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In The Real World: Suburbia and (more) Sandstone

MissVanleider

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Belated replies:

@michae95l

thanks very much, it did continue... eventually. :party:

@Benedit

Thanks for recognising that they were jokes, i was a little worried people might just think i had a loose grip on reality!

@Abrams124

Thankyou, i have managed a little more work as you shall see...

@Schulmanator

very much appreciated. :)

@Sexysark:P

Thanks, i like making the city look nice and getting a consistent feel

@Mymyjp

Thank you. Now massive pressure to make the next update fun...!

@Tonraq

Thanks!

@SylvioJ

Thanks. I very much enjoy the sandstone and there are quite a lot of content which takes advantage of it.


This update will focus on one tile of the Southern suburbs of the city with no name, which isn't finished yet. (Catchy name). The suburban sprawl continues to a couple of connecting tiles, but this one is the most 'finished' the buildings are grown wherever possible, lots of bulldozing and making historical and then some plopping of buildings which fit in but are either a) not growable - such as the diagonals, or b) growable in theory but a victim of mathematics.

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An overview of this part of the city.

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Suburbia, including a parade of shops that in the real world would be guarded by gangs of agressive youths with nothing better to do. Here there is a baker, a beauty salon, a newsagents and a hairdressers. A little further up the road is the local medical clinic.

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More suburbs. Despite the traffic noise and the graveyard opposite, these suburban houses are extremely expensive due to the proximity to the local centre.

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And some more...

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And a slightly zoomed-out view. Lots of green space. The highway isn't very busy here because in some directions there is no neighbour connection RHW-tile. The sims tell stories of a bermuda-triangle like effect where cars just vanish into nothingness. They are smart enough now to avoid risking driving upon these stretches.

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In the real world, this interchange would be pretty dangerous. In Sim City 4, its just pretty. The stadium car park is half-full, but the terraces are bare. This is because the home team are poor, but the catering is excellent.

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low-rise apartment buildings, suburban houses and scattered historical buildings give way to a 'hi-tech' warehouse for a company which still exists in this reality.

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The centre of town, mid-rise buildings predominate. The area has several hotels, including a couple of my favourite BATs.

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Hotel Christine is one of the older hotels and is famous for it's reasonable prices and flirtacious bar-staff.

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A small mosaic of the centre. making the horrid grass around the maxis city hall blend in is difficult!

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second mosaic of the centre. The small brown commercial buildings are repeated everywhere despite my regular bulldozing. It's a nice neutral building which fits a lot of different settings, but it does LOVE to grow!

 

 

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I like the way you de-grid !:-) Nice work with the diagonals et al. Also, the choice of buildings. The City With No Name deserves one !

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What mod do you use for the grass textures? A great CJ though, has the feel of an actual town and the attention to detail is GORGEOUS!

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The city has a neat layout to it and you make use of a nice selection of midrise lots.

I see you use hydro pylons a lot and that's cool, I like using them as well but you should try to make them continuous. In some cases you do but in others they're just a pair by themselves. I recommend you either make them continuous so that it looks like a hydro corridor. For when you need to get power to reach zones farther out just place the empty grass lot every 4 or 5 titles apart. Also I notice you use the game radio & tv tower. If your interested in including those kinds of structures in your cityscape, I actually have several custom made ones on the exchange (such as http://community.simtropolis.com/files/file/30692-wbns-tv-tower/) and I think they would look great in your town.

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