Jump to content

10 posts in this topic Last Reply

Highlighted Posts

G'day all! :D

 

There's something I'm just struggling with ever since this game came out: how do you usually "end" your cities? Or, if you will: how do you transition from the very last building in your city to the vast wilderness oustide? I don't know how to make that transition. Do you have examples and such? Thanks :)

 

 

20170507202103_1.jpg

Share this post


Link to post
Share on other sites

Google earth is your friend, especially since you can now tilt to get a more "game-like" view.  It obviously depends on the region but some places just oddly end.  If you have hills/mountains you can build up to a specific elevation (use the elevation mode to view the topographic lines).  That will give your outskirts a less straight cut and more curvy edge.  If you're trying to fade out into something flat maybe try to work into a grid and slowly decrease the density of roads within and forming the grid.  If you look in the midwest USA you'll see that kind of transition.

Specifically from your screenshot I'd suggest forming a grid starting maybe 10x20 (or whatever your block size is closer to the city, then a few blocks out going to 20x20 then 40x40 etc.  When you hit that little range of elevation cut each road at a specific level. See my super super ugly paint version.

fade.jpg

Share this post


Link to post
Share on other sites
  • Original Poster
  • Thanks alot for the suggestions: really appreciated! :)

     

    @Avanya: Yes, I saw that video... a looong time ago: I must have forgotten it! :D

    @Rotype: ok, you paint diagram is a bit crude, but the idea is very clear! Thanks! Also, I'm having a look at your YT series ;)

     

    Share this post


    Link to post
    Share on other sites
    15 minutes ago, cromabianca said:

    Thanks alot for the suggestions: really appreciated! :)

    @Rotype: ok, you paint diagram is a bit crude, but the idea is very clear! Thanks! Also, I'm having a look at your YT series ;)

     

    You're welcome and thanks for the view(s)!  

    I feel I should say the paint diagram is by no means representative of my actual in-game work.  I'm just in the office now and can't get in-game (or in-photoshop) to make something better. :yes:

    Share this post


    Link to post
    Share on other sites

    I think you might find this short article [link] useful. It's more like a real life explanation of how cities (especially in the US) tend to "end", how history and laws determined the kind of developments the cities would undergo, from their inner cities to different kinds of suburbs and exurbia. Quite an interesting read for your purpose I think.

    Share this post


    Link to post
    Share on other sites

    The cities we build have such a size that in real life they would be agglomerations, which means a center (the city) and a periphery (satellite cities), which means you can build several more places on the outskirts of your main city. These can be anything from small towns to tiny hamlets, old or new (imagine how your city would have developed over time, gradually expanding from where it all started). In between all these different places you can do anything you want (industry, commerce, leisure, sports, nature, agriculture - you get the point), and connect them with rural roads and national highways. And the further you get away from the center, the more natural or agricultural things get.

    In your case, why not expand towards a themed little town on the far end of the lake (water sports, outdoor activities, cute little historical center), industrialize the 'south' shore, farmland towards the top right - just thinking out loud here *:)

    Share this post


    Link to post
    Share on other sites

    I like your idea @Judazzz, but strictly speaking the cities we see a lot of here (many very large skyscrapers in downtown, multiple many lane highways etc.) would have immense urban sprawls.  A good way to check the scaling (not that the scaling in C:S makes any sense :P) is to open up terrain.party and move the tile marker over your favorite city.  You'll see even if you pick a small city like Indianapolis, IN (some skyscrapers, a decent size interstates nearby) you'll see that the 18x18km box is still mostly full with either urban core or sprawl.  In the US at least it's rare to see farms w/in 9km of skyscrapers.

