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Gridbusting in Cindersville

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q3b6Kz.jpgReplies:

Takingyouthere: I never zone in industry! It's all plopped in after I laid down a few tentative road networks. From there it's a puzzle to be solved as I fill in the blanks! The 2nd image has slightly decreased brightness and slightly increased contrast, all images are photoshopped.

Towerdude: Thanks a lot! Every bit of the city tile should look good close up and fit well together when zoomed out. That's how I roll.

mrbisonm: Thank you. I often add in a travellers campsite because where I live I'm very close to one. As for your observation about energy, imagination and observation; I have a lot of patience as I go through one city block at a time. I always have some kind of theme for a cluster of city blocks which is based on a real life observation. Sometimes I add in so much that even I notice some little detail in these pictures! Also, good luck with lotting all of those NEXIS agricultural props and buildings. When do you get around to releasing that set, rest assured that your content will be popping up in my agricultural areas.

Tonraq: That's what I was going for! Perhaps next year I will create a largely industrial tile consisting solely of that theme...

Tyberius06: Thanks! This would be one of DocRorlach BATs (http://workingman-productions.co.uk/downloads/shore_doc.asp) and this is the WMP Ethanol Plant A. WorkingMan Productions has some fascinating and very unique BATs and LOTs! I'm certain the RRW gods will get around to relotting it eventually!

 

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Entry 38: Gridbusting in Cindersville

Cindersville is the very latest SC4 project I'm working on and the first project where I incorporate a substantial amount of fractionally-angled gridbusting! So enjoy some gridbusting wunderbar.

 

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Let's start off with a mountain pass that I will be working on.

 

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Since Cindersville is rather hilly, and in places quite mountainous, there will be several of these mountain passes.

 

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I made significant progress in west Cindersville as I worked on completing a series of suburbs clinging on to a road which runs roughly parallel to the highway which cuts through Cindersville.

 

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I couldn't find a way to get FA-3 roads to cleanly drag out to straight roads. So I stumbled upon a roundabout solution. Coming out of the roundabout are three angles: straight, FA-3 (upper right) and FA-2 (bottom left).

 

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Another challenge was working out where and how to end the suburbs as they climbed up the footslopes of the hills and mountains

 

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Whilst a big opportunity, and a very interesting puzzle, was making use of Mattb325's FA civic buildings and C.P.'s FA industrial buildings!

 

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It's one thing to plop in FA buildings, the challenge is creating the right fillers to create a seamless area. To the right I use the MMP approach to fill in an area that cannot be filled with lots.

 

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The southern part of Cindersville was very easy to create. The west part was a struggle and took a while to get right- as for the east part... Initially I didn't have a clue what to do!

 

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Cindersville West is cut in two by the highway which was the first feature I placed in Cindersville.

 

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Cindersville is mainly orthogonal but there is large amounts of gridbusting where it's needed.

 

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I feel SC4 has reached a point, with the mods and custom content, that substantial gridbusting in both diagonal and fractionally-angled directions is at last possible.

 

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All of this can be created without using the Lot Editor or other quirks...

 

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The next challenge was filling out the northern half of the city centre- north of the highway. By now I realised that Cindersville would be roughly T-shaped in the flat and with various suburbs hugging the lower slopes of the hills and mountains surrounding the flat areas.

 

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Cindersville city centre north: what happens when you mix Motokloss' road fillers (https://community.simtropolis.com/files/file/27291-ms-parking-lots-road-set-car-props/) with the Network Widening Mod?

 

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To the top left is Mattb325's Urban College (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3757) and to the right is his Urban Hospital (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3753). Thanks to Mattb325 and C.P. I can make this game look like Cities: Skylines in places! This is what SC4 will look like with further diagonal and FA content!

 

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The very centre of the northern half of Cindersville's city centre.

 

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Making use of Kingofsimcity's community and regional parks! Amazing lots and design!

 

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And now I dive head-first into the creation of East Cindersville. Levelling the terrain and sorting out the highway were my top priorities.

 

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I was happy with the suburbs but not the highway- the slope wasn't initially constant.

 

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By using railways for slope stabilization, I could achieve a long stretch of constant slope on this highway. However I wasn't happy with the retaining walls.

 

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So I decided to break them up and throw in some tree fillers- the retaining walls represent reinforced slopes and drainage systems.

 

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Now the retaining walls look good.

 

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In this city tile the eastern most edges of Cindersville are actually a different town. I took some inspiration from the northern parts of the A1 running through Newcastle and the parts of the A647 which run through the Armley area of Leeds.

Newcastle:

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Leeds:

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East Cindersville- the areas south of the highway are actually very wealthy.

 

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Zero7's Boleyn Towers (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1783)- great filler for medium sized residential buildings. These will be dotted all around Cindersville in true UK fashion!

 

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The core of east Cindersville is by and large complete.

 

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My next task is to finish off the area between the northern half of the city centre (centre right of picture) and East Cindersville (bottom of picture), then finish off the southern half of the city centre. Then it's time to work on the suburbs hugging the slopes of the hills and mountains...

 

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This Friday this CJ returns to Pololomia for an agricultural entry- lots of massive fields!

 

 

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I love those curves! The city looks gorgeous will all those diagonal lines. I also like how you dealt with the slope and soft hillsides.

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The British Sausage said "I'm certain the RRW gods will get around to relotting it eventually!"  

The RRW textures for all major third party lots can be found here (my Onedrive Archive) . In bottom folder called Lot Support. They were all done as part of the RRW Reskin project but were not overtly published (but should have been) with NAM37 and RUMv5. The textures in Lot Support cover all the big packs and supercede any earlier version (Prior to Oct 2017) so either remove them or make sure these load after them. 

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Awesome, thanks for the info @rivit!
Thanks for pointing me to the right direction with the ethanol plant! :) I knew it's wmp stuffs, it was so familiar, but I couldn't find it in my back-up... Well I didn't look deep enough! :)

Also beautiful images above! I love how fast you react and show us all the nice and new released stuffs! 

- Tyberius

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This is amazing. I'm also kind of pissed off. I've been all over the internet trying to find out how this is done. Someone please tell me? Like how do you make homes line up parallel with the diagnol road???? It just doesn't make sense...

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