60. Coastal Waterfalls

60. Coastal Waterfalls
Welcome back, folks. This time we head to the coastal road (highway 1) running north of town.
1. Houses and farms on the north side of town

2. More houses and a farm to the north. Traveling further we find the forest coming all the way down to the shore.

3. Highway 1 crosses several small creeks falling off the surrounding hills.

4. The first creek

5. The second has a little fancier bridge

6. The third one adjoins a marshy estuary.

7. The marsh

8. After the estuary is a line of shore cliffs with homes on the top.

9. Time on the beach.

10. The marsh and area in fall.

11. And the tile in full.

I'm not sure what i'll have next since i have a lot of half complete stuff, so it will probably be at least 2 weeks before the next update.
~cheers.

@SylvioGeorge, mymyjp, sexysark, JP Schriefer, Militant Radical, NeilsC007, dabadon5: Thanks a lot for your comments!
@LnX: lol no you don't. I really did a terrible job on that one: i got frustrated with it and didn't finish it. If you really want to see it there is a pic on this CJ at simpeg, top of page 41.
@slickbg: thanks! i just copy what i see on the coasts here. I think a lot of it has to do with the piles of driftwood tossed up at the stormline just above high tide mark. I don't see that in a lot of sc4 beaches.
@jmsepe: The terrain is Gobias' sunken valley, along with his Vancouver Island beach mod and Inside Passage water mod, with my own custom tweaking of the water alpha using reader. All are available on the LEX.
@Kisa Atsuko: I have 8Gigs of ram, a 64bit OS, and the memory patch applied to sc4, and this is near to the maximum my PC can handle. With those specs it can fully run a 96x120km region (this is 88x120). The max i've gotten it to actually open is 112x120, but at that size it barely runs. I doubt 6 gigs of ram or less would actually run this region.
@sucram17: lol i love that .gif
@indecisive_compulsive: all my cities are functional (they have to be to get residentials to grow). I don't use any 'cheats' per se, but i use a heavy variety of mods that effect gameplay in ways that some people would probably consider 'cheating'. Some of these are somewhat neccessary since maxis never finished out and balanced some aspects of the gameplay, such as farm behavior and traffic. That said, 'cheating' if i had to wouldn't bother me at all, because after you've played this game long enough you've already beaten ever aspect of the simulator. At that point the simulation becomes largely irrelevant, because you've been there, done that, got the t-shirt. Then the game just becomes a tool for creating art, and how you modify that tool once you've mastered it doesn't detract from what you create.
@whiteyboybob: Thank you! Yeah, i know about the farms. The thing is these tiles are very quick filler tiles to start off demand in my region, meaning i only spend a few hours on each just to get it done quickly. If it were a more detailed tile, like inner cities and ports where i spend 20+ hours on it i would take care of all those little realism details. Since these last few updates have been from filler tiles im content to just take whatever grows.
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