    That's not to say you can't build your city any way you want, and I'm certainly planning on putting farms a lot closer to my skyscrapers than they are in real life to add some variety. :D

    Share this post


    Link to post
    Share on other sites

    @Rotype - you're definitely right that we'll never reach a scale of real-life cities: even if we'd have enough room (current maps are too small for a properly sized city), we'd run into all the built-in limits way before we'd ever get close to a realistic size.
    So down-scaling is key indeed: most players build skyscraping downtowns, but compared to real-life even they are way too small. For example, downtown Denver or Pittsburgh, not really giants of cities, have downtowns that alone are larger than the majority of C:SL cities (if you include the old residential area's, warehouse districts, etc.). Same with major thoroughfares: big cross-town avenues in C:SL are typically just a handful of miles in length at the very most, whereas in real life they not seldomly go on for tens of miles (often eventually becoming national routes that connect smaller cities). And the same can be said about pretty much all the other types of neighborhoods, be it 19th/early 20th century row/terraced houses, garden estates, "projects", late 20th century cookie-cutter 'burbs, commercial districts, industrial estates, ....
    So pretty much everything is (needs to be!) down-scaled in order to create a city that contains all the main ingredients of a big city. So when you go down that road and down-scale your entire city, why not continue that in the surrounding area's? At least that would give a complete picture of a city that slowly transitions into the 'hinterland', instead of abruptly ending - in the end, we (or many of us) try to build as realistic as possible, but it'll always be within the (considerable) limits the game imposes on us. Which means that despite the game's grandiose name, it's (in my opinion at least) way more suitable to build a small city (about 100.000 inhabitants) with some surrounding towns and villages, rather than huge metropolises with the eponymous skylines...

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Wow! Thank you guys! Your replies are amazing! I love Judazz's suggestions!!! And, TekindusT, let me say this: the article you posted was such an interesting read! Thank you again! You guys are heroes! :D

     

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now


    • Similar Content

      • By LittleMac
        Hello guys. As i am a person who loves documentaries, this is a project that I always wanted to do, hope you enjoy it. In this series we tell the story of the fictional city of Anchieta, using Cities: Skylines! From it's emergence in a small town, until the transformation into a metropolis, we will follow this journey through history, geography, architecture and urbanism! This is the first episode, from the foundation of the village until it's evolution to become a imperial city. Don't forget to subscribe and like the video for more content if you like it!
        Link of the first episode: 
        Some maps that i did:
         
         

      • By shawn cheah
        In episode #1, we kickstart the city by building up a small island and than looking to spread out our city in the next episode. We so far have began to build our skyline, and commercial districts and the iconic japan neon light street. Project Japan is a humble attempt to build a somewhat realistic looking Japanese city situated somewhere between Okayama and Kobe on the northern shore of the Harima-nada sea. Japanese city series are almost non-existent, perhaps because of the serious ack of Japanese themed assets on the workshop. Finding inspiration can be tricky. Therefore, revamps are to be expected throughout the series, as i get better at building Japanese cityscapes and/or new assets become available.
        Find out more by watching my video below. 
         
         
      • By Mikimoto26
        Pegg Bank began as an experiment in city building using techniques that would prevent the Infinite Commuter Loop, an issue this Mayor has always dealt with.

        Named for the Star in the Reasonably Priced Car on the episode of Top Gear at the time, Simon Pegg.

        This coastal town began with 4 little towns in a surrounding region, only one being connected by a single road to the north.

        The town began along the coast, focusing on Manufacturing industry. Soon the growth spread to commercial and more people began to move in.




        Currently plaguing the city is the mass of commercial buildings that have taken over the majority of the coast. As seen in the photo above, it is the same time of building over and over.

        How can this city move beyond this sprawl of commercial?
        With hardly 20K sims living in Pegg Bank, upgrading to high density commercial is not an option at this point, even with the healthy budget with a surplus of at east a few thousand over expenses.

        Residential areas are compact, with the majority of buildings being constructed on a 1x1 tile.




        The residential developments are created in pods of 10x10 with roads or streets 2 tiles apart to lead the 1x1 homes to the main street down the middle. That main street will lead directly to the commercial (where the majority of sims work)




        How can this small city expand, knowing that the majority of land area will go to commercial builders?
      • By VitroOliveira
        City wide fire station plugin or dependency fault... help please...

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Echange.
    Make a donation and get one or all three discs today!

    stexcollection-header.png

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections