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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!
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About this City Journal

A city journal that shows a variety of rural and urban scenes- high quality stuff. I cover and have covered in the past:

1. Industry

2. Farms and fields

3. Countryside

4. MMPs- forest, grassland, arid scenes, marshes, farm fields, car parking, camp sites and much more

5. Suburbs

6. Rivers and waterworks

7. Power station complexes and other utilities

8. Railways

9. Wall-to-wall scenes

10. Skyscrapers

11. Parks

12. Mid-rise areas

13. Business parks

14. Seaports

15. Realistic layout of zones and city areas

 

And of course every city and area I show is <always> different and distinctive.

I use the latest mods, lots and buildings out there and combine them with the best mods, lots and buildings found on the STEX, LEX, PLEX and other SC4 websites.

Entries in this City Journal

The British Sausage

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Entry 24 -- First Steps in Cindersville

Thank you for all the likes in the previous entry. In this entry I want to introduce a new city I'm working on now that I'm done with Pololomia.

 

1.

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This will be a hilly city with quite a few diagonal areas...

 

2.

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I got tired of building constantly on the flat...

 

3.

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Though the city centre is flat of course!

 

4.

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But several of the suburbs in Cindersville are built on the hills.

 

6.

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7.

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The centrepiece of Cindersville is the 3-lane highway which runs right through the centre.

 

8.

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Squeezing out every drop of grid-busting...

 

9.

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Filling in the fractionally-angled areas left by the highway will be fun to fill in!

 

10.

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This highway will have three entry points: one in the west, one in the city centre and one in the east.

 

11.

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And of course the slopes bring the area to life.

 

12.

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What I'm working on is a tight, enclosed valley feel which eventually opens up.

 

Next Thursday/Friday it's back to Pololomia.

The British Sausage

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Replies:

Haljackey: It's like poetry... They rhyme...

nicoliani: Thanks a lot!

tonyr: Cheers!

dabadon5: Thanks a lot for your kind comment!

fighterfungus: Thank you for liking the previous entry!

feyss: Thanks! And yeah- they are olive trees.

lemonLemon: Thanks for your comment. Though I don't understand your question about the shadow graphics...:???: I mean I photoshop my pictures... ?

 

 

Entry 23: Pololomia -- Langley Plains (Northeast)

Yes it's been a while since the last entry but I've been busy with that teaching and also focusing on story-writing. Anyway here are some more rural pictures.

No captions, no comments.

Enjoy!

 

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For the next entry we go to the east part of Pololomia's city centre...

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The British Sausage

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Replies:

Silur: Thank you! I use a mixture of "contrast", "desaturated" and "vivid" photoshop techniques to add some mood to the pictures.

etg-nc2nyc: Cheers! Those houses with the small alleyways and the square parking lots are one of CP's medium density houses, a really cool-looking 3x3 lot.

tonyr: Thank you very much.

Duco: Yeah- MMP fields takes a load of left-click holds and dragging back and forth like crazy to get the fields filled in. Thanks for your comment.

feyss: Thanks! And- :yes:

 

 

Entry 22: Pololomia -- South Chester

South Chester is built on the southern part of the city tile and on the bottom centre. There are a mixture of high-wealth suburbs, medium-wealth suburbs, a small flat complex and rural homes, plus quite a bit of farmland to the east. The furtherest extent of South Chester is the M7 highway which forms the northern boundary of South Chester.

And now let's take a look...

 

 

1.

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2.

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Let's start off with the high-wealth suburb.

 

3.

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I'm including more mosaics to help show the layout of these areas. The western boundary of South Chester is the railway cutting through the suburbs.

 

4.

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Use railways, highways and fences/tree fillers to really seperate areas.

 

5.

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I want to thank KingOfSimCity for his amazing relots of the Maxis mansions.

 

6.

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7.

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Moving northwards and once past the M7 there are a series of railways and railyards...

 

8.

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A very quiet moment in the day for the M7...

 

9.

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The Chester Road rides over the M7. The Chester Road is a very long straight road which goes through South Chester, Chester and forms the western border of the Mowden suburb (north and east of Chester).

 

10.

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It's a simple diamond interchange with some MMP flourishes.

 

11.

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With a bit of photoshopping finesse Maxis night can be turned into TrueNite...

 

12.

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13.

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A new photoshopping technique I've discovered is to first lower the brightness and increase the contrast. Then increase the brightness and increase the contrast more than the brightness. Then increase the colour brightness and decrease the saturation. The effect produced is this contrast/vivid hybrid.

 

14.

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Another example of the above photoshop technique I mentioned. It's sharp and clear, but not too bright, not too dark, not too desaturated, not too oversaturated...

 

15.

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A small private school complex.

 

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To the left is Chester, to the right South Chester, in the centre is the M7 and towards the top is the start of Langley Plains: flat countryside with lots of fields and farms.

 

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And here is the flat complex I was talking about. This is east of the Chester Road (running along the bottom of the picture).

 

20.

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These flats were the first things I placed down in Pololomia. It took a while to work out how to complete the area around the flat complex...

 

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Going from suburbs to the rural country...

 

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This suburb is the eastern most extent of South Chester.

 

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Another example of the rural/suburban, or rural/urban, transitions I spend so much time working on.

 

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31.

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32.

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One final overview of South Chester.

 

33.

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From north to south: top of the city tile to the bottom of the city tile.

 

34.

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MHW is...     Good!

 

 

 

Now that South Chester has been explored, the next area to be explored -- next weekend -- is the northeast of Langley Plains:

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The British Sausage

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Replies:

tonyr: Work, work and more work! In my case I find it a gruelling experience finishing off city tiles.

Prophet42: Thanks a lot! Each city tile I finish always takes a little longer to complete.

kschmidt: I used avenues, SAM and NWM (Network Widening Mod) plus Bipin's concrete roads to add variety to the roads. Thanks for your comment!

Urban Constanta: Cheers!

Duco: I guess that's one way of looking at it. :uhm:

 

Entry 21: Pololomia's City Centre (North)

And now comes the entries which are chock full of detailed pictures. I have also included extra mosaics to help place the area I am showing/featuring in relation to other areas in Pololomia. So, sit back and enjoy the show!

 

1.

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The area in question. This is the northern part of the city centre. Note: north is rightwards

 

2.

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I use a real mixture of US, European and UK buildings to get my style of city scenes. Though I will use other choices- such as Simgoober's swimming complex to the right.

 

3.

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Every mid-density and high-density city block always has car-parking and/or back alleyways or other fillers...

 

4.

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And sometimes back alleyways can segue-way into plazas...

 

5.

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6.

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Mini-parks plus mixing lots with MMPs to create playground areas.

