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Jade Bight 5: Harlesiel

Dreadnought

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The Jade Bight 5:
Harlesiel

Thank you for paying another visit to the region of The Jade Bight.  I'm very happy to see that some of you are finding it of interest.  I am, however, a bit surprised to find there are not more visitors to the thread.  I have always believed (without any data to back it up) that there were multitudes of people all over the world visiting "Simtrop" on a daily or weekly basis.  Consequently, the Law Of Averages says there should be more people visiting my thread -- by design, or by accident.  But, I suppose, that is neither here nor there, as they say.  I am pleased that comments seem to be running to about 50% of the visitors.  Comments, critiques, AND advice are always welcome -- and always given due consideration.  I hope to hear more from all of you as you become comfortable with your visits to The Jade Bight.

I would like to take a moment to thank all of the members that have, so far, helped me move forward in what is an ongoing, and will be, a very long journey.  My clueless questions litter this forum like "landmines of stupid" waiting to explode in a cloud of dumb!!  I played Sc4 for many months with absolutely no idea HOW the little buildings appeared on the map and even less knowledge of WHERE they came from.  Many of you have taken the time to explain things to me and your advice has been much appreciated.  But I would like to extend a "special" thanks to "MGB / rsc204".  He spent a great deal of time, out of the kindness of his of heart, teaching me the techniques of making a lot.  That sounds very simple, but if you explain it properly -- as he did -- you discover that all things in this game are intertwined.  And nothing is ever simple.  I will not belabor the point, for I think MGB is a modest fellow and would shun glowing praise.  But, if not for his tireless patience and efforts -- I would have no pictures worth showing you, and would not have enjoyed the many pleasurable hours his tutoring brought me.  Whatever skills you see in these pictures are entirely his doing.

I was kind of laying about, toying with a few game ideas, considering improvements to cities currently building, and experimenting with some in-game tools I haven't used (in response to your advice and game tips).  Then I suddenly realized that Thanksgiving, here in the USA, is upon me.  I know many of you don't celebrate this Holiday -- but here in the US -- it's a major, major thing!  This is what we call a "family holiday" -- which means you gather with family and friends and enjoy the company of people you care about -- some of whom you don't get to see very often.  A young man or young lady often chooses this time to bring a "friend" home to meet Mom & Dad, or your wife or husband gets a bit "P**offed" because they have to spend the day with "the dreaded inlaws".  Either way -- I knew I was going to have to post this installment now -- or put it off for a week.  God help the man that tucks himself away in his den (or smoking room) during a family holiday.  Football is enough of an intrusion during the Holiday Season.  Sc4 would be the final straw!! (lol-lol)

This installment will be a bit shorter than the last -- if for no other reason -- it's a "small map".  And -- as we progress through our tour of The Jade Bight, there will be fewer and fewer "revolutionary" ideas or combinations to show you.  But -- there will always be a more creative way to make a presentation.  I shall endeavour to keep you entertained.

Harlesiel:
The real Harlesiel is a rather small town (about 800 people) founded in 1956 after the completion of a large land reclamation project.  It sits on the East Frisian Coast, nestled among the salt marshes and sand dunes at the mouth of the placid Harle River.  The town is something of a resort (on a small scale) with a swimming pool, golf course, several nice restaurants and Gasthouses, a small marina, and a comfortable hotel.  There is, of course, a town hall and a small cargo pier -- but the main feature is a Car Ferry running the Wangerooge Island route.

I was visiting another CJ just the other day and "Dedgren" very gently pointed out to the author that his map was far too small for "the grand scheme of things".  The scale is always the probelm in Sc4.  After my mess on Wangerooge Island, I have tried very hard to achieve my goals for a map while keeping an eye on "the scale of things".  I fear that my search for the new and unusual still gets in the way.  The size of the map, the configuration of the land mass, and the lot placement is a constant battle for space and scale.  

Schillig Roads was an improvement, but I handled the residential areas somewhat poorly, mainly because nothing grows very well in your first major city in a new region.  In a "virgin" region, residential growth can only be accomplished by suburban sprawl -- it's eats up lots of map but there is little development.  I may well come back to Schillig Roads in future and indulge in some massive suburban renewal efforts.

In keeping with my policy, Harlesiel will provide a power source and trash removal service for its' neighbor to the south -- Wittmund (currently well-advanced).  I've used a Google map for some basic ideas about the town and know it must contain trash docks, a power plant, a small marina, a car ferry, and a small cargo pier.  So that is what I must cram into a small map and try my best to make it look good!   

