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Manuel-ito

Manuel-ito's lots and relots

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¡Gran trabajo! I especially like the school re-lots, you've made them look like real-life schools; one thing that always bothered me about the original ones was precisely the lack of walls, in real life you never see a school that lets kids (and especially teens) walk off during the recess.

The rail stations also look great, you've given new life to them, as you did with the useless vanilla Grand Rail Station. If you allow me a suggestion for the terminus station, a longer lot may be more realistic, and maybe also a central platform.

I'll stay tuned to see more of your lots, ¡sigue asi! :thumb:

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Check out my content on the STEX

Or pay a visit to my Lot thread to see the projects I'm working on!

Mi taller de lotes, ¡Ahora en español!

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What Edvarz said about the walls on those school lot is actually true - it's one of those details that look small, but once they are there, everything suddenly makes so much more sense. Great idea, and I think CP's walls really complement Maxis' schools perfectly! :golly: I also like how you stacked wall & fence props. Great job on those relots so far!

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Thanks for the comments! And yes, I was also bothered by the lack of walls on the schoolyards :)

    Continuing on with the terminus idea:

    Dq2tCBZ.jpg

    Enlarged the lot and reduced the number of DTR entrances to one because I felt it was too much for a station of this size.

    I realized that the small building on the large elementary school could be considered a gym, so I replaced the second one with a bit of prop flora. Also swapped a bit of brick and wooden walls on the small and large elementaries.

    EDIT 8/17/16: Here´s all the passenger rail station variants so far (plus the two stops)

    kvQuxx9.jpg

    Yep, that's a compact version in the middle.

    I decided to actually give each one slightly different statistics, using the NAM version of the vanilla station as a reference. For instance, the compact one has 25% less costs and capacity, while the terminus one has 10% increased capacity and costs. The passenger stops is way cheaper but has much lower capacity in comparison, with the TE version having double to compensate for the fact that traffic that passes trough counts against it.

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    As suggested by @MushyMushy on SC4D, I replaced the college's parking lot with a open area. Also shrunk the library's parking lot, reloted the museum, facelifted the flower gardens and recreated the koi pond version as a separate lot:

    6OYsPKg.jpg

    As you can see, I'm replacing most of Maxis' flora with CP's seasonal (and semiseasonal) prop flora. I'll leave some hints of Maxis flora here and there, except on the flower gardens.

    Remade the fenced sportfields as separate lots too. There's supposed to be seasonal flora there, but I forgot to leave the simulation running for a bit before taking a screenshot. Oops:

    0RBldf9.jpg

    Still working on the train stations. This time I made the platforms a bit longer as per suggestion of @Themistokles at SC4D:

    9vlCdMY.jpg

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    Found my inspiration-er! I'm very partial to that college and flower garden but everything else look amazing as well!

    Quick question: for the re-lots that share the same footprint as their original counterparts (barring the sports fields), are they standalone or overrides?

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    Wow, I have missed some of the recent updates, but fortunately it looks like that's not a problem because the lots became better and better with each iteration, and I like them more and more. :golly:

    At this point, I think SimCity could use a total makeover of all the in-game lots. I've covered the industry part with one interpretation (there may be better ones), and now you are taking care of the civic buildings... if only I had more time!

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    @T Wrecks @kingofsimcity Thanks for the comments! :) And yes, these are overrides.

    Re-loted the City halls:

    JGt8I0I.jpg

    In an attempt at 'internationalizing' the city hall, I decided to get rid of the front driveway. I also added a connection for Paeng's Parks at the back, if you want to make some municipal gardens :)

    Some utilities:

    CmAV7ao.jpg

    Changed the grass at the treatment plant, paved the pathways and added pipes and more props since it looked like it fits in the facility. Not sure if the layout is believable for a treatment plant tho. Some subtle changes on the other utility lots, I'll leave it up to you to find the diferences :D

    Parks:

    8iYfjBL.jpg

    Changed their base textures so that it matches the open grass area. Well, almost, since if I tried to use the exact base texture of the open area it changed to a duller green because the other parks are set to medium wealth. Also, seasonal and semi-seasonal trees.

    m68XqWo.jpg

    Plazas, open paved area and beach. Made a subtle square pattern on the medium plaza with the SCILT textures and got rid of the sand texture on the beach, since that caused some annoying graphical glitches.

    By the way, should I keep using CP's SCILT for these lots? I use it because the overlay textures that it includes have some flexibility that i couldn't find on other textures, but conversely it could not match right on unsupported sidewalk mods like Super Light Asphalt or Veredas Santiagueñas. What do you think?

