Jump to content
  •   Announcement

  • Entries
    70
  • Comments
    212
  • Views
    14,049

L3 3x4 detached01 (#22)

Sign In to follow this  
boformer

681 Views

CwvtsLY.jpgWhy is this one rotated like this? Good question: There is another version of this where the front faces to the street. No idea why they made this variation...

Default Stats

  • Zone: Residential Low-density
  • Level: 3 (medium-wealth cims)
  • Lot size: 3x4

Improved Asset

I only brightened a few of the colour variations.

O9n4VWS.jpg

mpMqL14.jpg

CwvtsLY.jpg

KLOPz1i.jpg

Default Asset

9DrJ7aZ.jpg

What do you think? Please comment to help me to name, rate, classify and improve the assets!

Use this questionnaire:

Spoiler

1) Name this asset:

2) Rating (number between 0 and 10):

  • Architecture & Proportions:
  • Colour (with vanilla colour variations):
  • Colour (improved textures/colour variations):
  • Illumination:
  • Model & Texture Quality:
  • Decoration (props & trees):
  • Overall Rating:

3) Stat Classification (you can specify one or multiple values):

  • Zone Type (RCIO):
  • Wealth Level ($, $$, $$$):
  • Density ([1 rural] – [10 megacity]):
  • Household & Workplace Count:
  • Ideal lot size (with garden/parking, 1x1 – 16x8):

4) Style Classification (you can specify one or multiple values):

  • Commonness ([1 rare, unique] – [10 widespread, large accumulations]):
  • Construction date (1800 – 2100):
  • Continent or Region:
  • Architecture Style (if known):

5) Suggestions for improvement:

 

 

Sign In to follow this  


6 Comments


Recommended Comments

1) Name this asset: Villa de Botch

2) Rating (number between 0 and 10):

  • Architecture & Proportions: 8 (4 considering the rotation :P)
  • Colour (with vanilla colour variations): 8
  • Colour (improved textures/colour variations): 9
  • Illumination: 3
  • Model & Texture Quality: 9
  • Decoration (props & trees): 6
  • Overall Rating: 8

3) Stat Classification (you can specify one or multiple values):

  • Zone Type (RCIO): R
  • Wealth Level ($, $$, $$$): $$
  • Density ([1 rural] – [10 megacity]): 1-3
  • Household & Workplace Count: 1
  • Ideal lot size (with garden/parking, 1x1 – 16x8): 3x4 - 5x8

4) Style Classification (you can specify one or multiple values):

  • Commonness ([1 rare, unique] – [10 widespread, large accumulations]): 9
  • Construction date (1800 – 2100): 1930s-1970s
  • Continent or Region: North America
  • Architecture Style (if known): -

5) Suggestions for improvement: One of the better assest for sure, but as you said, looks like someone read the blueprints the wrong way. And, once again, street side lamp posts. Who thought this was necessary? :D The illumination has the same problem as one of the other assets we reviewed earlier, one third of the windows light up while the rest doesn't. This must have been constructed by drunkards!

  • Like 1

Share this comment


Link to comment

Ikr, the illumination maps are really bad. Some houses have these small tiles windows, and every tile lights up at a different time -_-

I still think that it is a minor issue (at least for low-density). The only thing I'm going to do is remove those street lights.

Share this comment


Link to comment

The lot needs to be expanded one tile wider and have the left entrance given a pavement driveway+walkway (easy to draw pavement instead of grass or ruins) and a tall, dense cedar hedge at the left-most side. The illumination map is a mess, like most defaults. However, this could be made to look good with my suggested improvements. The only reason to rotate the building would be to increase privacy but that requires tall, dense hedges.

  • Like 1

Share this comment


Link to comment

2) Rating (number between 0 and 10):

  • Architecture & Proportions: 7
  • Colour (with vanilla colour variations): 6
  • Colour (improved textures/colour variations): 7
  • Illumination: 4
  • Model & Texture Quality: 6
  • Decoration (props & trees): 5
  • Overall Rating: 6

3) Stat Classification (you can specify one or multiple values):

  • Zone Type (RCIO): R
  • Wealth Level ($, $$, $$$): $$
  • Density ([1 rural] – [10 megacity]): 4
  • Household & Workplace Count: 1-2
  • Ideal lot size (with garden/parking, 1x1 – 16x8): 4x4, 4x5, 4x6

4) Style Classification (you can specify one or multiple values):

  • Commonness ([1 rare, unique] – [10 widespread, large accumulations]): 7
  • Construction date (1800 – 2100): -
  • Continent or Region: Could work in Europe too
  • Architecture Style (if known): -

5) Suggestions for improvement:

Like others have said, the illumination needs fixing (I hadn't even noticed this before now). I'd give it a paved driveway and a fence or hedge near the road like OcramsRzr suggested. That would make the rotation make a bit of sense. Kill the lamp posts and give it some garden. :)

Share this comment


Link to comment

Very nice! Could you make these assets ploppable and organize them as a set on the Workshop so they're easy to find?

1) Name this asset: Suburban American Homes

2) Rating (number between 0 and 10):

  • Architecture & Proportions: 10
  • Colour (with vanilla colour variations): 8
  • Colour (improved textures/colour variations): 10
  • Illumination: 10
  • Model & Texture Quality: 10
  • Decoration (props & trees): 10
  • Overall Rating: 9 (I'm not just giving you a nice rating, this is really fantastic)

3) Stat Classification (you can specify one or multiple values):

  • Zone Type (RCIO): Residential
  • Wealth Level ($, $$, $$$): $$
  • Density ([1 rural] – [10 megacity]): 7
  • Household & Workplace Count: 1 family
  • Ideal lot size (with garden/parking, 1x1 – 16x8): ??? I'm really not good at this, you're the architect! maybe 4 by 5?

4) Style Classification (you can specify one or multiple values):

  • Commonness ([1 rare, unique] – [10 widespread, large accumulations]): 7
  • Construction date (1800 – 2100): 1970
  • Continent or Region: North America
  • Architecture Style (if known): American

5) Suggestions for improvement:

I really like these homes.  I would suggest adding a tree, but there are lots of assets on the workshop with too many trees.  The trees in CSL are really quite nice, and I like how they're animated, they sway back and forth in gameplay, but I think many developers use the trees as replacements for better architecture, or even props.  The vanilla parks, for example, are ALL trees. What's the point of the asset?  I can plop trees there myself, you know? Anywhoo, these are great homes.  Better without the trees, and also could you please make them ploppable?

Share this comment


Link to comment
On 23.3.2016 at 3:31 PM, Fearlessmayor said:

could you please make them ploppable?

You can plop them with the search box mod, I think. Just search for "L3 3x4 detached01".

  • Like 1

Share this comment


Link to comment

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

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