FOUR VIEWS:
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At first glance, the map is a bit better proportioned than Wangerooge, but still a tad crowded.  The breakwaters on the western side of the peninsula are a bit contrived, and I would rather have done without them, but the prevailing current along the Frisian Coast is from the west -- so they were necessary.

POWER PLANT:
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This time I selected a smaller power plant more in keeping with the surroundings -- the Muleberg Nuclear Power Facility.  SFBT's lot is comparatively small, compact, and they've done a good job of detailing with fences and parking.  The only thing I added was the gate and the guard's parking lot.  If you have been following along, you already know where the two lots came from.  I'm going to do a lot less explaining in this installment -- simply by not repeating what was mentioned in a previous posting.  If you still have questions -- post a comment and I will do my best to answer.

TRASH DOCKS:
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Here you have the inevitable PEG trash docks in an out-of-the-way corner, with a PEG "ploppable" scow anchored alongside the breakwater waiting it's turn.

"Nob" CARGO PIER:
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Here we have two views of the cargo handling facility for Harlesiel.  The "Nob" pier lots are ideal for these small harbors -- kind of "grungey" and run-down.  I've placed a small "token" rail yard in the interests of realism, but resisted getting carried away with it.

CARGO DETAIL:
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The cargo handling area to the left of the pier was deliberately built out on extended land and contained by ripp-rapp seawalls to give the impression that it had been recently built to up-grade the facilities.  This is a smaller configuration of my "Modular Cargo Set" of custom lots.  I designed the set so that it could be layed-out in any shape, and could be made as small or as large as needed.  Ahhh -- the joys of what you can do with EDITOR and the "prop locker".

BRIDGE & BOATS:
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The bridge was chosen for it's antique look -- something you might find out on the wilds of a coastal plain.  It is too high, and the approaches are a bit cramped -- but, as you see -- I had to leave room for pleasure craft bound upriver for Wittmund.  Note the "plop" boats anchored near the bank.

THE SHALLOWS:
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This was my first attempt at creating shallow areas with small islands, trees, and rocks.  In all my time playing Sc4, I had never even tried to make a small island.  The "Brigatine" water Mod was a true revelation.  (MGB's suggestion!)  I found the transparent effects of the beaches fascinating.  After much practice, I discovered that using "sea level mode", I could move offshore and create a terraced effect to the sea floor -- kind of like steps leading down to the bottom.  Further use of the Mayor Mode "smoothing" tool, produced a "shelving sea floor" with no sharp edges and a pleasing, realistic look.  From there -- it naturally followed that I would have to attempt to make shallow areas like those found all along the Frisian Coast.  I have, more or less, managed to make shallows with islands dotted about -- but have yet to attempt a salt marsh or a mud flat (most common to the Frisians).  For those of you interested, the rocks and gravel are NBVC MMP's and the Ashe trees, cattails, and bushes are from Girafe's MMP packs.  Very usefull -- I hope you will try them out.

HARLESIEL BASIN:
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Here you have the small shipping basin of the Harle River -- the chief reason for the existence of Harlesiel.  It is the life-blood of the small community.  The ferry is a vital communication link, while the marina provides a quiet little berth for those seeking a hideaway, or a safe harbor from the notorious North Sea gales.

YACHT BASIN:
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This is the yacht basin -- where the seafaring types hang out.  Some of them have found a quiet little place to tie up and live out their private lives on their boats in a friendly little village.  Others are true "old salts" who spend their time hauling small cargoes or people from port to port, while others are obsessed by the "Riddle Of The Sands" of the North Sea.  They live out their lives on the waves and the tides, only touching port for provisions and repairs.  But all of them come here for safety -- or to some other small port -- for no man is an island.

The lots started life as a "Mediterranean Marina" in Benoit's "Saint Tropez" series around 2009.  But, for some reason, he never finished nor released the lots and simply put them up for download -- as is -- over on SC4DEV.  I've always loved the PEG yachts and cabin cruisers -- the modeling work is stupendous -- but they have never been released outside their "waterfront" concepts. The other boats, by Calligrafix, are equally good -- but -- they, too, have not been seen very much.  In my obsession with these boats -- I took them and re-lotted them into what I call "The Nordswee Modular Marina Set".  It will no longer be a Mediterranean Theme, nor will it have all the trappings of the "Riviera-style" buildings (In fact, there are no buildings!).  But it is designed to fit into almost any decor you choose, and will come in a variety of lot sizes so that you can arrange them any way you see fit -- into a small, or a large marina. (You will see other examples of this size and shape flexibility as we tour The Jade Bight.)  A very generous member has kindly offered to help me get them ready for "release".  I can make a pretty good lot -- but I have no concept how they should be prepared for release so that they will be easy and trouble-free for the members.  We hope to release them soon.