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    I just want to say that these are so good. The schools are perfect, the beach relot is desperately needed, (hope it's mmp friendly!), the treatment plant, even the two unreleased maxis city halls? Absolutely great! Can't wait to see what you'll do with the police stations and seaports, maybe even airports! 

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    The treatment plant looks good to me; so do the water pumps and the parks/plazas. IMO the waste incinerator could use a bigger lot, but I dunno if it would be worth the trouble because not many people may be using it anyway. The fence is a good touch, though.

    Clever idea with the beaches! Getting rid of the texture sounds good, and the parking has definitely improved tremendously. There might bee too obvious repetition when you plop several of these next to another, but I'm not sure. Ideally, you'd see a long row of beach parking (that's obviously repetitive), but the rest wouldn't repeat up to the last umbrella. I think making many of the props only appear with a certain probability might be a possible solution. Oh, and one suggestion: since you don't use the sand texture anyway, I think you could make the lots considerably shorter. That Maxis beach lot is large, so if you plop several of them, they'll become crime magnets and actually decrease land value around them. Bye-bye ritzy beach promenade, hello tristesse! Stuff that goes on the beach can be catered for with MMPs.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    20 hours ago, Manuel-ito said:

    By the way, should I keep using CP's SCILT for these lots? I use it because the overlay textures that it includes have some flexibility that i couldn't find on other textures, but conversely it could not match right on unsupported sidewalk mods like Super Light Asphalt or Veredas Santiagueñas. What do you think?

    I'd stick with SCILT, because it's a standard that supports the most variety of sidewalks.

    Did you know that the Veredas Santiagueñas sidewalk was made using automation? I've just added support for CP's SCILT textures to the "SWN (Sidewalk NAM)" repository that was used to make it. So it will be possible for all sidewalks to be compatible with SCILT in future.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    @BugeyedDragon Thanks! About the ports, those are pretty intimidating to relot, but I do have some plans for them, maybe making the airports RMIP-friendly or something like that :)

    @rsc204 That's good news to hear! Can't wait for SCILT support.

    A little update on the beach relot. I was pondering about what @T Wrecks said, and I decided to leave the original lot size and some props as they are. However, I did make some standalone promenade lots that matches the beach, as well as some other changes:

    ygcHdlY.jpg

    And just for fun, I hastily made a little scene with them :D :

    v9I9FXW.jpg

    (If you are wondering about the streets: no, I didn't TE the lots. I did some trickery with the NAM disconnector prior to plopping these)

    The park relots are pretty much done at this point, so I may upload them to the STEX soon :yes:

    EDIT 9/9/2016: The park overrides and addons have been uploaded to the STEX:

    I also included some more relots in this upload, like some minor facelift on the stadiums and relots of the mayor statues and the farmer's market.

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    Uploaded the transport and utilities relots to the STEX!

     

    I included a small version of the water treatment plant as a standalone, as well as relots of the Maxis solar and nuclear power plants. I know, they are horribly underscaled buildings, but I facelifted them anyway :P

    You'll probably notice that the MHW version of the toll booths are missing. Turns out I accidentaly deleted them when making a backup... D'oh! >.< . Oh well, maybe I'll redo them for a future upload.

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    Private schools, Mayor art museum and the Main library have been re-lotted. Also got rid of the driveway on the high school:

    SXXwUiV.jpg

    With the exception of some small bits here and there, the civics are pretty much done at this point. Expect an upload soon :yes:

    Edit 10/1/2016: Uploaded them to the STEX!

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    ^ This.

    I also love the effect of the walls you used. Gascooker's Victorian walls look as if they had been made for those Maxis private schools, it's amazing! The same applies to CP's red brick walls and that High School. You have a very good eye for this kind of stuff.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Amazing! I just wonder how much effort went into this! Beyond any scopes...There is a question thought. How about a university renewal? Is there any idea or plans about it? As far as I can imagine it would be the piece of the cake!!!

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    As much as I love the Maxis Renewal pack, some of the lots have missing textures, and AFAIK, the pavement only uses Maxis textures. And looking at my dependencies, I downloaded everything....

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    I love the concept of re-lotting the Maxis buildings but the missing textures is driving me crazy. I'm 100% sure I downloaded every dependency listed in each file, and afaik, the missing textures are the default Maxis textures.

    renewal missing 1.jpg

    renewal missing 2.jpg

    renewal missing 3.jpg

    renewal missing 4.jpg

    renewal missing 5.jpg

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