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Entry no.35 - Spaghetti Junction, vers. 2.0

TakemeThere

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Spaghetti Junction was originally showcased in entry 13. I remember that entry quite well because it was perhaps the most time consuming thing I've ever made in SC4. The making of the CJ entry itself took something like 4 days. Making diagrams, GIF's and labeling things all take a lot of time. Though it's still only second to entry 15. That one took me about a week to make because of all those diagrams, the actually in game stuff for 15 probably took an hour or two lol. These days it usually takes me a day or days to make an entry on simtropolis, not the entire day but a good part of them. That is capturing all the in game images, screening out photos, making mosaics planning out the progression of an entry and uploading photos then adding a detailed explanations. Today's entry will be fairly light on the dialog since I've already gone into detail about this interchange in the past. It's purpose and use hasn't changed, only it's design.

The actually building of the updated version of this interchange took place over the course of 3-4 week. Mind you I was working on plenty of other things during that time. In total I'd say it took around 20 odd hours to build, which was less about half of the original. Let's just say the disconnector piece was a life saver. That includes several hours of mmp work I did last night *:P There's a lot more landscaping that went into this version that the original.

As with Looper Junction, Spaghetti Junction was a major interchange I made last year using NAM 32 to replace Maxis Highway NAM interchanges. But unlike Looper, Spaghetti was made to a higher safety standard from the get-go. Extended merging/acceleration lanes and sweeping curves and extended height transitions were extensively used. However that doesn't mean things can't be improve on further. I was reluctant to update this interchange at first because of all the time I spent on it and since it wasn't really that flawed. The only real flaws, if you can call it that was the use what I call a 'hook ramp', its the one that loops around. While it actually looks kind of cool in game, it's not really realistic in the real world.I also liked how massive and wide the original was, it was quite realistic in size from a real world point of view, yet another reason why I was originally reluctant to rebuild it. But one of the things I like the most about  the NAM is the challenge of making things as compact as possible and without sacrificing safety or aesthetics. I think I've definitely managed to do both here. The interchange remains fully accessible, that is vehicles entering the interchange from any of the 4 main highways can connect to all the others. 
For detailed mosaic's of the whole interchange scroll to the bottom *:)

Stats
Levels - 4
All Highways total entrance lanes - 32
Bridge Structures - 9
Total Crossings(time sa highway ramp crosses another) - 33
Tunnels - 0
Ramps - 19 
FlexFly Ramps - 14  (4 - 90 degree/10 - 45 degree)
Height Transitions - 18

To start off here's a comparisons between the old and the new versions,
gIfSU2L.gif

Spoiler

NAM 32 version
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NAM 34 version
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From the map it looks like I was able to use many of the old ramp, but that was definitely not the case. I had to rebuild practically everything from scratch except from the entry point of the ground level highway 700.

NAM 32 version
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NAM 34 version
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B & A
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On the front page I mentioned that this interchange takes the new NAM to it's limits which it does in terms of compactness. This design can literally not get any smaller without sacrificing the smooth flex-fly curves and gradual height transitions . It's so compact that I couldn't fit flex-height transitions in many areas because you need at least one starter piece next to them to get them to work right. Once I figured out the general design building proceeded smoothly. But there were a few parts that really stumped me for a while. In the spoilers below I will detail the main issues that I had with building the interchange. Fell free to skip over this part if you just want to see the end results *;)

 

Spoiler


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How to get the diagonal single RHW ramp at level 0 to go under the interchange took the longest to figure out(#1).
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And when I finally did figure out a path it wouldn't stay as a single lane RHW and revert back to the regular 2-lan RHW. It's the one spot where I had to use filler piece to complete. But traffic still runs on it so really it's not an issue. It's fragile like glass thou, if a bulldoze a single piece of it, half the interchange will collapse. Found that out the hard way *:P 

The neighborhood connection to the was nearly impossible to build from the Eastbound 707. Because you can't link level 1 RHW to the next city over I had to start it off as a level 2 connection and then bring it down to level one before it crosses over the Westbound 700 curving underneath it. That flex transition would not work right for the longest time (#2 above). I can't even remember what trick I used to finally get it to work right. These section (#3 above) had to be level 1 RHW because I was getting this problem(at #4 above);
2Ng6qYE.jpg

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And no amount of clicking around would correct it. I got the same problem at first when I reversed the levels and put the diagonal single RHW at level 1 and straight RHW at level two but thankfully after 6 or 7 clicks it fixed itself. From here the levels for each ramp were set in stone. Also the height transition (at #5) would of been much longer if it was at level 2 RHW. Then the FAR ramp just past the height transition would be much further away and that would make the interchange either much larger or look less seamless.

