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atlanta of simtropilis

city89

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Here we see the city of Sissiro the seat of Lemon County and largest city in the state of Anarondack. this city started out as a small town on the river Menz as a place to catch fish and mind the river bottom for gold and silver but that was back in yesteryear in 1704. Doing the mid 17th century the town started to expand with the great migration west word and the great open spaces of the state of Anarondack. But as more and more people started to come in like bugs to a colony and bees to sweet honey the city started to spread like a wild fire in the forest the small town jumped from only 538 people to a mouth dropping 110.234 in just 4 weeks time this is just unheard of the city was on the move like a fright train and if anyone stood in its way would be run over like road kill on interstate 9. The city in its present day of shops towering office blocks and busy  Boulevards are the life blood of the city that is very bold and out spoken but yet friendly and very inviting to young and old people alike and has lots to do in its downtown area. The city has Museums parks sports complexes and a world renowned night life that puts New York in the dark and tells Tokyo it must go people can be seen dancing in its street and rocking to its beats until not 5 r 6 but get this 11 in the morning now that a party city i want to shake my grove thang in lol. but the city is not all about the party seen the city has lots of companies and large corporations in its downtown core and by its busy international airport the city is one of a kind and is like no other in the world its fun and full of youth so come by and say saha that means hello in simland native talks until then see you later.

 

I HOPE YOU IN JOY YOUR STAY IN SISSIRO  I KNOW I DID AND WILL BE BACK VERY VERY SOON :yes:0:):rofl::thumb:

SISSIRO-Dec. 20, 211437616282.png

SISSIRO-Dec. 20, 211437616509.png

SISSIRO-Dec. 20, 211437616605.png

SISSIRO-Jan. 6, 221437625722.png

SISSIRO-Nov. 6, 291437694156.png

SISSIRO-Dec. 20, 211437621951.png


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This might sound a little harsh but this is a very rough presentation. If you're going to present in a city journal perhaps one should expect such. So, first off, you have significant duplication, abandoned buildings and frankly there isn't a whole lot cohesion. There's potential, but I can't give rep for such a presentation...

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Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

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Cool stadium

thank you

Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

thank you

This might sound a little harsh but this is a very rough presentation. If you're going to present in a city journal perhaps one should expect such. So, first off, you have significant duplication, abandoned buildings and frankly there isn't a whole lot cohesion. There's potential, but I can't give rep for such a presentation...

how do i stop that from happening

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Cool stadium

thank you

Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

thank you

This might sound a little harsh but this is a very rough presentation. If you're going to present in a city journal perhaps one should expect such. So, first off, you have significant duplication, abandoned buildings and frankly there isn't a whole lot cohesion. There's potential, but I can't give rep for such a presentation...

how do i stop that from happening

Quite honestly, does the abandoned building problem matter? Not all cities are perfect. Some CJs are about the perfect city and the best outcome you can have for SC4 and that's fair enough. Others are about dilapidated cities, each with their myriads of problems and issues, planned as imperfect perfections, and should be celebrated as such.

The one thing that does need fixing would be the different textures on the highways, and maybe the residential arrows (I don't remember if they can be removed in SC4) but that's pretty much it. It is not a perfect CJ, but it's trying.

Having said that, here are a few answers.

To fix duplication, the easiest thing is simply to download more mods. You may also want to hand-delete some of the identical buildings that grow in hopes something else grows instead. You may want to re-draw each of the lots so that a single 4x4 tile becomes several 2x2 tiles. This may let some smaller buildings time to develop, and give the city a more realistic overall feeling. 

Look at other CJs, and at general articles on the internet about city planning. Try to draw inspiration from those theories and how cities that inspire you are built. My SC4 CJ (that I have given up, sadly, despite its having far more views than my current CJ) was about 1950s towns developing into something bigger - http://community.simtropolis.com/journals/journal/4173-the-commonwealth-of-traebia/.

The big picture was actually just to let the towns develop, without building too much in advance, but I had to micromanage several parts of the region to make them feel more than just a bunch of buildings growing together. To some extent this is what I do in my CSL CJ. However, some cities ARE just a cluster of places put together - though I would agree that giving a more coherent view may work better - perhaps by thinking of how the town would have realistically been built, or even better, building it as you go. It can be a grid city, so long you think of the underlying logic behind its construction.

Abandoned buildings can become vacant for a million reasons, and you must ask whether you want to show dilapidation or not. Abandoned buildings are fine, even high rises. My new home town of Leicester has a high rise tower that has remained vacant for years and is not going to be very easily put back into service. In the closer suburbs, dilapidation might even be expected as people moved to the suburbs and the buildings in the closer suburbs used to be lower-class housing districts in the first place. If your city is undergoing economic stresses, they may hint at the precarious state of the overall finances, which if you want to build a city (and not just build a save file) may even be wanted. You can do updates about the slums and even download lots that enhance this darker side of every town.