 

7.

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Going downwards is moving eastwards.

 

8.

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The diagonal city block...

 

9.

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In this mosaic going downwards is going northwards.

 

10.

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I love me some threshold photoshopping.

 

11.

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Not sure exactly why but the photoshopping really came out well with this picture.

 

12.

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Downwards is moving southwards- into the city centre.

 

13.

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Churches and the corresponding graveyards.

 

14.

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The church is one of Mattb325's creations whilst the graveyard lots are one of Paeng's lot packs.

 

15.

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Down = North direction. Eventually we reach the Granger Industrial Estate.

 

16.

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There is only so much one can do with fillers and lots. Eventually the terrain has got to show!

 

17.

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Downwards = Westwards. This mosaic moves across the southern parts of the Granger Industrial Estate and also the northern-most parts of Pololomia's city centre.

 

18.

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Another mosaic moving westwards- one of the selling points is how Pololomia fits together, this means lots of mosaics!

 

19.

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One of xannepan's Paris buildings: a Parisian-styled fire station.

 

20.

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21.

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Heavily using Mattb325's lots here!

 

22.

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This picture showcases the dividing line between the city centre and the inner city area.

 

23.

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This 8x8 lot of Mattb325's is so cool!

 

24.

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25.

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26.

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And yet another great-looking diagonal building from Mattb325; First Federal Bank.

 

27.

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Down = West.

 

28.

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Mattb325's lots are very easy to work with because they work well with FrankU Dutch Parks and Gn_leugim's Forest Parks.

 

29.

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One final overview of the northern part of Pololomia's city centre.

 

30.

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The next entry will be posted somewhere between Thursday to Saturday. See you then!

The British Sausage

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Entry 20: Welcome to Pololomia

Thanks etgilbert for your comment!

Now then, this entry shows the various areas of Pololomia. Over the next ten weeks I will be showing these areas one by one. So, all in all, I reckon there are about twenty entries here.

Let's begin!

And yes, I will be changing the train automata...

 

 

1.

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The whole city tile. The idea behind Pololomia concerns the city centre being placed in the corner of the map, from there we see one quarter of the city as it fans out into suburbs and rural areas.

 

2.

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The city centre.

 

3.

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South of the city centre. A very dense area.

 

4.

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South-east of the city centre.

 

5.

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East of the city centre. In Pololomia there are whole stretches filled with naught but diagonals.

 

6.

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The area north of the city centre.

 

7.

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Kendal- location of the northern suburbs. There are some very wealthy properties here.

 

8.

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Shap- this is east of the city centre and has many areas of medium density.

 

9.

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Southern Chester- a wealthy suburb and the Chester Housing Project. This is very close to the M7 highway (east of the city centre and south of Shap).

 

10.

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Chester- the area is older due to the terraced housing. The terraced housing is the legacy of homes created for industrial workers in times past. Now these are all private properties.

 

11.

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The M7 Highway- east of Chester and cuts through the area.

 

12.

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Mowden- a suburb east of Shap and Pololomia's city centre. Mowden constitutes the outer suburbs of Pololomia which border the countryside.

 

13.

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Langley Plains- an entire stretch of countryside to the east and north of Pololomia.

 

14.

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Skeeby- a village east of Pololomia and truly separate from the city. The houses at the bottom of the picture constitute the very outer limits of Pololomia.

 

15.

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More of Langley Plains- north of Skeeby.

 

16.

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The village of Clotsley- north-east of Pololomia and part of Langley Plains.

 

17.

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North-east Pololomia- just north of the Mowden suburbs and north-east of Shap.

 

18.

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At the top of the picture is the village of Stokesley- part of Langley Plains and north of Pololomia.

 

19.

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At the very north of Pololomia is a small industrial complex.

 

20.

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Granger Industrial Estate.

 

 

As you can see there are a real variety of areas in Pololomia. So some entries will be rural, or urban, or industrial, or suburban, or commercial, etc.

The next entry will be posted this Wednesday. The area will be north of Pololomia's city centre. See you then.

Oh... And one more thing...

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The British Sausage

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Replies:

Prophet42: Thanks! It's a gruelling process, frustrating too when time is limited, but it has all finally paid off.

tonyr: Cheers!

Urban Constanta: Thank you!

StegSC: :yes:

Duco: Thanks a lot! Months of work on display there!

Simmer2: Well Pololomia is completed, but whatever you are cooking up will be used for my next city tile...:idea:

 

 

Entry 19: Mission Accomplished -- Pololomia Completed!

At last Pololomia is done. It took a lot longer than usual because I'm teaching full time. But everything is now done and I managed to avoid the prop pox too.

So here are a couple of celebratory pictures which show the final few areas I was working on.

This Saturday the tour of Pololomia will begin, it will start with one mega city tile mosaic- from one end of Pololomia to another.

 

1.

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South of the highway is a vineyard, this is inspired by mmp/farm work done by Korver and gigius76.

 

2.

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The FA highway cuts through the MMP fields...

 

3.

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My small, but simple, highway interchange has finally come to life!

 

 

See you this Saturday!

:rofl::rofl::rofl::rofl::rofl::rofl::LlamaLeap: :yes::LlamaLeap: :rofl::rofl::rofl::rofl::rofl::rofl:

The British Sausage

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Replies:

Bipin: Thanks!

dabadon5: Cheers!

Simmer2: Thanks. I know a lot of combinations to make everything fit together almost seamlessly, the trick is to get the ground textures right.

fritzfarlig: I use Gobias Sudden Valley terrain mod and Gobias HD Pavement textures.

TekindusT: Without Simmer2 I would have ran out of mileage with railways and railyards.

tonyr: Thank you!

SC4L0ver: A lot of industry is always surrounded by grassland and fields.

kingofsimcity: Thanks a lot!

Batman96: You can check previous CJ entries from the URS, plus there will be new ones coming too.

raynev1: Thank you very much!

 

Entry 18: One Final Preview of Pololomia

Now that the Easter Holidays are around I finally have time to finish off Pololomia very quickly. So this is one final teaser entry.

 

1.

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All that is left to do is to complete several outer fields on the corners of the city tile.

 

2.

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One of the first areas I created, I had to go back to it to tweak the buildings on the street as some of the houses were getting abandoned due to the "no job" zot.

 

3.

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So I added some NYBT ABBT buildings which are great for creating grungy brick settings.

 

4.

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NWM gridbusting.

 

5.

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I reckon at least a fifth of the urban areas in Pololomia are diagonal.

 

6

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As with any diagonal area the textures must be seamless and they must flow.

 

7.

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One of a couple of railyards which are dotted around Pololomia.

 

8.

