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Popular Content
Showing most liked content on 05/30/2012 in all areas
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5 pointsT Wrecks- Yea it does change everything when the back of the building is below 0. Spike345- I have thought about making brownstones, maybe in the future you never know. LastTrueChamp- Thank you!!!!! 41 Park Avenue I'm sorry for being to to slow, I took a break from batting I have to rest to guys. Right now this is the night render to the second building and next I will need to get to the other two buildings. And I'm also sorry for no new bats.
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4 pointsSimCity Fans! E3, the largest North American videogame-centric conference, is just around the corner. We’ll be there – sun, ocean and a large conference center full of the best video games of the year? Do people actually say no to that? Of course before we head to LA and to E3, we want to share some of our details with you. You will see the game. Yup. You, the fan, the gamer, the soon-to-be-mayor. When you watch our latest trailer full of only in-game footage, you will witness some of the consequences your city will face like raging fires, pollution and protestors. What city will you build? Read more: http://www.simcity.c...g-splines-at-E3
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2 pointsQuote from article. http://www.arabicgamers.com/interviews/275/simcity-2013-developer-interview-brett-barry But does that compromise sales, does that compromise strategy for sales of the game if for example if people aren't able to connect online, is there an offline mode for example for people to be able to play, or do you need to have an internet connection to play and is it something the emerging markets would go for? You do have to have an internet connection to play. So there is that, i guess that we do recognise that but it's so fundamental to multiplayer to actually be online that we have made that decision to go that route. So can you play offline at all? Straight up? There is no offline mode. You have to be online to play the game. End quote. I shall be voting with my wallet by not buying this MMO. The requirement of Origin put me off but the non single player experience was the nail in the cofffin. The games market today is flooded with Free to play facebook/mobile games as well as endless shooters and MMOs It seems its to much to ask for a single player game these days unless its a shooter. I am supprised this was not turned into another shooter. I think 20 odd years of gaming is virtually over for me.
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2 pointsIn the night render, it looks like there are a couple of windows that are lit up at one side of a building corner, but when you go to the other side (in effect, turning 90 degrees around said corner), what would be the other window in that corner of the room is not lit up. In fact, I can count eight instances of another window needing to be lit if those rooms are indeed corner rooms (which I would guess they are, since both are lit on other floors/storys).
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2 pointsOnce you get proficient at the RHW, it does pay off big time. This interchange, if memory serves properly, took only about 5 minutes to build. It's urban, compact, and eye-pleasing. And another one - this one was a bit trickier and took 15 minutes. The average diamond interchange takes me under 2 minutes to build. If you practice at it and get an idea of how everything flows, things speed up vastly.
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2 pointshttp://www.arabicgam...iew-brett-barry Well, 2 months after EA announced the game and got people everywhere up in arms about their stupid "online-only" requirement, it seems that they've learned .... absolutely nothing. Not only do they not get that people seriously do not like this requirement, they pretend as if it is a MAJOR SELLING POINT of the game. For those of you who haven't voted yet on the EA forum, please go to http://forum.ea.com/...0.page#23068772 There is already 90+ votes, of whom only 4 are interested in an online only game. Shall we make that minority even smaller?
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2 pointsConcrete is planned . . . The only reason it hasn't been released yet is because of the fact that the IID scheme for the RHW is being completely changed as part of the "Project 57" effort (which is leading up to the stack functionality). I do think people would be less inclined to label the RHW "rural" if the project hadn't initially been called "Rural Highway". The "stigma" of that hasn't really warn off, even though the name change took place 2 years ago. I do believe the next release should squash that once and for all (but without alienating the folks who still use it "rurally"). The main reason it hasn't really gotten "urban" (in the sense that people seem to be using that word in critiquing the RHW) has been the lack of 3D models . . . the technical back-end has basically been able to support it for a long time, due to the modular structure of the mod, and Project 57 will make that back-end even more robust. -Tarkus
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1 pointReplies corydreinhardt: Thanks! Traffic was really terrible, until the freeway was built through the center of the city, which helped improve congestion. I would think it's still bad though, simply due to the fact that the city is mostly quite dense. The "downtown" is pretty ambiguous, but I would say the epicenter of the city is the commercial district directly south of the colonial quarter, since it is pretty much the heart of the city. Evillions, dubaidude303, Simarco: Thanks! MamaLuigi945: ¡Muchas gracias! Ihaveaneedforspeed: I don't think I'll make a CJ of it, but you can check out my new tumblr for pics! Fox: Indeed, I can imagine how nice it would be to get back from a long day's work and just head out to the beach to relax for the rest of the day. That is, if you can manage to escape near-death from the crazy drivers going across the busy avenue. The western part of Santa León consists of the modern industrial area of Santa Clara and coastal suburb of Miraflores. Santa Clara is a suburb of the western part of Santa León that is particularly known for its manufacturing and high-tech industry. This area is considered the "Silicon Valley of the Caribbean" due to the many high-tech industries that are situated here, some of which manufacture consumer electronics and other things. These consumer electronics are usually very cheap knock-offs of foreign cell-phones and tablets and that kind of thing. Some companies, like UTC, have a few manufacturing plants in the surrounding area. (For those who don't know, UTC is an electronics company from my other CJ city, San Lorenzo) Santa Clara is located in close proximity with the international airport of Santa León. The airport has expanded over time from a small landing strip to a moderately sized single-runway airport. It serves as a hub for Guarair, the national airline that has international flights to and from North and South America. (Currently, the only other international flights outside of the Americas are to Madrid and Paris) The suburbs of the city have sprawled around the airport, which takes up a good portion of space in the only suitable flat land along the coastal city area. Near the airport and Santa Clara is another suburb called Miraflores. (Not to be confused with the upscale coastal neighborhood in Lima, Peru) The area is known for the Medical school and university located close to the airport. The area is seeing quite a bit of development and construction, particularly along the coastline as land value increases dramatically. Developers are having a heyday in this area, but some people complain that the coastline may erode too much if many of the construction plans are put into place. As you will see, there's still a lot of unfinished work. Here's some more pics that I have that I don't know what to do with. Also, as embarrassing as it is to admit, I had no idea I could submit my own feature on the home page, after all this time... So here's the pic I used! I didn't show very many pics of the airport, due to the fact I'm not that confident in my abilities in airport-building. But whatever, here it is! Also, Happy Memorial day (If you're from the United States)
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1 pointReplies TheHaso2011 : Thanks a lot westy177 : Always nice to see you comment NMUSpidey : Comment stealers ! should spank them ! Mamaliugi945 : Thanks a lot corydreinhardt : Oh well, a long story...as a kid I loved Sim City 2 and Dynasty Warriors ( a Japanese Medieval War Game) a few years ago I discovered Hong Kong, which still fascinates me, and I've grown to love asia, the change of cultures compared to here, something totally different, that's the quick version Simul8ter8 : Oh you have the skillz ! MilitantRadical : Thanks a lot, I'm happy, the BAT is so good ! 111222333444 : I typed Tokyo on the stex to find it ChrisSAFC : No, go to Hong Kong...I prefer Hong Kong, magical place ! If I were to choose ( hard decision xD ) I'd take Hong Kong for sure ! Samerton : Thanks a lot, le thanks, le Sam ! spursrule14 : Oh, an Honor !