A very good way to make a city feel more realistic and alive is to give names to buildings, bridges, etc. Naming things is a way to make a work of literature feel more immediate and real, and toponymy goes a long way. Even better, you can put descriptions and explain the history behind pictures, either metadiegetically, exposition, or narration.

Still, if you do not want to go for a perfect game, and I highly suggest you don't go for perfect cities, use this logic and design flaws of your own. Not all traffic has to be smooth - most cities in the real world are usually defined by traffic jams after all.

Some people make CJs about the game. Others make CJs about cities. Yours has potential to be one or the other, but remember : not everything has to be fresh and smooth if you choose it does not fit your style.


  Edited by Linoa06  

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Cool stadium

thank you

Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

thank you

This might sound a little harsh but this is a very rough presentation. If you're going to present in a city journal perhaps one should expect such. So, first off, you have significant duplication, abandoned buildings and frankly there isn't a whole lot cohesion. There's potential, but I can't give rep for such a presentation...

how do i stop that from happening

Quite honestly, does the abandoned building problem matter? Not all cities are perfect. Some CJs are about the perfect city and the best outcome you can have for SC4 and that's fair enough. Others are about dilapidated cities, each with their myriads of problems and issues, planned as imperfect perfections, and should be celebrated as such.

The one thing that does need fixing would be the different textures on the highways, and maybe the residential arrows (I don't remember if they can be removed in SC4) but that's pretty much it. It is not a perfect CJ, but it's trying.

Having said that, here are a few answers.

To fix duplication, the easiest thing is simply to download more mods. You may also want to hand-delete some of the identical buildings that grow in hopes something else grows instead. You may want to re-draw each of the lots so that a single 4x4 tile becomes several 2x2 tiles. This may let some smaller buildings time to develop, and give the city a more realistic overall feeling. 

Look at other CJs, and at general articles on the internet about city planning. Try to draw inspiration from those theories and how cities that inspire you are built. My SC4 CJ (that I have given up, sadly, despite its having far more views than my current CJ) was about 1950s towns developing into something bigger - http://community.simtropolis.com/journals/journal/4173-the-commonwealth-of-traebia/.

The big picture was actually just to let the towns develop, without building too much in advance, but I had to micromanage several parts of the region to make them feel more than just a bunch of buildings growing together. To some extent this is what I do in my CSL CJ. However, some cities ARE just a cluster of places put together - though I would agree that giving a more coherent view may work better - perhaps by thinking of how the town would have realistically been built, or even better, building it as you go. It can be a grid city, so long you think of the underlying logic behind its construction.

Abandoned buildings can become vacant for a million reasons, and you must ask whether you want to show dilapidation or not. Abandoned buildings are fine, even high rises. My new home town of Leicester has a high rise tower that has remained vacant for years and is not going to be very easily put back into service. In the closer suburbs, dilapidation might even be expected as people moved to the suburbs and the buildings in the closer suburbs used to be lower-class housing districts in the first place. If your city is undergoing economic stresses, they may hint at the precarious state of the overall finances, which if you want to build a city (and not just build a save file) may even be wanted. You can do updates about the slums and even download lots that enhance this darker side of every town.

A very good way to make a city feel more realistic and alive is to give names to buildings, bridges, etc. Naming things is a way to make a work of literature feel more immediate and real, and toponymy goes a long way. Even better, you can put descriptions and explain the history behind pictures, either metadiegetically, exposition, or narration.

Still, if you do not want to go for a perfect game, and I highly suggest you don't go for perfect cities, use this logic and design flaws of your own. Not all traffic has to be smooth - most cities in the real world are usually defined by traffic jams after all.

Some people make CJs about the game. Others make CJs about cities. Yours has potential to be one or the other, but remember : not everything has to be fresh and smooth if you choose it does not fit your style.

Well, let's get one thing off the table; these are opinions, and as people respond and comment (as they so desire to) I am inclined to do the same.  To me, abandonment does matter. Perfect? What's perfect? I am not sure there is any definitive way to determine what constitutes a perfect city. I made the comment I did and stand by it, one may receive both criticism and compliment here....


  Edited by gviper  
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Exactly. Matter of opinion. You gave yours, I gave mine, even though none of us are entitled to anything.  (funny how opinions work, huh?)

Not something to get worked up over really.

Those are two different conceptions as I clearly said (that's what juxtaposition and non-restriction are about), different paths for the OP to choose from, regardless of personal opinions.  This is a discussion, not a debate, there is no need to "put things over the table", no reason to see a personal attack where none was even suggested. 

 


  Edited by Linoa06  

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Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

Exactly. Matter of opinion. You gave yours, I gave mine, even though none of us are entitled to anything.  (funny how opinions work, huh?)

