much alike. I love the amount of diversification each entry has, making them all unique.

 

My vote ended up going to McDuell after a pretty through analysis of all the submissions. I was looking for some of the craziest / out of the box designs which were still realistic and worked within the terrain constraints. Was a tough call to narrow them down and ultimately pick one.

 


 

 

(Hamish Here: Sorry, I was having trouble embedding these. I was only able to supply URLs to these last bits of content, but if you are reading this wondering if you should look at them, you should! They are a great watch.

 

Also, Haljackey, if you are reading this, if you are able to send me a BBC code for any of these that would help a lot! Thanks)

 

Looks like you linked the UDI video twice, and did not embed the series. I have sent you a PM containing a HTML-free code (all BB code) that should correct this.

 

 


 

For anyone who is voting now, looks like the Majhost image site is down, which means a lot of images are not loading. Hopefully they will be back soon.

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Month December challenge is over ! Fully build tiles did suceed to get most votes, Klanding33 and Kisa Atsuko clear winners, Mayorplease Third, wonder why sanjiban never got any vote ? Interchanges rather dull Trumpet, Cloverleaf, and some partly stack interchanges, Would be more right to keep the rest of the visual attractions out of the contest, should be bare landscape maybe a limit on overall townsize to keep the equation more up to the point !

 

I disagree, I love the idea that we can do pretty much whatever we want in the tile outside of the main objective. As long as someone completed the interchange and didn't do any significant amount of terraforming, then their entry is on a equal playing field with everyone else.

 

If the rules were more specific, we would not see nearly as many entries and the ones that are entered would look too much alike. I love the amount of diversification each entry has, making them all unique.

 

My vote ended up going to McDuell after a pretty through analysis of all the submissions. I was looking for some of the craziest / out of the box designs which were still realistic and worked within the terrain constraints. Was a tough call to narrow them down and ultimately pick one.

 


 

 

(Hamish Here: Sorry, I was having trouble embedding these. I was only able to supply URLs to these last bits of content, but if you are reading this wondering if you should look at them, you should! They are a great watch.

 

Also, Haljackey, if you are reading this, if you are able to send me a BBC code for any of these that would help a lot! Thanks)

 

Looks like you linked the UDI video twice, and did not embed the series. I have sent you a PM containing a HTML-free code (all BB code) that should correct this.

 

 


 

For anyone who is voting now, looks like the Majhost image site is down, which means a lot of images are not loading. Hopefully they will be back soon.

 

Maybe quality of the interchanges would have gone up, challenge was, linking up the highway´network obviously with as many infrastructural work as needed to make it attractive in his own way. So called diversity was added later on, with a extended challenge time, I´d like diversity as well in competition, if rules are changed this is´fine with me. Challenges do rather need to be kept tight, for the sake of a fair comparison, obviously the gap in between competitors went to far, allthought this was allowed  !  More or less entries, obviously it would be less attractive ! Making unique challenges wil be rather difficult, if allmost all options are kept open ! Next Month challenge isn´t much more than this month one, unfortunaly !

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    Voting will close midnight January 15th. So make sure to vote before the deadline closes.

     

    I'll advertise this everywhere I can so we get the highest amount of voters possible, but so far we have 57 voters, which is a great turn out! 

     

    Good Luck! :D

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    all of my images here cant be viewed since majhost is down, can I replace it in meantime until it back again?

     

    edit: could you add this video as the temporary: 

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    Same with TekindusT's pictures, I guess. You both, and anybody else with the same problem, should try to upload your pictures in an other image hosting site as well. I suggest Flick, a free site that allows you to upload as many pictures as you wish, without the bandwidth limit of Photobucket.

    By the way, my vote goes to mayorplease. I'm not a civil engineer but I like his interchanges and he has made a very beautiful scenery around the highways.


    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    Join me in congratulating Klanding33, the winner of this months challenge!

    I have to admit, every entrant into this competition showed a fantastic display of SC building skills! But, the community had to choose, and what a great set of images they chose in Klanding33's entry. A great display of what can be done in one tile with a series of constraints :D Really well done!

    The entry will be entered into the hall of fame, and I will be messaging you, Klanding, to congratulate you personally.

    Please use this thread to discuss the entries :D thank you to everyone who participated, it was a great month, here to the next!

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    Congratulation to Klanding33 for winning this challenge  :D ! well it was close actually but well you really deserve it with such scene! 

     

    Congrats too for mayorplease for the 3rd place! it was really awesome for new poster in the forum to get that achievement!  

     

    Thanks also to other challenger! it was a pleasure to compete with everyone here!

     

    -----------------------------------------------------------------------------------

     

    負け惜しみコングラチュレーション

    :P

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    That’s awesome! Excellent entries from all competitors! I have to thank others who have provided a lot of tips/tricks/inspiration/tutorials both through posts on this site and videos on YouTube.

     

    • Haljackey – Too many hours spent watching BACFS on one screen while building my own region on another. Nice to see that even the pros have frustrating builds. Hole to China anyone?
    • MandelSoft – Noro Co-Op Videos with great rural scenes/communities/burbs/interchanges are all fantastic. Inspired me to download all dependencies required for seasonal trees and install a more realistic terrain mod. Grid-less design anyone?
    • And Hamish thanks for setting up this comp. Great to see all the creativity from others building on the same tile. I think it shows why this game is still around after all these years. It allows for endless diversity in design.

     

    Thanks for the award! Good luck to all participating in the January challenge!

     

     

    PS - If I am responsible for setting up the February challenge, and you are looking for another chance to show off your interchange building skills, get ready for it  ;)

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    Congretulations, to all who have participated in this challenge ! Hope that thes challenges in the future will evolve into quetly different kind of contest every month looking afther every aspect of the game. Variety and creativity need to be balanced so there will allways be something different to go for. Weekly competition like photo challenges are nice to produce beauty. I do like to see the building up of a area with somekind of ordinance of budget, health care enviroment, work make it more interesting ! Visual beauty is nice, but inner beauty is even more beatifull or else !

    Klading33 congretulations with your victory this month well done ! Hope you can come up with some kind of challenge like maybe some island challenge with a group island or of to connect to and or some difficult volcanic or mountanious area on it !

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    PS - If I am responsible for setting up the February challenge, and you are looking for another chance to show off your interchange building skills, get ready for it  ;)

     

    We'd gladly take some suggestions for upcomming challenges! :) Just PM me or any other Mod.

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    PS - If I am responsible for setting up the February challenge, and you are looking for another chance to show off your interchange building skills, get ready for it  ;)

     

    We'd gladly take some suggestions for upcomming challenges! :) Just PM me or any other Mod.

     

    I think the original challenge rules did say that the winner was responsible for setting up the month after next's challenge.

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    I submitted the challenge for February to Hamish on Friday and I think it will provide a good chance for people to show off their skills. There are some rules to sort out still but stay tuned for it's release on Feb 1st!

    I am not sure that the creator of the challenge can compete but I'll still complete the tile for fun anyway :)

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    PS - If I am responsible for setting up the February challenge, and you are looking for another chance to show off your interchange building skills, get ready for it  ;)

    We'd gladly take some suggestions for upcomming challenges! :) Just PM me or any other Mod.

    I think the original challenge rules did say that the winner was responsible for setting up the month after next's challenge.

     

    Yeah, that's right. And he already did. 

     

    But still this is a post to other users to let us know once they think they have a good idea. 

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    PS - If I am responsible for setting up the February challenge, and you are looking for another chance to show off your interchange building skills, get ready for it  ;)

    We'd gladly take some suggestions for upcomming challenges! :) Just PM me or any other Mod.

    I think the original challenge rules did say that the winner was responsible for setting up the month after next's challenge.

     

    Yeah, that's right. And he already did. 

     

    But still this is a post to other users to let us know once they think they have a good idea. 

     

    Right, it seems I had misunderstood your post. No worries.

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