The height transition at #6 was also very precarious and took some effort and several rebuilds of the surrounding area to get all the connections to work right.


Now on with the show!

First thing I want to show is the water feature in the middle of the interchange. This is a storm water management pond which has become a fairly common feature in many of the new larger interchanges built around the globe today. Highway interchange take up a lot of space so it only makes sense to try to make use of that space in some useful way.
Image 8 (not including maps)
hQe0wxv.jpgAt first I just made it in the empty space but it looked a little on the small size and then I thought why not extend it underneath the elevated highway itself?
You can also clearly make out where the interchange is 4 levels high next to the pond.
KtWQJXd.jpg

Let's start the tour of the interchange coming from the east (highway 700). From this direction you get a good view of most of the ramps but I'll change up the angle as I work my way down.
10 Heading westbound on the 707 approaching the Cordova Ave bridge
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11 Right
after the overpass is the first exit on the right side,to the 700 southbound.
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12 Mosaic of the area around the Cordova Rd. overpass.
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13 There are a couple of local connectors here.
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14 On the right side is the local on-ramp from Trafalgar Rd. which merges with the 707 off-ramp to the 700 southbound.
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15 On the left side is the off-ramp to Howland Rd. off the 707.
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16 Overview of the area
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17
Continuing east down the 707 we come up to the on/off ramps to the northbound 704. This is an inside ramp so drivers need to be vigilant to make sure they're going the right way.
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18
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19
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20
Probably the best angle of how these ramps diverge.
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Just south of here is the Tauon Hydro corridor. Previously I had the power lines cross the highway but I wasn't entirely satisfied with the way they looked and decided to get rid of them for now to give a clear view of the interchange for this update.

Spoiler

rVSENbS.jpg

22  At this point the power lines go into and underground hydro vault and continue below the surface
.N0oBCXU.jpg
23
4t7xmb6.jpg
I'm working on an interesting above ground solution... I'm not quite ready to show what I have in mind, but it'll be ready soon *;)

24
And now here's were the spaghetti really begins... 
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25
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26
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27
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Hope I didn't lose you in there! *:P
28
If you took the off ramps to the 704, whether on purpose or by accident(lol) you'll get to this area, which I like to call 'the fingers'.
mUktsx7.jpg
29
It was quite tricky getting the RHW to work properly here with height transitions so close to flex fly pieces.
z8qcDC1.jpg
30
Past the fingers are the the on/off ramps for the 704 the design for which hasn't changed from the NAM 32 version. I did move the ramps one tile further south to help smooth out the grade of highway 704 which goes up a steep incline north of here. There's literally no extra space space at all in the interchange, that is for every tile going north/south or east/west a ramp is curving or elevating.
BHLV997.jpg
31 The ramps to the 704 from the 707 and vice versa.
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32
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33 Move on further west we get to 'the wave'
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34
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35
Now we're back to the pond seen at the beginning. You could say the four level stack here is the meat of the dish *:P
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36
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37
Past here going west the 707 merges with the 700 as we reach the city limits. In the next city over there is a transfer where the collector/local lanes merge with the express. Several of the ramps which previous extended over into the next city have been eliminated with the rebuild eg. the one on the south side/left use to start in the next city over.
oNTClSh.jpg
38
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39
If you took the off ramp to the southbound 700 you come out on these two elevated ramps
ayzHFvD.jpg
40 The portion south of here has not changed from the NAM32 version. Highway 700 here could of been made smaller(oops! I guess wasn't completely correct about the no wasted space part, but that does apply to all the rebuilt sections) but I liked how the highway curved right before going left.
The two ramps, one from the 707 the other from the 704, merge and then you have to option of getting off in downtown LC or continuing further south by merging onto the 700 which will take you to (The City of)Cisco Bay or Dresden
.uGt55wW.jpg

 

That concludes the tour,. To close out the entry here's a few traffic flow gifs and of course full interchange mosaics.
WLPCGP1.gif


LUzKzoN.gif

UbVlD4Z.gif


44
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20lk66U.jpg

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And that concludes this entry. Happy Easter everyone!

