Voice your opinion on the progress for earthwork tutorials
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1. Which earthworks tutorial series should Dragonxander make after the fundamentals?
Major transportation projects and urban renewal!!4
Help me decide the best slope mode for me3
Other (please specify in thread)0
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Welcome everyone! Today I want to present the second entry of my earthworks tutorial series! Today we're covering the basics of building a main, two-lane road into a town across rolling/undulating terrain!
I would appreciate if forum members could give me some feedback on the tutorial entry's format. This time I'm posting a slideshow video, as it was easier to make than wrestling image hosting sites with a huge upload that was gonna have about 70 screenshots.
For general discussions and polls on this tutorial series, visit:
* Network Addon Mod 36:
* BRF Tunnel and Slope Mod:
* CPT Meadowshire Terrain Mod:
* CPT Meadowshire Coast Tree Mod:
* B98 Beach Extend Mod:
* RVT Coast Mod 2009:
The very first post of this tutorial series!!
Earthwork Fundamentals 1: Starting a Town
Welcome to Emeragrove!!
Population: 0 Infrastructure: just a neighbor connection Trees: 0 Citizen complaints: 0 ...Huh....not a whole lot of action in here. Maybe we can change that!
Our blank slate: a large city tile with a river running along the western side and rolling terrain on almost all of its land area. We will settle next to the head of navigation of the small river, highlighted by the saddle shape in red.
We want to investigate the terrain characteristics in the area, we start by activating the “terrainquery” cheat (Ctrl+X, then write "terrainquery"). This allows us to obtain the tridimensional coordinates for any point within the city tile.
We find that, towards the northwest of our view, the terrain’s elevation (y = 258.9 meters above SimCity level) is a meager 8.9 meters above the game’s sea level (250.0 meters).
Moving towards the southeast, we find a slightly more elevated position, at 260.8 meters above SimCity level. We secure this elevation by plopping road tiles to form a flat surface we want to propagate via cut and fill. This matters because if the starting terrain is too low, the slope cannot be demonstrated effectively and Sims are at risk of losing everything to a river flood within the floodplain area.
We then continue placing single road squares in a checkerboard pattern and emphasizing the boundaries of the terrain we intend to level off. One convenient way to do this is to plop a sufficiently long stretch of road squares along which we’ll be dragging the roads proper to level additional terrain along the stretch of squares.
We keep dragging roads until covering an area sufficiently large to host our town’s historic center.
Now, we zoom in towards an edge of the flattened terrain. As you can notice, the slope between the leveled terrain and the floodplain may be too steep for comfort or even safety (landslide risks, perhaps?).
We can now fix that by dragging short stubs of road, starting at the flattened area’s edge. These stubs should be one square shorter than the distance needed to directly touch the floodplain.
We continue this operation until we have the particular edge covered.
Then we begin doing the same along the diagonal edge. Notice how the stub is dragged from the protruding corner of the tile.
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