WANGEROOGE CAR FERRY:
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Two views of "Somy's" most excellent car ferry terminal and car ferry boat lots.  "The Angela Pleasant" is taking on a full load of cars and passengers bound for tiny Wangerooge Island.  Somy's stuff is truly amazing -- his skills flawless -- his realism awesome (dare I use an over-worked word).  I cannot say more.

Note the use of my custom-lotted lighthouse -- fits into almost any place with ease.

HARBOR MOUTH:
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Here you see the entrance to the harbor basin.  Unfortunately, most of the harbor mouths found along the Frisian Coast are either angled, or have beautiful sweeping curves built into their breakwaters.  Sc4 does not make it easy to model something to replicate those angles and curves, so we must make do.  Since the North Sea is shallow, and very tidal -- the harbors are threatened by silt build-up.  Consequently, the breakwaters were built to prevent silt from closing off the harbors, or even moving their channels (obvious hazards to navigation).  The twin piers / breakwaters on either side of the entrance provide for a channel that may be easily dredged to the desired depth and kept that way with little maintenance.  Some of these channels extend for miles offshore because when the tide goes out, there is nothing but mud left outside the channels.  Many of the small ports have outer and inner harbors.  The inner harbors are usually a tidal basin -- closed off by locks so they will not be left high and dry.  I have yet to find any way to make a realistic looking transition between the sea and a harbor lock (but I'm working on it).

WELL  --  I said I was going to keep this one brief and to the point.  
I hope you have enjoyed the pictures and even the boring commentary! (lol)  

PLEASE -- favor me with a comment, some advice, or perhaps even a suggestion for how to throw together a tidal harbor -- with a lock!

NEXT TIME:
The Jade Bight 6:
Wittmund

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A lot of detail work! Very nice! I love the theme though some of the shore walls and their transitions are awkward and looked rough graphically. The diversity of the scenery is really nice as well! I see you have a penchant for small coastal waterway/harbor scenes right now.

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A lot of detail work! Very nice! I love the theme though some of the shore walls and their transitions are awkward and looked rough graphically. The diversity of the scenery is really nice as well! I see you have a penchant for small coastal waterway/harbor scenes right now.

Welcome back, gviper !!

First on the comment page!!

As always -- thank you for the compliments.  I'm happy to see some of the members are enjoying the pictures -- that kinda' makes it worth all the effort!

Yes -- some of the seawalls in the marina lots are a bit rough here and there -- but there is a limit to what my meager skills can accomplish with EDITOR.  A "batter" could have done much better -- but you should have seen the lots when I first started working on them.  None of them seemed to line up with one another, and a great deal of time was consumed making small adjustments and then testing them in-game to see how they looked.

You bet!  Just about the entire top half of the region (and a bit more) is mapped out as ocean-front property.  And several more maps are scheduled with navigable rivers.  I'm contemplating at least one large lake, as well.  I spent some time on the North Sea coast some years ago and I'm a bit obsessed with the quiet emptiness of the place.  Always been fascinated with ships and the sea -- almost went to sea as a younger man.  But that dream didn't bear fruit.  Yeah -- industry and seaports seems to be my strong suit.  I can't wait to start on Wilhelm'shaven -- another first -- The Navy arrives!

Nice to see you again -- come back often!!

AND YOUR COMMENTS ARE APPRECIATED !!

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Cool entry , lots of details . And you do have skills with the lot editor . I think those shallows look great with the all the details . 

I've been playing this game for years and still can't get my shores to look half that good . :thumb:

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Cool entry , lots of details . And you do have skills with the lot editor . I think those shallows look great with the all the details . 

I've been playing this game for years and still can't get my shores to look half that good . :thumb:

Yo, raynev --

You are always welcome at The Jade Bight -- nice to see you back.

Thank you much for the compliments!  It is very much part of what urges me on.