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The railways in Pololomia really divide up the city and the area.

 

9.

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I came back to this area to add in a few more tree fillers- also a few squares were empty.

 

10.

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The diagonal neighbourhood green.

 

11.

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A few more fields I finished off.

 

12.

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I used a different combination with blue lillies and clover, throw in some Ionionion OMCo brown dirt to give the top field some earthy texture.

 

13.

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Simmer2's stone walls work really well with bushes and other small flora MMPs.

 

14.

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Creating the rose field took a while as the girafe rose MMP takes a while to cover squares with dense saturation.

 

15.

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Another outer periphery of Pololomia.

 

16.

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The biggest feature of Pololomia is the urban/rural transition.

 

17.

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You will see it in future mosaics but Pololomia is one of the most... organically flowing cities I have created. Everything fits in, there are clear divisions of areas and a real variety of areas too: heavy industry, retail estates, mini industrial parks, farms, fields, villages, highways, railways, suburbs, W2W apartments, medium-density areas and a few high density areas.

 

 

 

Hopefully everything should be ready for this Friday or Saturday. See you then for the grand tour of Pololomia.

The British Sausage

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Replies:

kschmidt: Thanks for your comment!

feyss: That's the idea!

Akallan: Thank you!

Simmer2: Nice picture and good use of them MMPs. Looking forward to this new variety of MMP!

Sciurus: Cheers!

Cacciatoria: Yes they are!

 

 

Entry 17 - Hardcore Industry

So it's been a month -- as I told you due to all that teaching -- but I am knuckling down and finishing off three areas in Pololomia. Once these three areas are done then Pololomia is complete.

Now during this month-long period Simmer2 has produced several new lots which are all industry/railway/utility-related. And I always like new industrial bats and lots to use!

 

 

1.

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One of the areas I finished off.

 

2.

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3.

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New housing/filler combinations for the outer suburbs.

 

4.

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Now that I have several different tree filler types it is really easy to mix and match.

 

5.

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The massive automobile factory has been around for a while. But the area around it was not finished off- until now.

 

6.

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50 shades of concrete... *;)

 

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And now for the new additions to the industrial area.

 

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Simmer2's new industrial lots mix in really well with his older creations and other creators content: T Wrecks, Jestarr, etc.

 

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And the new garbage lots are dirty, grimy and rusty as hell. Perfect for my type of industry.

 

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And beyond this industrial area are a few more fields I added.

 

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Another low-wealth residential combo.

 

12.

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Diagonals... Diagonals everywhere.

 

13.

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And for a SimCity 4 first I present to you the first ever cannabis field! Organically made with MMPs.

 

14.

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More of those MMP tracks... Now with rural power lines.

 

15.

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16.

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Going full-on MMP.

 

17.

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Next week Pololomia should be finished, so see you then!

 

The British Sausage

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Replies:

feyss: Thank you very much!

Simmer2: Thanks for your comment. Also please tell me how add MMPs onto transit tiles?

Tyberius06: Cheers! They're a most welcome addition, I tried the MMP versions though they are not quite as versatile...

SC4L0ver: What really made me like Simmer2's new walls were the gated sections and the ruined walls- perfect for breaking up orthogonal and diagonal walls.

_Michael: Thank you! I use a few different layers to make the tracks more rougher and organic.

sejr99999: Correction- painting with MMPs.

kschmidt: Thanks! What do you mean by the stone side road?

tonyr: Sure!

JP Schriefer: Thanks a lot!

Sciurus: I used the LE to take a simple grass park texture lot and add a prop family of C.P.'s houses. Then I went to ILive's Reader to make the new lot have a transparent texture. As for the pictures, yes they are a little darker than usual, it is something I noticed a few days after posting the entry. I guess I overdid the contrast a little...

 

Entry 16: Some More New Areas

Here is one more small visual feast. Giving how things are getting busier this half term with the teaching then it will be four-five weeks to finish off Pololomia and there are only three city tile corners which need to be completed. Anyway- enjoy!

 

1.

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In the centre of this picture there was this blank area to be filled in.

 

2.

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By adding Simmer2's Bricks and Blocks Building Supplies I realised how I could complete the area: mixed light industrial/commercial combined with a small park.

 

3.

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4.

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And yet more fields finished off.

 

5.

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Given the large areas to MMP, each finished field feels like a marathon.

 

6.

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And now it takes longer to finish off the field edges/walls/fences.

 

7.

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When I create these fields the first things I include are the fences/walls and the tracks.

 

8.

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This helps tell me exactly where everything should go.

 

9.

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I also try not to repeat myself when creating fields. Sometimes there will be areas with similar MMP combos, other times each field has a different MMP combo.

 

10.

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11.

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MOAR grid-busting!

 

12.

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The Maxis Highway Override FA pieces are surprisingly MMP friendly!

 

13.

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The boundary between the urban and the rural...

 

14.

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Some time in late March Pololomia will be fully completed.

And then the complete city tile tour can commence!

Thanks a lot for the comments and the suggestions.

I'll see you in late March!

The British Sausage

nRfOvY.jpg

Replies:

Kim Sunwoo: It get's a little better in this entry.

Urban Constanta: Thank you very much!

Krasner: This old dog is still learning new tricks.

kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs.

kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs.

Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river.

Simmer2: And those dry stone walls have already been put to good use. Thanks!

MiCephia: Thank you. Also good luck with your MMP experiments.

Tyberius06: :yes: :yes: :yes:

SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project.

Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes.

 

 

Entry 15: The Village

About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village.

 

1.

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The area in question.

 

2.

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More track grid-busting.

 

3.

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I used girafe's bushes for hedgerows.

 

4.

IexCtz.jpg

 

5.

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Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566.

 

6.

tJxCzo.jpg

The village- off the grid and filled with MMPs!

 

7.

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Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land.

 

8.

sTCKzW.jpg

Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops *;)).

 

9.

B4gby1.jpg

A little mosaic for today!

 

10.

TpH0yH.jpg

Here is the northern route into the village. It is the main one.

 

11.

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Minus the stone wall at the bottom right corner, everything you see here is 100% MMP.

 

12.

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Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP!

 

13.

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Despite this limitation I am happy with the final result.

 

14.

Xtu0Dy.jpg

Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice.

 

15.

CLbU8l.jpg

Dem details!

 

 

 

Right now I am working my ass off finishing off as many fields as I can during my one week holiday.

There will be another entry next week.

After that Pololomia should be done and the grand tour can commence.

The British Sausage

Gwx8CN.jpg

Replies:

kschmidt: Cheers!

rathefalcon: Everything I do with these city tiles is to create rural/urban transitions.

Prophet42: :yes:

UrbanConstanta: Did you manage to download those fields?

TekindusT: Worth the price of admission!

Kim Sunwoo: I call that mosaic the city centre to rural transition.

simbasc4: Thank you very much!

 

Entry 14: More Rural Development

So this month has been a busy one, but in the last two days I have been working some more on Pololomia and finishing off areas to the north. I reckon finishing every area could take anywhere between a month and six weeks given all the MMPs I am using, but it is slowly coming together.

 

1.

wU2N07.jpg

Gridbusting on a MASSIVE scale.

 

2.

UULm66.jpg

I'm experimenting with mixed field/woodland areas.

 

3.

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Rural areas in England often have many fields with patches of woodland throw in the middle.

 

4.

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While Diggis river extension pieces form great boundaries for the fields.

 

5.

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And the river banks are SO MMP-able.

 

6.

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Another feature of English farmland is the line of trees bordering fields.

 

7.

ErcdWX.jpg

The other thing I am developing is a better blending of tracks with the dirt perimeter of fields.

 

8.

Xbdutd.jpg

And a new MMP farm combo (using Chrisadams3997's RRP MMPs): wild white flowers combined with clover textures. Throw in ionionion's OMCo brown dirt and we have a rich, organic field!

 

9.

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And a close-up of that field.

 

10.

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Rivers make for the most interesting boundaries... Sometimes the fields will be bordering the river banks and other times there is a clear separation between river banks and fields.

 

11.

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By using the wide version of Heblem's gravel MMPs, and placing it in the centre between two lines of gravel MMPs, it gives the tracks a rough boundary- which helps them better blend into the landscape.

 

12.

IOkOz2.jpg

While the field edges look dirty and as messy as possible, which is just the look I'm going for with plowed fields.

 

13.

llBhoa.jpg

Another overview of the area I'm working on.

 

14.

QCwzUG.jpg

 

15.

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Simmer2's stone paths MMPs are SO good! Plus this is another exercise in varying MMP densities: high to the left, medium by the river and low to the right.

 

16.

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Blending the street, river, diagonal fillers and MMPs all together in one cohesive package.

 

17.

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Fields must be YUGE!

 

18.

InP6Ze.jpg

 

 

And with that I will end this entry.

Next entry- next week? Two weeks from now?

See you then.

The British Sausage

l1zgHR.jpg

Replies:

kschmidt: Thank you very much!

sejr99999: Cheers!

matias93: MMP textures can compliment terrain sometimes but I am currently sticking with Gobias' Sudden Valley terrain mod.

kingofsimcity: Thanks! Expect more of those cross-town mosaics in future entries.

SC4L0ver: Thanks! Last year I finally got the field dimensions and the field transitions/boundaries/fillers correct. I also nailed the urban/rural transition with a combined MMP/lot approach. This year there will be a lot more of that.

Krasner: :yes:

Bipin: Your BATs and LOTs have been invalueable for my industrial and rural areas.

Akallan: The circular fields are an incredible piece of texture work!

Urban Constanta: I think you need to be a member of SC4D to be able to download the circular fields.

 

The New Year's Entry

Propelling the URS firmly into 2018 we shall start with a special entry which features the latest areas I have been developing in Pololomia, it combines two of my favourite things: farms and industry.

And what does 2018 hold? Well the first two or three months will be covering Pololomia. There will be some smaller side projects during Spring and early Summer where I will experiment even further with MMPs, LOTs and BATs. During the Summer Holidays I will be working on a new large city tile; perhaps something intensely urban but throwing in a lot of MMPs to an urban setting...

With that said let us start with...

 

1.

IHbKGv.jpg

The top half of the picture contains the new areas I have been working on.

 

2.

Vk0M4K.jpg

 

3.

bKmUP5.jpg

 

4.

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Mixing old and new.

 

5.

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The new is Simmer2's fantastic Royal Flush business / (industrial building)- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3556.

 

6.

1jZShC.jpg

Mid-rise or low-rise sprawling industrial units are so important for getting industrial density right.

 

7.

jdkgho.jpg

I have shown something similar in this area before, but now I've added the perimeter of dirt around the MMP fields. It's adds an important messy element to fields which is lacking from ploppable fields.

 

8.

VAj02h.jpg

And this is the new industrial area I completed. This was tricky as I needed to blend large-scale industry with rural buildings, woodland and fields.

 

9.

SHUS96.jpg

 

10.

REGFpF.jpg

 

11.

Vp2MNG.jpg

A return of the threshold photoshopped pictures!

 

12.

TklYAu.jpg

The urban/rural transition can be summed up as follows: a line of trees/lots, some kind of fencing, a dirt perimeter and then MMP fields.

 

13.

SJjaNN.jpg

A small village just north of the new industrial area I created.

 

14.

aQBLEr.jpg

Another thing I was working on last year was the rural intersection and rural turnoffs to tracks and dirt paths...

 

15.

LNZhXM.jpg

Bipin's grunge industrial roads (found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086) are really useful because their pavement textures consist of concrete which enables more realistic road/driveway transitions.

 

16.

Lwpsth.jpg

I am now experimenting with MMP bushes to border fields- this is a very British feature of rural areas.

 

17.

iqroFO.jpg

The rural track. Using Bipin's grunge roads makes the transition between the track and the road almost seamless.

 

18.

9XxIBH.jpg

The first large mosaic. Most of my efforts go towards seamless transitions from urban to rural areas, villages to fields, industrial sites to rural/farm areas.

 

19.

MqhOmD.jpg

The MEGA mosaic. This is the complete transition from city centre, to inner city area, to suburbs, to city outskirts to eventually fields and countryside.

 

20.

ZzTUPI.jpg

And one final picture.

 

Next weekend there will be another entry!

The British Sausage

nOu49P.jpg

Replies:

_Michael: Thanks for that! I did what you said for my mosaics and it worked!

SC4L0ver: There's A LOT more rural scenes coming!

Prophet42: I am on a roll and I still find new ways to make these rural scenes and still find little improvements to better the quality. Anyway, ErnestMaxis created this MMP set which has all sorts- the gazebo is actually an MMP. The set can be found here, but DEPENDENCIES galore! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493

Bluthlucidity: To answer your question I plop in some RCI buildings and grow others. Though nearly all commercial and industrial buildings are plopped, while some of the residential buildings are plopped. Though I'm not sure how to answer your second question- do you want me to make my plugins available to download??? Anyway, thanks for your comment!

buckbeach47: Thank you very much for your comments and for showing me the 3RR Exchange- this entry came about thanks to those circular fields. So thanks!

gunkz32: Cheers! There's a lot more where that came from.

aegian: To answer your question- no. But there are several SC4 Gods who produce scenes like this but with a very different style- Korver, Huston, SimCoug, Paeng, Fasan, Vortext, etc. A few times you will see people make the Google Maps comment for the bunch I mentioned!