Not something to get worked up over really.

Those are two different conceptions as I clearly said (that's what juxtaposition and non-restriction are about), different paths for the OP to choose from, regardless of personal opinions.  This is a discussion, not a debate, there is no need to "put things over the table", no reason to see a personal attack where none was even suggested. 

 

Everyone is entitled to it´s personal style or taste or way of expresion ! Eye catching pictures with the grid turned of by the G key do look more inviting, if one likes abbandoned or repetative buildings it´s a personal taste. Spartan style with the maxis only mods is a choice or necesity if the NAM and RHW are to difficult handel. Some stay with their choices, some change them, it´s all up to what one´´s likes !

  • Like 1

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Cool stadium

thank you

Agree that it doesn´t have the refinement and style. Abbandoned buildings are a No, everything must be fresh and smooth. Fifth edition of the ever CJ your still have to learn the basic,s like turning of the grid. Try to cover the story over the whole CJ not all at the top only, As mentioned it´s still only the fifth editon so there´s still room for improvement !

thank you

This might sound a little harsh but this is a very rough presentation. If you're going to present in a city journal perhaps one should expect such. So, first off, you have significant duplication, abandoned buildings and frankly there isn't a whole lot cohesion. There's potential, but I can't give rep for such a presentation...

how do i stop that from happening

Quite honestly, does the abandoned building problem matter? Not all cities are perfect. Some CJs are about the perfect city and the best outcome you can have for SC4 and that's fair enough. Others are about dilapidated cities, each with their myriads of problems and issues, planned as imperfect perfections, and should be celebrated as such.

The one thing that does need fixing would be the different textures on the highways, and maybe the residential arrows (I don't remember if they can be removed in SC4) but that's pretty much it. It is not a perfect CJ, but it's trying.

Having said that, here are a few answers.

To fix duplication, the easiest thing is simply to download more mods. You may also want to hand-delete some of the identical buildings that grow in hopes something else grows instead. You may want to re-draw each of the lots so that a single 4x4 tile becomes several 2x2 tiles. This may let some smaller buildings time to develop, and give the city a more realistic overall feeling. 

Look at other CJs, and at general articles on the internet about city planning. Try to draw inspiration from those theories and how cities that inspire you are built. My SC4 CJ (that I have given up, sadly, despite its having far more views than my current CJ) was about 1950s towns developing into something bigger - http://community.simtropolis.com/journals/journal/4173-the-commonwealth-of-traebia/.

The big picture was actually just to let the towns develop, without building too much in advance, but I had to micromanage several parts of the region to make them feel more than just a bunch of buildings growing together. To some extent this is what I do in my CSL CJ. However, some cities ARE just a cluster of places put together - though I would agree that giving a more coherent view may work better - perhaps by thinking of how the town would have realistically been built, or even better, building it as you go. It can be a grid city, so long you think of the underlying logic behind its construction.

Abandoned buildings can become vacant for a million reasons, and you must ask whether you want to show dilapidation or not. Abandoned buildings are fine, even high rises. My new home town of Leicester has a high rise tower that has remained vacant for years and is not going to be very easily put back into service. In the closer suburbs, dilapidation might even be expected as people moved to the suburbs and the buildings in the closer suburbs used to be lower-class housing districts in the first place. If your city is undergoing economic stresses, they may hint at the precarious state of the overall finances, which if you want to build a city (and not just build a save file) may even be wanted. You can do updates about the slums and even download lots that enhance this darker side of every town.

A very good way to make a city feel more realistic and alive is to give names to buildings, bridges, etc. Naming things is a way to make a work of literature feel more immediate and real, and toponymy goes a long way. Even better, you can put descriptions and explain the history behind pictures, either metadiegetically, exposition, or narration.

Still, if you do not want to go for a perfect game, and I highly suggest you don't go for perfect cities, use this logic and design flaws of your own. Not all traffic has to be smooth - most cities in the real world are usually defined by traffic jams after all.

Some people make CJs about the game. Others make CJs about cities. Yours has potential to be one or the other, but remember : not everything has to be fresh and smooth if you choose it does not fit your style.

thank u so much and god bless u and your cities

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Exactly. Matter of opinion. You gave yours, I gave mine, even though none of us are entitled to anything.  (funny how opinions work, huh?)

Not something to get worked up over really.

Those are two different conceptions as I clearly said (that's what juxtaposition and non-restriction are about), different paths for the OP to choose from, regardless of personal opinions.  This is a discussion, not a debate, there is no need to "put things over the table", no reason to see a personal attack where none was even suggested. 

 

Didn't get worked up at all, but your initial comment deserved a response since it was presented as a bit of an indictment against what I said when you wrote: "does abandonment really matter?"

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