The shallows are time consuming, but I think they add a great deal to the maps.  Most people never consider making an island purely as decoration, but the scenery should be as beautiful as you can make it -- and vary as widely as possible.  You'll be seeing more of that because I've been practicing on new cities.  I'm determined to try and make a salt marsh -- just as soon as I get a clue as to how to do it! (lol)

Open up a test map in your region and just spend a day or two playing with the shore line -- you'll be surprised what you can do!!

Good Luck !

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Very nice port set-up, with everything, cargoes, ferry, yachts ! !I like the breakers for the cargo port and for the entry into what must be a river (next tile ?). But for the shallow waters, although the dressing-up is nicely done, realistically speaking I'm not sure you would have that kind of vegetation in a salt water area. Trees usually don't like salt at all, except mangrove trees, I think. Too bad we don't have any of those (that I know of ? Would be nice if a bat-lotter decided to fill that little gap...). Aquatic plants, yes, trees like the ones we have here, hmmm, no.:-) 

About Peg's ships and boats, didn't someone already make freefloating (so to speak) versions of them, distinct from his waterfront pieces ?... Ah, Lak7. But it is only for plop water, not game water... (in which case I eagerly hope you'll upload yours.)

Lastly, if I may add, your pictures would look even better than they already do if you added the Minimize Button Remover to your plugins:-) to get rid of the little square bottom left.:-)

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Nice design, but I think you're building too high off the water. Your docked boats are floating on top. Also some of the transitions from roads to streets seem unmotivated. Great mmp work as usual.


  Edited by MilitantRadical  
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You are getting great and finely observed comments, Dreadnought, and far be it for me to presume to add to them in any substantive manner.  If shoreside industry could be made, in its own way, beautiful you have succeeded.  Examining the gamesquares of Jade Bight is like looking at little natural gems.  Some might need a bit more shaping or a little more polish, but the end result can be foreseen in any event.  I'm now a follower, and have given JB five stars for huge promise, at the very least.

The bridge bothers me, mainly because I just really dislike the "Evel Knievel" approaches.  The style of bridge is perfect.  I guess what I would do if I was in your shoes is to consider gently terraforming that entire corner of the map upwards (although I know that doing so will play hob with adjacent gamesquares) so that you have enough height on each bank above the water to allow more gentle bridge approaches.  On the other hand, I know that the area you are inspired by is pretty much as flat as the proverbial pancake.  It's a tough situation.  In RL there'd just be longer approaches, but the small size of your gamesquare makes that solution impractical, if not impossible.  Best of luck figuring something out.

An aside to our friend tariely-  there are SC4 mangroves!  Very old stuff- probably 2005 or so.  I think they were created by Oppie and were on the STEX way back when as part of a "seaside" collection of plops.  Or I could be completely wrong.  I have a vast collection of DLC from back then on a dusty hard drive somewhere- I'll take a look and let you know.

 

David

 


  Edited by dedgren  
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Very nice port set-up, with everything, cargoes, ferry, yachts ! !I like the breakers for the cargo port and for the entry into what must be a river (next tile ?). But for the shallow waters, although the dressing-up is nicely done, realistically speaking I'm not sure you would have that kind of vegetation in a salt water area. Trees usually don't like salt at all, except mangrove trees, I think. Too bad we don't have any of those (that I know of ? Would be nice if a bat-lotter decided to fill that little gap...). Aquatic plants, yes, trees like the ones we have here, hmmm, no.:-) 

About Peg's ships and boats, didn't someone already make freefloating (so to speak) versions of them, distinct from his waterfront pieces ?... Ah, Lak7. But it is only for plop water, not game water... (in which case I eagerly hope you'll upload yours.)

Lastly, if I may add, your pictures would look even better than they already do if you added the Minimize Button Remover to your plugins:-) to get rid of the little square bottom left.:-)

Ah - Ha !!  A newcomer !!

Welcome, tariely, to The Jade Bight.  And let me thank you for your comments.  I do appreciate the feedback.  It lets me know where the community is centered.