 

Entry 12: A Special Christmas Present!!!

Note: this entry is dedicated to buckbeach47 for showing me the 3RR Exchange and these amazing circular irrigation fields.

It's Christmas Day and since I now have a two-week Christmas Holiday (one of the perks of being a teacher) I have some time to finish off Pololomia and the surrounding rural areas.

In this entry I show you the latest areas I have been working on and there are some goodies- including two MEGA-Mosaics.

 

1.

TeY7gd.jpg

To immediately answer your question about the circular fields, they can be found on the 3RR Exchange on SC4D. (Link here- http://sc4devotion.com/forums/index.php?topic=5603.0)

 

2.

nsroEn.jpg

This circular field comes on a 24x24 lot, the outsides have this dirt texture which can be MMPed over.

 

3.

fmYu9x.jpg

 

4.

ipFY26.jpg

There is also a smaller 12x12 version.

 

5.

1nQEtR.jpg

 

6.

kZOJqL.jpg

Here I go full-on 100% MMP saturation.

 

7.

LgBhyw.jpg

 

8.

cxk0GR.jpg

 

9.

3b7vWH.jpg

I have redone the area around the petrol station; small buildings by the intersection.

 

10.

WkXh6Q.jpg

As a new feature I now add a small dirt perimeter around my MMP fields. It makes them a little messier but in a good way I think.

 

11.

TvGrPh.jpg

Beyond Pololomia are a series of small villages close to the outskirts.

 

12.

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In the last two years I have become more and more interested in creating smaller scenes, rural scenes, village scenes...

 

13.

IAoOBT.jpg

Big skyscrapers and all that jazz now bores me.

 

14.

gdfjsu.jpg

I am much more interested in rural/urban transitions, villages and of course mid-rise scenes (such as the city centre in Pololomia).

 

15.

4D6vxU.jpg

The idea behind this field is that it has been heavily used by farm animals- the grass has been completely devoured in places but the farmer keeps on using it for convenience.

 

16.

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The same field but nearly all of the grass is intact.

 

17.

zRVsqh.jpg

And here is my attempt at minimal MMP saturation- which is surprising hard to get right! Moderate MMP saturation is even harder because there can never be enough MMPs...

 

18.

JApQoq.jpg

This picture shows part of two dedicated animal herding routes- the ones that are all dirty, dusty and brown. I would say this is moderate MMP saturation.

 

19.

9qyaNR.jpg

MEGA-Mosaic 1. All of my time and effort goes towards creating realistic rural/urban transitions.

 

20.

C3usrB.jpg

MEGA-Mosaic 2. If you ever wonder why I take so long to finish my cities it's only because I want to show you scenes like this!

 

21.

pZ7ToT.jpg

 

 

Anyway, next week I will show you some more updates. But right now I am loving the rural areas I'm creating; I would say I love creating rural areas more than creating industrial areas.

Enjoy this entry and enjoy the Christmas Holidays!

The British Sausage

QxosX9.jpg

Replies:

Namiko: Thanks a lot!

Prophet42: Those would be the backalley / centre-of-the-city-block pictures- I'm glad you get great ideas for your cities.

Akallan: I will be posting the odd montage video every two months or so...

JP Schriefer: Thanks! Also, one can never go wrong with Ennio Morricone.

Wallibuk: Thanks! The buildings are a mixture of American, European and British buildings.

Urban Constanta: Cheers!

 

Entry 11: Back to Rural Again!

So as promised here are some more rural scenes. I managed to find a diagonal version of Diggis river set and combined with the orthogonal set makes for some great-looking small rivers!

 

1.

XbPD0C.jpg

The idea is a stream cutting through the fields, with some areas being fenced off to create wildlife habitats.

 

2.

XzUQDI.jpg

Combined with orthogonal corners and diagonal corners, creating a river becomes an exercise in grid-busting.

 

3.

JOLiKC.jpg

The path splits in two... One branches off towards a small tourist spot.

 

4.

ISr6iK.jpg

Another thing I'm working on is wild areas with a medium saturation of MMPs. It's not 100% saturation and it ain't a light saturation either... Medium!

 

5.

PKUc4i.jpg

I always enjoy painting in MMP gravel paths.

 

6.

BqraVP.jpg

At first I was just planning on creating MMP fields, but throwing in a river adds a bit of much needed variety.

 

7.

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Full-sized image can be found here- http://imagizer.imageshack.us/a/img923/1006/x8Hb1c.jpg

 

8.

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One of my favourite scenes to create is the rail siding in the middle of the countryside.

 

9.

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I also throw in some SPAM fence sets in as well- brown, white and barbed wire.

 

10.

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And a bit above the bridge is the field which hugs around the river's edge...

 

11.

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Using Heblem's tropical grass I get this dark-green field which looks decent. Another <small> addition is a dirt-lined perimeter around some fields.

 

12.

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The petrol station faces out into the sea of dark green.

 

13.

OBKSqL.jpg

 

14.

hld0Kr.jpg

As mentioned earlier the tourist spot is this small gazebo by the river.

 

15.

YZVYC7.jpg

Now my plans for this river is that it will run across the northeast corner of the city tile. LARGE VERSION: http://imagizer.imageshack.us/a/img924/772/YZVYC7.jpg

 

16.

p6GJ2u.jpg

And here is the picture of the playground. I posted this several days ago but here is the all-dolled-up version!

 

Now then, the next entry will be something similar- more rural scenes.

Enjoy!

 

Lastly- WHY doesn't this site properly show mosaics?

 

The British Sausage

Jym1t2.jpg

Replies:

Dukestoner: :yes:

_Michael: Nothing has really changed... Except I have a few more useful toys at my disposal: mass plopping of residential and buildings with transparent ground textures.

kelistmac: Yeah, I create a general urban style which is part USA, part European and part UK.

Abrams124: I am. *:)

Simmer2: Cheers!

Tyberius06: New start, new CJ- thanks for your comment.

Akallan: It's all about seamless transitions and the right ground textures.

feyss: Thanks! I never thought of placing that diagonal warehouse on the side of Bipin's Grunge Industrial road corner- until now.

 

 

Entry 10 - A Video Montage of Pololomia

And now I present one of the most realistic-looking SC4 videos you will ever see on Youtube. I recommend cinema mode - 1080p for best quality.

 

 

And as a bonus some more pictures too!

1.

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Another small city block I've finished- the one surrounded by the posh fences.

 

2.

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The ortho/diagonal mix!

