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Rochefort

Mountain Roads - A Mini Tutorial by Rochefort

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  • Original Poster
  • Hi everyone and welcome to another mini tutorial.

    This time I'm offering up my version of a pleasant mountain road for your sims to enjoy during their Sunday afternoon drive out into the wilderness.
     
    As usual, no rocket science involved..just a nice simple idea to beautify your countryside. Please note, this is NOT a new idea but hopefully it will help some newer players and inspire some experienced ones to tweak the odd route in their cities.
     
    Firstly, I'll be using (as always) smoncrie's brilliant hole digging lots, a little bit of bones1 slope mod thrown in and lots and lots of jeronij's superb new Modern Concrete Diagonal Walls v2. All of these fantastic enhancements to the game can be found easily on the STEX.
     
    Ok, we need a landscape and for this I've thrust up a small mountain range on a large map and I've drawn a rough guide as to where I want the road to go. Tip..think about the route of the road before you go racing in & bulldozing your way through Mother Nature. The road should wind across the mountain gently and blend into the scenery, not dominate it. Think about the contours of your mountain and try to choose a route that seems natural and not forced through.
     
    <ahttp://www.simtropolis.com/idealbb/files//Empty%20Mountain.JPG align=baseline>
     
     
    Next, using mainly single road tiles but in trickier areas a splattering of the levelling tool in Mayor Mode, you will need to clear your route across the mountain. I recommend you do this to a width of at least 3 tiles, any less and you will not be able to complete the road in all its glory.
     
    <ahttp://www.simtropolis.com/idealbb/files//Marking%20Out%20The%20Road.JPG align=baseline>
     
    You may want to vary the height of the road and this is where bones1 slope mod comes in handy for nice, gentle slopes between levels. Simply lay single road tiles on the two height levels until they reach each other and form a straight vertical rise, then demolish the tiles and lay a road from top to bottom of the two levels.
     
    <ahttp://www.simtropolis.com/idealbb/files//Making%20Slopes.JPG align=baseline>
     
    Continue marking out the route of your road all the way to it's exit point to SimNation.
     
    <ahttp://www.simtropolis.com/idealbb/files//Road%20Marked%20Out.JPG align=baseline>
     
    Now the test of your route planning comes when you demolish the road tiles. A well laid plan will leave the mountain side still looking natural, with the path of the eventual road hard to see on the farthest zoom.
     
    <ahttp://www.simtropolis.com/idealbb/files//Road%20Marking%20Out%20Destroyed.JPG align=baseline>
     
    Ok we are now going to create the base for the road itself. Using the sunken hole digger lot from smoncrie's set, lay a small row on the outer tiles anywhere you like along the route you've marked out. I've started at one end because it seems logical but you can please yourself.
     
    <ahttp://www.simtropolis.com/idealbb/files//Lower%20the%20Bottom%20Tile.JPG align=baseline>
     
    Note that I now have a straight edge between the lower and the upper flat tile areas. This is crucial to the success of the road.  Now, using single road tiles again mark out the route of both the upper and lower levels along your entire path.
     
    Marking%20Out%20the%20Wall%20Area.JPG
     
    If you've raised or lowered the path at any point you are going to have to reproduce the slope for the lower level as well. I recommend you lay a second row of the sunken hole digger lots well onto your differring level and work your way towards the join of the two.
     
    <ahttp://www.simtropolis.com/idealbb/files//Marking%20Out%20The%20Wall%20on%20a%20Diff%20Level.JPG align=baseline>
     
    Now continue to lay the two level as previous all the way to the end of your route.
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Marked%20Out.JPG align=baseline>
     
    Now demolish the lower level tiles.  You can, if you wish, demolish the lot but its pretty pointless as we're about to mark out the actual road itself on the top level. The tiles will join together as you lay the road anyhow so save yourself the trouble and the expense of demolishing them.
     
    So, as stated, now lay your road along the route of the upper level.
     
    <ahttp://www.simtropolis.com/idealbb/files//Draw%20the%20Road.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Road%20Close%20Up.JPG align=baseline>
     
    Now is a good time to use ctrl + alt + shift and pop into God Mode to cover your mountain side with trees to whatever extent you see fit. I'd recommend you did this (and I know most of you do) as it will really set off the finished road.
     
    <ahttp://www.simtropolis.com/idealbb/files//Cover%20With%20Trees.JPG align=baseline> 
     
    So we have a well laid road with some scenery for the sims to enjoy, but we're not finished yet.
     
