It is a fairly flat map with space to create a few cities, with a huge resource of everything to haver.
It was updated because it had some minor errors in elements that were not registered, those elements were eliminated for a better subscription.
You will also be placed a new theme that is available in the area of the necessary elements, without enlisting to me I liked to combine this theme with Realistic II - After Dark optimized you can have it from this link
It also has a huge beach for the creation of a good tourist visit.
It has a boat route that goes into the lake, in the middle of the island, you get a big river giving it a good strategy for the shops.
You can also use mod 81 Tiles (Fixed for 1.2+) for a bigger contror of the island but it's just an option.
I hope you like the new update and remember to comment is to please rate the map with a little finger up.
i created a custom medium road with two tram lanes in its middle (center of tram lanes at +1,5 / -1,5 meters from the median). To make the rail transition with the vanilla medium road w/ tram, shall i create the rail transition (curve) by myself or it is calculated by CS?
For illustration pls check the below schreenshot (it is wip, still a lot of adjusment needed, i know)
Thanks in advance,
I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys!
I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved.
I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum:
I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy:
I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers.
It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows.
I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods).
Here are my current diffuse and spec maps:
How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery.
My next question is, what is a good approach to make the LOD model?
Thx for looking & thx in advance for your suggestions.
By Shannanigan O'Crabby
I'm new to the world of Cities: Skylines. My brother told me about it on Christmas... I bought it the next day and now I'm making "stuff"! I'm going back to school for Mechanical Design (after 15 years as a footwear designer, drawing everything "by hand"), learning Solidworks, Creo and AutoCAD in school, and teaching myself 3D Max and Blender. This is a great outlet to practice everything with a purpose, rather than randomly building things.
I'm really into 1950s & 60s kitschy Mid-Century Americana. So thats pretty much the style all my assets will be... bright colors and funky shapes... the cheesier the better! I'm going to use this post to share my creations. I'm still figuring out some of the back end info for creating assets... but eventually I'll start posting to the Steam Workshop.
First up... a couple props! I love big, obnoxious signs! Expect a lot of those... Lol!
Entry 1: Beginnings of Seattle, Washington... and early setbacks/rebuilding.
As most of you know by now, I've been showing off bits and pieces of my work in progress of building Seattle, Washington for Cities:Skylines. I feel it is time for me to consolidate my progress work in a CJ place so I can share and you see my continual work in as close of an interesting city. Some background on myself, I've loved SC4 finally came back to the city simulator world when Cities:Skylines came out. My decision to build Seattle is due to living in the Pacific Northwest, although not in the city itself, for a number of years and the challenge it presents to a city planner.
So without further ado, presenting Seattle!
I took Steam workshop map of Seattle and then I roughly recreated the regional highway network. This work goes back sometime before After Dark.
It was here that began my work on perfecting multi-level interchanges with the signature work on the Interstate 5 and Interstate 90 interchange. This is first version built in map editor, obviously not perfect. You'll see throughout this journal the gradual improvement on this design, which influences how I build interchanges now.
As you can see, learning the finer details of onramp/offramp placement is pretty key to making good looking interchanges. Too bad there was not any retaining walls at the time...
Oh hey, look sunken wall assets are made. This was my first real test of using them to prop up a hill slope while using duckclog's pillars. Unfortunately, I only had a single save file at this time of Seattle and the save file was corrupted.
Well, it was a learned lesson to have two save files of that ever went down again... but the corrupted file incident provided an opportunity to rebuild in a more correct way. I started Seattle again in the southern industrial heart near the I-5/I-90 interchange and made some immediate build changes.
First, Holgate Street Bridge and rebuilding Interstate 5 as elevated viaduct highway as it should be through this area.
Second, rebuild western termius of Interstate 90 near Safeco and Century Link Fields.
Rebuilding the Interstate 5/Interstate 90 interchange in it's third and final configuration. Sorry about the quality of this particular shot... As noted that new placement means a new alignment of the rest of Interstate 90 northward eventually. Note that Interstate 5 is fully elevated now throughout this shot compared to earlier shots.
Finally, overview of Pioneer Square, Sodo, and Industrial Districts. Plus, early work on Seattle CBD layout.
Next time, the challenge of building Interstate 5 through the Convention Center.
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