 

3.

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The old city buildings meet the new ones.

 

4.

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Variations of building density and variations of space/fillers.

 

5.

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It's all about the space behind buildings...

 

6.

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Infilling city blocks can be a very satisfying thing to do...

 

Next weekend- a rural update.

 

The British Sausage

VHwi18.jpg

Replies:

Akallan: Thank you! Anyway the URS is what I wanted from SC4 a year or two ago; 2016 had some great stuff but I can now go even further than that with residential plopping and creating lots with transparent tiles with buildings upon them.

Prophet42: Cheers! It's getting easier and easier to detail city areas and give them a certain character to them.

BC Canuck: Steal those ideas! If you're wondering the British Sausage is a famous joke from the British TV series Yes Minister.

tariely: Oh yeah!

Michelle Yukimura: I go to GIMP and use the horizontal flip tool.

sejr99999: Thanks! And good luck with your search.

metarvo: Yeah the diagonals were a give-away; I am a madman when it comes to creating seamless diagonals and removing jagged texture edges on roads.

kelistmac: Make some - ahem! - contributions for the mayor and that house is yours.

feyss: Thanks!

 

Entry 9: Highlights from Pololomia

In this entry there are some more pictures from Pololomia. I think I can get the whole city tile done by Christmas holiday time.

Thanks a lot for the comments- it is good to be back.

Anyway, enjoy the pictures and the enjoy the weekend.

 

1.

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2.

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3.

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4.

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5.

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6.

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7.

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8.

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9.

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10.

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11.

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12.

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13.

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The British Sausage

bpmOgh.png

Replies:

SC4L0ver: Thanks! The woodland was an idea that came to me after travelling along the A66 west- random clumps of woodland in the field or on the field's perimeter.

Prophet42: I would say that wild meadow scenery would work well for unused green areas inside of cities.

kelistmac: The prop pox was a bummer but it was a chance to carve the right suburban/rural outline for the city. So it was a net positive.

Akallan: The British Sausage is simply a pseudonym for Ln X- that's why the style is so similar. What happened was I lost everything (computer problems, think blue screen of death) and Imageshack acted up- something about payment and accessing the account. Very embarrassing! So I was left with a CJ with no pictures and vacant image links. So I decided for a fresh start: new account, rebuilt plugins, new username, new CJ, etc.

 

 

Entry 8: Scenes from the City

Some of these pictures feature new areas, some are different shots of older areas. And now these pictures come with a little photoshop sparkle. In any case enjoy them!

 

1.

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2.

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Going full on diagonal!

 

3.

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4.

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Plop in some texture tiles to make those overhanging buildings blend in!

 

5.

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6.

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MMP playground.

 

7.

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One of Pololomia's major roundabouts.

 

8.

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9.

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10.

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It's all about the areas behind buildings...

 

11.

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12.

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Next week will bring another update, but this one will have more rural scenes. See you then.

 

The British Sausage

0bALGj.png

Replies:

Akallan: Thanks a lot for your comment!

 

Entry 7: Dealing With Prop Pox

So all of those great pictures and scenes you saw in the previous have been lost. The reason why is that a week ago Pololomia suffered from Prop Pox. So I had to use an old back-up which is prop pox free- unfortunately it was dated three weeks ago. I haven't added too much in those three weeks, but still... All of those MMP scenes are gone. Oh well...

But it did give me a chance to redo the outskirts of Pololomia and I believe I have found a better layout!

Anyway enjoy the pictures!

 

1.

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Let's start off with a MEGA mosaic! Link to see the big version- https://imagizer.imageshack.us/v2/147x907q90/922/Eq1rSx.png

 

2.

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More sneak peaks of the city centre.

 

3.

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4.

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5.

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6.

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And here is the new layout- look to the top of the picture and the outskirts look WAY better as they have now become less dense and there is more green space between them. Note some of these spaces have now been filled in with MMPs.

 

7.

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And now some more MMP goodiness!

 

8.

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I redid the FA neighbourhood and made it strictly attached to the road- there are no diagonal streets shooting off.

 

9.

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10.

83qx9B.png

 

11.

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When I went to the Lake District a week ago, I was driving along the A66 and I noticed the layout of the trees amongst the fields: lines of trees for field perimetres, small clumps of woodland in the centre of fields, grassy areas marking the perimeter of a field, etc.

 

12.

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This got me thinking about how I could add woodland in the middle of my large MMP fields...

 

13.

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14.

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A new development in my MMP farm/rural quest- wild meadows!

 

15.

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16.

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Now THIS is what the rural/urban perimeter of Pololomia is going to look like- the grid meets organic MMPs, diagonal roads and FA roads!

 

There will be another update next week!

The British Sausage

z39rR7.jpg

Replies:

_Michael: Thanks! I spend a lot of my time expanding the city based on density transitions: high to medium, medium to low, low to medium, etc.

kschmidt: Diagonals zones coming off FA roads was done to a limited extent by someone else- they however zones diagonal houses on an FA road but I took a perpendicular approach. FrankU's Dutch Parks are highly versatile and can provide posh fencing, low density tree fillers and cool looking paths. The horse race is a bit small and the diagonal downtown section has a little too much repetition but... It passes muster! I do love slotting in railyards into my industry.

kelistmac: Cheers! I always go for large and gridbusting where possible- it's even possible to gridbust using strictly orthogonal streets and roads.

Simmer2: Thank you! Your LOTs and BATs go some way to filling in my railways, industrial zones and rural areas.

 

Entry 6- Creating Realistic Rural Settings

Building urban areas is one speciality of mine and I do love industrial areas, but where I flourish in is with rural areas. Using MMPs I can create an organic look to a grid system of fields, or do some immense grid-busting. Listen up as I reveal some methods for creating highly realistic rural areas.

 

1.

Rd6ydp.jpg

The 101 of Realistic Rural Scenes is rural/urban transitions and vice versa.

 

2.

MX1akI.jpg

You will need fences bordering the fields, woodland filler tiles (or MMP trees), low density areas and of course the grunge roads found in Bipin's Industrial Essentials help too!

 

3.

w3X6mB.jpg

The city border can be all sorts: housing, light industry, a school, a large facility, a utility complex, etc. What matters though is there being a clear division between where the urban ends and the rural begins.

 

4.

MrTl5Y.jpg

One method is mixing in fields with RCI zones. So when you move to the city outskirts there are fields either penetrating into the city area or there are fields surrounded by city blocks, etc.

 

5.

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The other crucial thing to consider is SPACE.

 

6.

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The smallest field needs to be at a minimum approximately 200 metres wide. Like the field above its width is 12 tiles across- or 192m.

 

7.