    Go back into Mayor Mode and switch on the Zones option in the City Data Views panel.  This will enable you to complete the next step unhindered by the trees you've just plopped all over the mountain.
     
    Now comes the decorative stage I like to fit into all my tutorials. I've used one of Jeronij's greenish walls from the new set because I feel it goes well with the trees and the green mountain side. If you're building the road on much steeper terrain where trees are not going to play such a large part in the overall look, you may want to go for something different.
     
    <ahttp://www.simtropolis.com/idealbb/files//Laying%20the%20Wall%20In%20Zone%20Mode.JPG align=baseline>
     
    Anyhow, plop those walls to your heart's content, click back into Budget View and enjoy the scenery my friends.
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%201.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%202.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%203.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%204.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%205.JPG align=baseline>
     
    <ahttp://www.simtropolis.com/idealbb/files//Wall%20Shot%206.JPG align=baseline>
     
     
     
     

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    Great tutorial!

    I believe there was a senic overlook on the stex not too long ago. Add one of those to this and a ranger station. Then you'd have a State Park/National Forest.

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    Very nice tutorial.  Question, could those walls be similarly placed on the upslope side of the road?  So that it gives the idea of the road being carved out of the mountain.  I'd go into SC and try but I'm having some comp troubles

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    Date: 2/16/2006 8:09:31 AM Author: KoolSIM A must - recommend for the Omnibus. This is so cool!! Keep up the good work! 44.gif
    quote>

    Yes I agree, contact the admins and they will send you all the details.

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  • Original Poster
  • Thanks to everyone for the comments.
     
    ggaleazz, I will try it for you and post the result.
     
     
    Date: 2/16/2006 5:10:12 PM Author: storms991 nice, although I only terraform water, easier to grow buildings
    quote>

    I have to be honest here storms, you lost me with this post.

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    This I think would also be useful for railways 19.gif

    ive also found that BRF's tunnel slope mod helps with making mountain roads look much better as it gets rid of ridiculous gradients and a more smooth look

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    Date: 2/16/2006 5:10:12 PM Author: storms991 nice, although I only terraform water, easier to grow buildings
    quote>


    I have to be honest here storms, you lost me with this post.

    quote>
    I think he means all he ever terraforms in his regions is waterways, since hills and mountains make it harder to get a good-looking city...

    Anyway, this is a very good guide. Very good, I say. It will help me in some places. Omnibus quality.

    /Zed

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    Great !! It makes cool roads !!
    But for me, Jeronij's walls are too... dirt... It make the road looks like abandonned road I think... too bad face-icon-small-disgusted.gifface-icon-small-sad.gif
    But great job anyway !!

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    Another great Rochefort tutorial.

    I like to build my really rural roads without walls, though - makes them seem more realistic.

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  • Original Poster
  • Thanks again everyone, I really appreciate the feedback. And big thanks to Zeddic..I think I understand it now. Rochefort

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    I have to say that although this tutorial is useful and will help out in many situations, I feel that this isn't realistic. I dont know of many mountain roads that are on the same level and dont have rises and valley's to negotiate. Secondly, I would only use Jeronij's walls in this case to retain a cliffside that might decide to collapse onto the road surface.

    Now, if you want to throw some rotten tomatoes, they're in the corner but that is what I think. No offense to Rochefort, I can see that alot of preperation went into this and I wouldn't want anything bad to come of it. But that's just the way I feel.

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  • Original Poster
  • <p>Thanks for the post Wallasey and you'll hear no complaints from me on the content.</p>

    <p>Forums are about exchanges of views and critisism when applied constructively can only help.</p>

    <p>The main point of all my tutorials is to offer ideas and rather than "do as I do", I hope they are taken as "take from them what you like and ignore the rest".</p>

    <p>I actually got the idea from the mountain roads around the Pyrenees, although they use much smaller stone walls with less visible retension below the road. Unfortunately I have nothing in my plug in folder even close to the style so I have produced the closest I could. As for the rises, valleys etc..this is something I am tackling in a forthcoming tutorial.</p>

    <p>Thanks also to mayorron and I think you're referring to jeronij's retaining walls which can be found on the STEX once its back. Could I ask you to edit your post to remove the entire tutorial that you've quoted as it kind of junks up the thread.</p>

    <p>Thanks</p>

    <p>Rochefort</p>

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    mayorron: You don't have to qoute his entire post, that's alot of images to load and alot of space taken up..

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