THE SHALLOWS were, actually, supposed to be small islands poking up in a shallow area.  Kind of like the mass of small islets dotting the coast farther north, close inshore near Sylt.  The trees were not actually meant to look like they're growing out in the water -- but it's extremely difficult to control the "plop" of Girafe's Ash trees.  They tend to go everywhere if you "plant" more than a single tree.  When you bulldoze them to try again -- it removes the entire square and its contents.  Very  frustrating.   Mangroves are OUT -- too tropical.  And the Bald Cypress is unacceptable because I can't find one that looks nice -- though it would be closer to the vegetation found in Germany.  It's also impossible, given the game scale, to create "small" islands big enough to prevent salt water intrusion at the root base of the trees.  Therefore,  MGB's quotation comes into play -- "Go for the essence of the thing".  Besides -- the story is told that some General, when confronted with the difficulties of his plan of attack, is supposed to have said...."Why spoil the beauty of the thing by thinking it to death?"  If the scenery is pretty -- roll with it! :thumb:

The Frisian Coast is rather hard to simulate because it is sand-table flat -- interspersed with salt marshes, mud flats, and drainage channels.  A quick look at Google's satellite maps shows the scope of the problem.  I'm seriously pondering how, exactly, to create the impression of a salt marsh -- the small drainage channels -- the mud flats -- and the areas where sand has silted up behind breakwaters.  Any suggestions would be very helpful --! -- ??

The PEG boats may have been used by someone, somewhere, attached to "plop water" -- but I haven't seen them, nor would I use them.  I'm not an advocate of "plop water" because you have such difficulty joining it to Maxis (or in my case "Brigantine") water.  I'm going to experiment with some pond kits to see if I can make a reasonable looking creek or river and dress it properly with MMP's -- may work -- may not.  But I've always loved the boats -- and they've never much been used because PEG invariably built them into custom made props that were used to make their marina lots.  If you find a ketch -- it's been "batted" along with the dock it's moored to.  There have been a couple of people brave enough to make a few stand-alone "plop" versions of the PEG boats, but I believe they were made for private use and have not been released to the community.  The lots my partner and I are working on should be released soon -- but I cannot predict when.  I did the easy part -- I had the idea and used EDITOR to make the base lots.  My partner has the brains and talent and he's prepping them for release!  :]

Once again -- welcome to Jade Bight -- and thank you for the compliments.  And, yes -- I even appreciate the critique !!  Thanx -- and come again!

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Nice design, but I think you're building too high off the water. Your docked boats are floating on top. Also some of the transitions from roads to streets seem unmotivated. Great mmp work as usual.

Yo, MR --  Nice to see you back!

You're bang-on target with that.  Harlesiel was a complicated small map, and I flat-a** forgot to lower the terrain level until it was waaay to late to go back and do it. 

Having said that, I also went into other city maps and checked on what you're talking about.  Even the lowered quay areas can create the impression of being "above" the water level.  I think it's an optical glitch in the graphics system.  The original "render" of the boat prop combines with the wave action of the water Mod to give the impression of height.  Testing shows the same visual trick no matter how low you set the land.  Most "batters" seem to have ignored the obvious meaning of a ship's waterline. (lol)  I do not criticize -- I merely thank The Gods for their talents!

The roads --

Yeah -- another goof!  I only recently stumbled upon the Nam32's ability to draw a diagonal STREET.  (SOMEONE needs to write a guide -- "Nam32 For Idiots"!)  When I did the road network for Harlesiel, I just assumed I was still going to have to use ROADS to get a diagonal.  I looked into changing them before shooting the pictures, but realized it might destroy the seawall pieces as well.  Simply not worth the risk due to the side-effects of using the "setsealevel" tool.

Thanx for the compliments, and the critique!  Come back in a week or so -- more to come.

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You are getting great and finely observed comments, Dreadnought, and far be it for me to presume to add to them in any substantive manner.  If shoreside industry could be made, in its own way, beautiful you have succeeded.  Examining the gamesquares of Jade Bight is like looking at little natural gems.  Some might need a bit more shaping or a little more polish, but the end result can be foreseen in any event.  I'm now a follower, and have given JB five stars for huge promise, at the very least.

The bridge bothers me, mainly because I just really dislike the "Evel Knievel" approaches.  The style of bridge is perfect.  I guess what I would do if I was in your shoes is to consider gently terraforming that entire corner of the map upwards (although I know that doing so will play hob with adjacent gamesquares) so that you have enough height on each bank above the water to allow more gentle bridge approaches.  On the other hand, I know that the area you are inspired by is pretty much as flat as the proverbial pancake.  It's a tough situation.  In RL there'd just be longer approaches, but the small size of your gamesquare makes that solution impractical, if not impossible.  Best of luck figuring something out.

