Entry 61 -- Travis City
Replies:
SIMCITYPLIS: Thanks a lot for your comment! And, to answer your question, I use Simcoug's Diagonal Houses.
kim026: That was just a small sample, I'm going to be applying that rock work to entire sides of mountains!
_Michael: Cheers!
reg: Thanks must go to the Sudden Valley terrain mod and the ARDEN tree controllers- they do most of the heavy-lifting!
JulioC: It's one of those rare times where I'm happy with my rock MMP work. But what you see is just the beginning, it will be applied on a larger scale to the mountains of Cindersville.
Anthrax92: Thanks a lot!
dédale: Thank you!
Simul8ter8: The first version of this CJ (sadly defunct due to computer problems and Imageshack issues three years ago) had loads of landscapes. I used to go really heavy on the MMPs, now I'm using the terrain and the ARDEN tree controller (at high altitudes) to create realistic-looking landscapes- thus cutting out on a lot of the MMPs.
Layla Sims: Thanks! It took about an hour just finishing off that rocky area!
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Entry 61 -- Travis City
Due to the Covid-19 outbreak in the UK there's a lockdown in place and I'm working from home. This means more time and which means a return to SC4. I'm starting on Travis City which is a higher-elevation town in the USA which is surrounded by coniferous forest. I'm experimenting with housing density and squeezing out any last possible lot combination of C.P.'s Early 19th Century Houses and Victorian Houses.
Later on in the week I'll be returning to Cindersville, but Travis City is me getting back into SC4 after six weeks of not touching the game- because I was busy story writing.
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1.
It starts with a concrete road cutting through the coniferous forest...
2.
I've always liked Bipin's industrial roads and now I'm using them on a vastly larger scale- sadly they can only be used on flat terrain.
3.
The city so far, as of today I've doubled the size from what can be seen here.
4.
I've found the 2x2 Victorian House from C.P. to be a great fit to both the concrete roads and the landscape.
5.
For the houses I'm pretty using C.P.'s content.
6.
One challenge of Bipin's industrial roads is getting the power poles (and their corresponding wires) to line up without overlapping. Further challenges include 1/2 of all road tiles (in a symmetrical fashion) not supporting 1x1 zone tiles. Thus I use 2x1 or larger to get around this problem.
7.
Though the houses are all the same I bunch up the density to indicate proximity to focal points of Travis City- this city doesn't have a centre per say, instead there are several focal points where higher density radiates out and transitions to lower density.
8.
The reason why Bipin's industrial roads are so brilliant is due to their sidewalk textures- they allow for the seamless connection of driveways which MASSIVELY increases realism. It's subtle but it's the only reason why these concrete roads look so good.
9.
The city tile has hills to the south.
10.
I plan on creating a few villages in the southern areas and a possible suburb (or two) of Travis City winding its way into the hills...
11.
NO MMPs were used in these scenes! I achieved this by vastly increasing the terrain's elevation so that I can ensure the entire city tile will be covered with coniferous trees, thanks to the ARDEN tree controller. Given the high elevations then any slopes or hills will bring out the Sudden Valley's true range of terrain textures and bring out the very best from the ARDEN tree controller- as you can see here.
12.
Which means I don't need to MMP the area- the ARDEN tree controller has done that work for me.
13.
I've never seen these flora combinations before from the ARDEN tree controller!
14.
Again- who needs MMP when the done is already done?
15.
By spacing out the buildings I've deliberately left small city blocks empty of buildings (or green areas behind the buildings), thus creating pockets of woodland and more natural space.
16.
The ARDEN tree controller working its magic. However, where the terrain is drier, say very yellow or even rocky grey or brown, then I deliberately demolish trees growing on those areas. Thus helps to create natural breaks in the forest. The rest of the forest breaks, which give way to grassland and shrubs, were all generated by the remarkable ARDEN tree controller.
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This Friday- Brooklyn, New York! And an overview of my progress...
FYI- the Brooklyn part (well approximation of Brooklyn) can be seen in the bottom half of the picture.
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