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In the North of Pololomia I mixed in fields with industrial blocks. This can make building to the grid very interesting and thus rather Americanized. Remember: SPACE, fillers and clear rural/urban divisions.

 

8.

6mtzDP.jpg

It's perfectly normal to have an industrial estate or business park to suddenly emerge from the countryside and farmland. But these kind of areas often have a lot of green space, trees and again SPACE.

 

9.

PfE8h8.jpg

Rural/urban transitions come in all shapes and sizes. For instance the railway marks the separation between an outer city suburb and the countryside.

 

10.

k5dAbx.jpg

In the future I will show the full area and you will appreciate the layout, size and detail involved. In these teaser pics though and in this one we have a bit of MMP gridbusting. Gravel/tarmac MMPs can go in any direction, as can walls and flora- EXPLOIT THIS to the max!

 

11.

5GiQD7.jpg

The next big challenge of rural/countryside scenes are the fields themselves. DO NOT use plopped field/crop lots. These have little to no variation and so make the grid stand out like a sore thumb. Because of the fields variation/(organic irregularity) your eyes are drawn to the fields, thus rendering the orthogonal roads less obvious and intrusive.

 

12.

MhxsuQ.jpg

But MMP fields -- and I have taken great inspiration and artistic license from Ln X here -- make fields realistic. Why? Fields are organic and plants are sprouting in a chaotic fashion. Laying down MMPs emulates this chaotic distribution and so the entire field becomes this large painting- subtle variation of one theme.

 

13.

WdqtVR.jpg

I will explain more about MMPing fields in a future entry- but the basic process is usually mixing two flora MMPs together to create a thick, detailed look.

 

14.

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MMPs can also extend lots which seem very confined. The industrial buildings in the centre have more presence because of the dirt truck stop. This is just one small example of how texture MMPs and vehicle MMPs can produce incredibly realistic scenes with only three or four MMPs being used.

 

15.

MRKvNw.jpg

Using Ilive's Reader and the Lot Editor, 1x1 residential buildings can be changed into parks with no base texture.

 

16.

HkVOUd.jpg

I'm only just beginning to explore this technique but the results produce astonishing off-the-grid images. The buildings are surrounded by MMPs which create the illusion of a large lot, but the reality is this- these are 1x1 park tiles which have a house in the centre and a transparent texture. For the longest time I have always wanted to do something like the above and finally my dreams are coming true!

 

 

Well... That wraps up this entry.

And next week another entry.

Stay tuned.

 

 

The British Sausage

eExpn7.jpg

Replies:

First of all I just want to say thank you to SC4L0ver, frdrcklim, nycsc4, Prophet42, kelistmac, T Wrecks, airman15 and Whte_rbt for their comments. I replied to most of them and I want to say thanks to T Wrecks for exploring my method of plopping residential some more.

 

Entry 5: Another Update on Pololomia

Here are twelve more pictures of Pololomia, I've considerably expanded the city and now I'm working on the border between the city and the countryside.

 

1.

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And here is Pololomia so far. Right now I am filling in the parts of the city centre which aren't complete, then I'm going to work some more on the industrial area to the left and then create some rural areas along the left side of this picture.

 

2.

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More grid-busting.

 

3.

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Suburban area close to the countryside.

 

4.

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The secret with suburbs is offsetting some sides of the suburban block with a tile or two (or more) of fillers. It's very easy to zone everything to the main road or street, but having a main road with only one (or no) side of residential can look more realistic.

 

5.

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Now we go to the city centre.

 

6.

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Loving Mattb325's new buildings- to the left is his urban school and in the centre is his First Federal Bank building.

 

7.

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In the centre of the picture is this school.

 

8.

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Using fillers I expanded the size of the school grounds and made it far more distinctive: a perimeter fence, car park, greenhouses, etc...

 

9.

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Squeezing out every last drop from FrankU's Dutch Parks!

 

10.

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The criss-crossing railways divide up the city.

 

11.

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I have changed parts of the industrial area to the northwest. Gone is the garbage dump and in its place rail sidings and a grain processing factory!

 

12.

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Making the most of Simmer2's rail sidings.

 

 

The next update will probably be more rural as I move into MMP work and more organic, grid-busting sights. So stay tuned for that next weekend!

The British Sausage

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Replies:

kschmidt: No I don't have the No Abandonment Mod. I have found a way to plop in LARGE amounts of residential without triggering abandonment of the plopped residential buildings. Thanks for your comment.

IL.: Size always matters... For a CJ... Ahem.

Talla 2XLC: Thanks for your comment!

Terring: Thank you!

TekindusT: Cheers! Green and wide I say!

kim026: Thanks!

Prophet42: Thank you! Everything I have shown has been done without using the Lot Editor. All it takes is the right BATs, LOTs and dependencies.

 

 

Entry 4: Plobbable Residential Abandonment Problem now Solved!

We are in for a treat today folks! I believe I have stumbled across a workaround which prevents plopped residential buildings (R$, R$$ and R$$$) from becoming abandoned.

 

1.

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Here is the area I will be infilling- to the left of the road going northwards.

 

2.

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Step 1: zone out a plot which matches the size of the residential lot to be plopped, in this case 3x3.

 

3.

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Step 2: Pick -- using the BuildingPlop cheat -- a residential lot. I have picked CP_VictorianSmallRes$$_12_Decid and from that the CP_R$$5_3x3_VictorianRow_12Hses. The lot is circled in red and looks good in medium density areas.

 

4.

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Step 3: Let residential buildings grow, make sure every one of these lots matches the size of our plopped residential lot. In this case 3x3. REMEMBER: this step is the MOST important of them all!!!

 

5.

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Step 4: Pick the residential lot from the BuildingPlop cheat list and plop in the lot exactly upon the 3x3 plots. Press cheetah speed, watch the months go by and voila! No No Job Zot and no abandonment! As long as there is a residential lot which is grown and matches the lot size of the residential lot you wish to use- your plopped residential lot will not become abandoned.

 

6.

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And that's it! Now the next step is to complete this area and one thing with this particular housing lot are the street tile textures emerging from the middle of the lot. I create false intersections using the elevated rail pieces: elevated rail connected to elevated rail over street. Demolish the elevated rail section and what is left behind is a 1x1 street segment which isn't rounded.

 

7.

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Looks better with those false intersections doesn't it? Lastly we pretty up the area to the left and add some W2W shops plus carparking on top to finish off this city block.

 

8.

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It's a very simple layout which works thanks to the fabulous lotting and batting of the content creators.

 

9.

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Here are some examples of residential plopping in action.

 

10.

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11.

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12.