An aside to our friend tariely-  there are SC4 mangroves!  Very old stuff- probably 2005 or so.  I think they were created by Oppie and were on the STEX way back when as part of a "seaside" collection of plops.  Or I could be completely wrong.  I have a vast collection of DLC from back then on a dusty hard drive somewhere- I'll take a look and let you know.

 

David

 

Yo, dedgren -- !

Jolly nice to hear from you again, old boy!

Yes -- the comments seem to be coming in, and they can be rather finely observed at times.  But I consider them carefully and decide what course of action I can take based on my limited skills.  All advice is welcome.  They say "two heads are better than one" -- and -- "another set of eyes" -- etc.  I also manage to glean a bit of inspiration here and there, and have about plucked-up my courage to tackle that "salt marsh" idea.  Any suggestions from you on how?

FIVE STARS -- !!  I am honored, sir.  That makes me kinda like "Ike" !  But with all this water, I should be an Admiral. (lol-lol)  And -- if I'm to be followed -- you will do nicely!!  Thank you very much for the compliment and the encouragement.  Both are especially appreciated, sir.

No solution to the bridge at Harlesiel -- at least, none that I can see.  My goal to make sure the transportation grid is linked from city to city prevents me cheating by simply not placing a road there. (lol-lol).  But you will see (in a future city) where I "ducked" the issue by putting shallows on either side of the bridge, thereby eliminating ship traffic! :thumb:

It sometimes amazes me all the things you think about when deciding on something as simple as a bridge!  And -- BTW -- your advice over on "Cypress" has taken root here as well.

Ta, mate --

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Ferry boat really needs to there sight engines to make the turn ! Privat docks lovely mooring jetty. Commercial seawall breakers maybe a bit on the tight side would rearange theme to allow a wider channel. Lot editing still a mystery to me somehow, read about it; your lucky with MGB ! Some diversity in SC4 theming should take away some of the dullness.Medium tile are quit rewarding, only drawback there so quit fast filled and there no room for real great RHW works, nor the real big city opportunities, reward, landmark get avalaible; good bus network will do the trick, well done !

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Ferry boat really needs to there sight engines to make the turn ! Privat docks lovely mooring jetty. Commercial seawall breakers maybe a bit on the tight side would rearange theme to allow a wider channel. Lot editing still a mystery to me somehow, read about it; your lucky with MGB ! Some diversity in SC4 theming should take away some of the dullness.Medium tile are quit rewarding, only drawback there so quit fast filled and there no room for real great RHW works, nor the real big city opportunities, reward, landmark get avalaible; good bus network will do the trick, well done !

Yo, kschmidt -- Nice to hear from you, again!

Yes -- the car Ferry would have too use "directional thrusters" to maneuver into the loading dock -- but most ships of her class are equipped with them these days!  I deliberately kept the channel into the basin narrow.  Realistically, I would have to make it twice as wide as it is -- so I just went for "The essence of the thing".

Thanx for the compliments on the marina lots.  I'm hoping people will find them useful once they're released to the community.

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Very nice waterfronts again. 

 

Where do you get your breakwaters?

Yo, Hetzel --

Nice to hear from you again. 

I hope my explanation on the "Can't find it thread" was of some use -- at the very least, a possible inspiration to do some work in EDITOR!  It's not fancy, or technologically "flash" -- as they say.  But the filler stuff adds a lot of atmosphere to an otherwise drab industrial landscape. (At least I think so.)

THE BREAKWATERS are by "Uki" -- a Japanese site.  I don't actually have a link.  I usually download everything I can get my hands on when I stumble across a site like his and I don't plan far enough ahead to think I might want to return.  But you should be able to Google "Sc4  Uki  breakwater" -- or possibly "Sc4 Japanese Lots" -- and find the site.  He has 4 sets of breakwaters and tsunami walls.  Vol.2 is the one that plops on water and is a true breakwater -- or "mole", as seafaring people might call it.  The others require terra-forming and the PEG leveler tool to place along the shoreline.  He also has a couple of pieces that make a nice looking industrial-style wharf when plopped together.  If you're going to do a harbor -- the mole pieces are ESSENTIAL!  It's too difficult and eats up too much space to terra-form a breakwater with Maxis tools. 

I hope that helps --

P.S. --- I ACTUALLY DID KEEP A LINK!!!  YOU ARE A LUCKY DUDE!!

Enjoy --

http://uki-sim.seesaa.net/


  Edited by Dreadnought  

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But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections