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Show Us Your Skylines Interchanges

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Just got Move It. Experimenting with getting some sliproads. Quite a sharp angle on that junction though, but it's just a proof of concept to see if I can do it.

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Slip Roads, Merge Lanes, same thing. Yeah. I'm trying to use MoveIt but I can't get the roads to line up neatly.

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14 hours ago, NeguchiMaroyama said:

@hbn Yeap it's difficul on the beginning, we have a epression in french " au petit bonheur la chance" and it perfect for this ^^

@skallben A make a tuto on imgur : https://imgur.com/gallery/zkVIr

Fantastic! Thank you!


Come visit my transit-focused Scandinavian city:
http://community.simtropolis.com/forums/topic/73348-welcome-to-europe/

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Looks very American. In Britain we try to keep things a bit more simplified.

I've not used the Plop Line Tool yet (I'm sure I enabled it but it isn't showing in game), though I'm missing the corresponding tree/plop anarchy mod anyway.

My take on Tinsley Viaduct and is the second two-tier motorway in my city. Differences between the two? On this is uses the gate pillar. Tinsley has the pillars in the middle. IRL the road is situated next to the Meadowhall Shopping Centre and has more roads joining the roundabout than I currently have in game.

The upper deck carries the Eastern Motorway that carries external traffic. The lower deck links the junction and carries local traffic for the other districts and those who want to join the road. Carries traffic over one of the many rivers that flow in the city, though the riverbed looks dry because I cheated to do it's construction and built it on flat land before I sunk the river back into place. Still have some things to neaten up though.

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I am trying to build a very bipolar city. It started as a test for some ideas I had about using freight terminals and public transportation, and has taken on a life of its own. The older East Side has all of the public transport goodies, while the West Side has lots more freeway and basically only a few streetcar lines and rail park-and-rides.

Here's a huge interchange to provide high capacity access to my waterfront

The waterfront includes a stadium and expo center, as well as river crossings to my CBD and southeast residential area. You'll see that it's fairly compact with lots of layers and no tunnels. I tried to tunnel the rail, but a trench looked more natural in the end.

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Timed Traffic Lights in Full Effect

After crossing the river, the road splits into two one-way roads across the entire CBD. This happens all the time in American cities, since it's usually cheaper to build one bridge, and it's usually cheaper than widening streets that were never intended to get as busy as they got. There's a group of 6 coordinated signals to handle traffic to and from the bridge, and then there's another 14 that are coordinated in the central city.

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Closer to the ground at night

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Double three-way interchange...sort of

Originally this was two three-way interchanges. It didn't look this cool though. I wish I'd started using Sharp Junction Angles and Precision Engineering earlier in this city, this would look much better. But it still looks pretty cool.

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Closer to the ground at the crack of dawn

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Three-way stack with two trumpets

This was the first interchange from the vanilla map that I reworked. I fixed it a little more and wove in the rail and surface road when I got Move It! and Fine Roads Tool. WOW do those mods make the previously difficult so much easier and prettier!

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Stack, SPUI, and Basket Weaves/Marginal Roads

The stack was all done in the vanilla game with only a little increase in spacing with Move-It! when I started using mods at 100k pop or so. The SPUI was interwoven because I expect it will eventually be needed. The basket weave/frontage roads were done because I have a ton of density in this area, including a big busy incinerator asset I modified to have 150 or so garbage trucks on the road. I couldn't just pick and choose which cross streets to connect to freeway, because I knew the interchanges would just get overwhelmed. Traffic flows nicely though, although some SJA/FRT/PE/Move-It! rework may make it look a little better. I'm using a single Timed Traffic Light at the SPUI, and two coordinated signals on the most easterly interchange because of the complex intersection. I tend to build what many would consider messy traffic setups in this game...mainly because real cities often have them and most manage to cope pretty well with coordinated traffic lights and compact ramp designs.

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See the full writeup here:  https://imgur.com/a/Wwsi3

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I went ahead and deleted every interchange asset and forced myself to make them for the first time. I think I got the hang of it by the end though I still get some funky up'n down business on some merges :P So here are my 1st 2nd and 3rd interchanges. I feel that doing them by hand makes them more organic as off the workshop you're forced to conform to it which makes it look unnatural. 

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@accapulco Normally I'd be a bit unsure having six lanes of traffic just merge like that but it's a toll road so that happens I guess. Do like the network you've got going though and that bridge looks fantastic.

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A couple of work-in-progress interchanges for my two level highway. The upper level is an expressway which bypasses the north and south riverbank entrty/exits. The loop in the Y-interchange where the upper and lower highways diverge isn't really necessary, but I think it looks nice, and having longer ramps for these I think is realistic with how much traffic I anticipate it will see. 

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I'm trying to create something that actually works on a slope and not too unrealistic (grrr... slopes in this game). I think it looks stylish, but a bit ugly and and eyesore, but it will have to do for now. I don't even know what interchange to classify this as... it's probably similar to a stack interchange but with tons of circular ramps.

 

Tons of circles to stop the ramps turning into a stunt-jump as well...

Currently making some suburbs off the slopes and this interchange is the first step towards that. Hah, the residents will be pleased having to navigate this horrible monstrosity!

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I myself have some very over the top interchanges, here are some from my new city, Wereldhoofdstad:

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For a new region I'm creating. Currently three. The first being a form of cloverstack, at the northern end of the map. The aim is to guide people to the left or the top exit, since both these roads will be carrying a higher volume of traffic (I expect) hence why they're four lane. The left exit heads Southbound and towards the city alongside the bridge over to the Southern exit. Top exit leads around the city.

The second is a half-Y. Inbound from the left, splits up into two directions. The bottom towards the city, the top around the city and towards the first mentioned. Idea being mainly to split traffic up. Traffic approaching from the city (bottom) generally need not head northbound but if it does I'll see what I can do about it.

The last is on the outskirts of the city and allows traffic an access point to one of the districts.

I'm getting used to using move it to create sliproads. Eventually I'll be able to get them looking natural.

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Just reworked this bad boy last night to try to relieve congestion on a major bridge. Full access wasn't required since the eastbound highway didn't need an exit here:

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Hi everyone, I'm new on Simtropolis, and here's my first post.

I was too lazy to bulldoze the existing vanilla 3-way intersection, but it took me a bit more ramps than I thought to connect the national road to all highways... but anyway, I like nonsense intersections, and I'm quite pleased with the result.

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As you may see, a lot of ramps don't have any traffic, but that's mostly because the region it's in is still very much under construction.

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