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So to conclude: no more waiting around for the residential buildings you want, no more abandonment of plopped residential buildings AND a chance to use every residential building listed in the BuildingPlop menu.

Please let me know in the comments whether you are able to replicate (copy) this in your cities.

Please also note that if abandonment occurs due to low desirability, traffic noise, crime, pollution, garbage or radiation then I suspect these plopped residential buildings will remain abandoned even if desirability improves. Whereas normal zoned residential buildings which are abandoned can become reoccupied again.

One unknown is how plopped RCI will react on a massive scale or on a ubiquitous scale. I would say at least a third of my residential buildings in Pololomia are plopped and my plopped commercial and industrial buildings have not been adversely effected.

So your feedback will be most useful!

Thanks, and if this cheat works for you then your whole SC4 gaming experience is about to be RADICALLY CHANGED!

Enjoy!!!

The British Sausage

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Replies:

TowerDude: Some entries will have commentaries as I explain certain key things.

nos. 17: The apple doesn't fall far from the tree... *;) Anyway, thanks for your comment!

Talla 2XLC: Just keeping a low profile and focusing on the cities. And yes I use the building plop cheat extensively in my cities.

sucram17: Thank you very much!

kscmidt: Virtually every RCI building has been plopped- there is a trick to get residential buildings plopped without them becoming abandoned.

IL.: Thank you!

Abrams124: Cheers! And I will keep going...

 

 

Entry 3: There Will Be Diagonals!

I have developed Pololomia considerably and I am finding it very easy to expand the city and infill areas. So without further adieu here are 16 more pictures to feast your eyes on!

 

1.

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Here is Pololomia so far.

 

2.

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I am gradually stitching together the various areas.

 

3.

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Piece by piece...

 

4.

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Diagonal by diagonal.

 

5.

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6.

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7.

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8.

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9.

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10.

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This area came out something special...

 

11.

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12.

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13.

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14.

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15.

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I'm now going to start developing the outskirts and the rural/urban city borders.

 

16.

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MMPs are love. MMPs are life.

 

Next week there will be another update from Pololomia. Enjoy and have a great weekend!

The British Sausage

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Replies:

Urban Constanta: Thank you!

Odainsaker: I didn't know that- so thanks for that brief slice of urban history. I basically went for a style that is green, takes up space and has paths/parks running through these neighbourhoods.

RandyE: It is harder to build extensively with diagonals because there are fewer buildings to use, but I have worked out ways of creating diagonal city blocks. As for the industry and commerce a lot of that style you were talking must be because I used Mattb325's buildings which are spacey, have green spaces and look rather modern.

kschmidt: It means a lot of use of the "Make Historical" button! I used the No Maxis buildings mod and I have in my head a list of buildings which suit various themes. The "standard" you were talking about is actually growable for the green suburbs.

licoricebomb: The horses can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2862.

 

Entry 2: Developing the City of Pololomia

In this entry I show you the current state of Pololomia and finished areas. This is a large city tile I'm working on and one which is a basic template for the style I go for when playing SC4. Enjoy!

 

1.

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So this is the city of Pololomia as it stands. In the southwest corner is the city centre, then the city fans outwards and decreases in density...

 

2.

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The W2W buildings I have used are mainly Jasoncw, NoFunk and Goofyguytpa creations which can be found on the STEX.

 

3.

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While I have found that Mattb325's creations are great for filling in city blocks which aren't necessarily W2W.

 

4.

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The W2W Buddhist temple is zero7's Z7 Temple and Stupa.

 

5.

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Every city block I create has parking in the middle, back alleys or gardens at the back which connect together. It's easy to place buildings down but it is a lot harder connecting them together- so I use car parking, trees, parks and other fillers to make each city block unique. Also MMPs are useful too for adding variety to blank texture tiles!

 

6.

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An even trickier thing to pull off is density transitions. Ideally in the centre of cities and the inner city area the buildings are at least several floors high with higher buildings dotted around. But in mid-rise areas this can be anywhere between 10 to 4 floors high with the occasional tower block. While for low-rise areas it can be anywhere from ground floor height to four floors high.

 

7.

baG2MW.jpg

The secret to diagonal city building is hiding the jagged square edges of the textures. In this picture I have hidden/disguised most of the jagged square edges so that it all blends together. SFBT Diagonal Fillers and Simcoug's Diagonal Tenements are some of my preferred methods for building diagonally.

 

8.

PMq9mg.jpg

And now back to the inner city area and this time railways. Now railways really need to separate and divide a city. So that means walls, tunnels and bridges. Having road crossings on a railway in an inner city area is not very common. So in this picture I used FLUPS to really emphasise the railway splitting up the city, lastly every bit of the railway is bordered with fences and walls.

 

9.

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Little roundabouts can be a great cosmetic addon or architectural addon even if it's a little unrealistic. Also tight FLUPs in urban areas are some of the coolest things this game has to offer.

 

10.

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Roundabouts can also prove to be a useful means of separating streets and SAM streets...

 

11.

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In this neighbourhood I used KingOfSimCity's Maxis Mansion Overhaul mod which is incredibly cool stuff. Large lots, green areas and those FA tennis courts!

 

12.

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But it's also important to break up a themed area with other fillers: for instance WorkingManProductions Allotment set and FrankU's parks (tree fillers).

 

13.

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The next entry will show further development from Pololomia and more finished city scenes. I think this city will take four or five weeks to finish. In the north and east I want to create rural areas and farmland and THAT is the trickiest transition of them all - urban to rural!

So see you then!

And thanks a lot for your comments!

 

 

The British Sausage

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Welcome to The URS!

What is The URS?

Well...

 

1.

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The URS stands for Urban/Rural/Scenic.

 

2.

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This CJ will cover all sorts.

 

3.

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Lush, green suburbs...

 

4.

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With rich details and some nice patterns.

 

5.

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Commercial areas and civic complexes...

 

6.

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With some realistic spacing and division of areas.

 

7.

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Diagonals are covered too!

 

8.

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And I throw in all kinds of fillers to make areas look interesting.

 

9.

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And what about the urban, W2W and inner city areas?

 

10.

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No problem!

 

11.

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But we are forgetting industry!

 

12.

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And of course the MMPs!

 

13.

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Rougher, low-wealth and rundown areas are also covered in The URS.

 

14.

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Old content meets new content. You will see old plugins effortlessly fit in with new content, new mods and new fillers.

 

15.

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And of course every area and every city will have its own feeling to it.

 

So that's The URS in a nutshell.

This month and the next I am working on a city tile. After that I'll be specialising in a particular area: farms, industry, forestry, suburbs, seaports, power plants, etc...

There will be weekly updates.

So... See you around and I hope you have enjoyed these pictures.

 

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