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Argh. Just.... Argh. Vertiginous. Like, Don't Try This At Home -- for me !!! (I'm keeping pictures of this entry, to remind myself.) :golly:

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Incredible difficulty pulled of one of the most complex NAM interchanges ever! D:

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Wow! Where do we start? Retention Pond, very nice extension under the ramp, glad to see others also putting them in. I have only shown one in my CJ but there are others in the region. They have their place and they add little pockets of nature to an otherwise concrete jungle.:thumb:  4 levels of highway ramp??? The fingers? The work and time put in amazing and the look of the end results I hope are as satisfying to you as they are for us. Where's the Marinara? If you bring the powerlines above ground will that beautiful mmp shrub area need to change? 

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Amazing RHW works; NAM 32 version thrully spaghetii junciton, NAM 34 as it supose to be; a extra high upper level makes a flyover over cross posible wich desolves the strange u turn of the old version takes; well done !

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Holy spaghetti batman, and a compact one to boot! Must've taken hours and hours of precise plopping and nervous bulldozing confident disconnecting!

There's some nice MMP work around the interchange, and the mosaics are impressive as usual. That 4-level area shown in 24 especially tickles my interchange fancy, and I'm surprised that you could create such a tight clustering with the L3 networks throw in the mix. I've noticed that my game will crash far more frequently when I have the L3 and L4 options installed, but now I think that'll be worth the sacrifice. Well done! :P

 

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@VMIUJcadet09 Thanks man :thumb:

@Tonraq Appreciate the complement :)

@tariely lol that is too funny :lol:

@philforhockey51 That's neat to hear you had the exact same idea with the water and little things like that can indeed make a big difference. Hmm I didn't think of would could be the Marinara lol. And the solution I have in mind would change a thing except for removing that power substation lot.

@kschmidt Thank you and yeah that was ramp I was talking about it looked strange to you as well right, I thank god for NAM 34 :yes:

@kingofsimcity Thanks! I would of been quivering in my pants at the thought of trying to pull off something so compact without that disconnector, probably would of had to rebuild the entire thing a dozen times over. Sucks to hear the L3 & 4 networks are causing you issues, I wasn't aware they could be problematic.  Hopefully your things don't get too bad going forward. This is the first time I've used them other than testing, this city isn't particular large(medium tile, pop.30000) so maybe that makes a difference.

@raynev1 Glad you liked it :D

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These pictures are so awesome...great work! To imagine where we came from with the first RHW's...I hope the NAM teamers see this so they can feel proud of their work. Our imagination of "I wish I could do..." is all coming true, your pictures are very inspiring.

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Wow, that's a nice rebuild! I love how compact you made the interchange and how that retention pond extends underneath that ramp. But I really wanted to see some pictures of what the interchange looks like now on the adjacent city tile. Do you think you could show some pics of that in your next update? Thanks!


  Edited by Compdude787  
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Good lord! The amount of effort that went into the interchange is something I can't fathom! Just out of curiosity, how long did it take you to complete it?

Good lord! The amount of effort that went into the interchange is something I can't fathom! Just out of curiosity, how long did it take you to complete it?

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Also, I am curious of where you got that solid road ramp embankment from on the top of Image 12. I would like to download and use it in my own cities! 

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@Artimus Thanks mate! That's about the best compliment I can get since RHW work is what I've been spending the most time on lately.

@tigerbuilder Agreed! The NAM team should definitely be proud of their accomplishments to date, this is as much their little baby as it is mine :yes:

@Big~G Thank you, the rock mod is from Gobias Berner Oberland terrain mod, unfortunately it seems like that mod is no longer available for download. I don't know what happened... :( 

@Fatjuice It's JRJ's street side mod;
https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=115

@lucasfg3 That's great to hear! I'd loved to see your interchanges. I ardently hope that my RHW work is able to inspire people or give them an idea of what is possible with the new NAM.

@Compdude787 Thanks man, and you got it I'll post some pics of that part soon which is more compact now and a two-city mosaics of the whole thing.

@airman15
:thumb: It's hard to say exactly since I was working on it over a period of several weeks but I'd say about 20 to 25 hours. A lot of that extra time was spend trying different configurations to solve the various problems I encountered when building ramps so close to each other.

 

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Truly impressive! Every detail is well done. And I bow to your mapmaking skills... I need to outsource mapping to you from now on! ;)

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It's so sad for me, that you are able to make such confusing thing came true meanwhile i am here, sitting, scratching my head can't figure out how the hell this spaghetti work. $ thumbs for you!! :thumb:

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@Schulmanator Thanks mate. At this rate I might have to open up a map-making department in TMT inc!

@hafiz lets just say it's a good idea to have a gps system or at least a compass :P lol 

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this junction is sooo complex, i don't even know where is where anymore...

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