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1 pointCollege Humour - Sim City Mayor Vote or die. Literally. Super Funny Mayorial Campaign Advertisment (as a sim city mayor) From the video description: See exclusive articles and pictures on http://www.collegehumor.com ! LIKE us on: http://www.facebook.com/collegehumor FOLLOW us on: http://www.twitter.com/collegehumor FOLLOW us on: http://digg.com//collegehumor WATCH exclusive videos we can't put on YouTube at: http://www.collegehumor.com/
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1 pointHere's one I stumbled across on the computer, which was originally slated for the second midrise pack. I sidelined it because I run both hot and cold on it; sometimes I like it and other times I don't think it's worth continuing. The texturing bugs me a bit. It's based off architectural renderings of a real commercial building I found somewhere online. It's going to be an architecture firm of some sort. I think...
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1 pointYou don't need to apologise, it's a hobby. The night render is perfect!
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1 pointsorry .. i had too [img]http://24.media.tumblr.com/tumblr_lyl72hgOvi1qcj78ko2_400.png[/img]
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1 pointHi mappers, Some more maps on the pipe these times, and some requests coming along too. Let me show you a request from Langtan, thanks to him ! Pazin (Croatia) - 3 arc resolution You may say I spend my whole mapping time in Croatia...! Happy Valley, Goose Bay (Canada, Labrador) - 0.75 arc resolution Another request from aspireman : Jackson (Iowa) - 0.33 arc resolution Some other high resolution stuff to come, so stay tuned ! I definitly need a BEER now ! Izi
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1 pointwow 300000 views ive only recently started viewing your cj awesome work and congratulations on your aheivements
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1 pointYes, the RHW can be hard to build, and yes, it takes me quite some time to set up an interchange too, but we can't really do anything to make it more simple. Patience is a virtue when it comes to constructing a RHW. We just can't magically make new networks; we have to use work-arounds and tricks to give all this current functionality of the RHW. But the current RHW is in a way better shape than its predecessors. I was a MHW-geek when I first encountered the RHW, but over the years, I've learned to appreciate the mod. It has its flaws, but we are constantly working om new ways to overcome these. And yes, that takes a lot of time... I can remember a time that there was only a RHW-2, 4, 6S and MIS, and they were all ground level. At that time, all pieces could fit under one button. However, the mod was less flexible back then, making interchanges bigger than they are today. Nowadays, we have more flexible starters, more RHW widths, elevated RHWs, smooth curvers, FARHW, FLEXfly and FlexSPUI, DRIs and even cosmetic pieces. And with the latest developments, in the near future we'll have wider RHW bridges and a Multi-Height system. The possibilities are still growing... All this negativity about custom content, but here's a question to you: have you ever tried to make custom content? If not, you have no idea how hard and time-consuming it is for us to make all the stuff we created for the past NAM versions and associated mods. And remember, we don't do this for a job; we do this in our free time. And we still try to experiment with features to make the RHW easier to use, but we also have limited resources over there... Also, building freeways through a city center is a bad idea overall. Not only do you have not a lot of space, but alos you'll get a lot of noise and air pollution, which is something citizens don't like. Therefore, most (newer) freeways are build around cities, and development tries to keep distance from it. I've told this quite some times before and it looks like I'm repeating myself to get my point clear... Best, Maarten
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1 pointNice seawalls, do you have a link to it? I plan on using those for my rural areas. Anyways, the teaser is beautiful! Can't wait to see the real thing.
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1 pointYou still can, but just through the road interface. I don't think we know yet what other factors impact the garden. It may be that just because the zone ends up as high density it can still have low or medium density buildings due to other factors.
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1 pointI think there should be a separate zone for retail and offices. I agree, they should keep density so you can control where skyscrapers come up.
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1 pointA brand new explanation to the data in SC2013. Shows how data was used in previous SimCities and how it will be used now.
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1 pointOdd change. If this means that main road + high traffic volume = big buildings, then it's a step back IMO. It's more or less the same as SimCity 4 if you zone all high-density: With enough traffic volume and demand, you'll get skyscrapers, without you won't. However, densities allowed the player to plan for highrise development, mid-rise areas and so on - pretty much like a real-life city planner would. A busy main road with several lanes through a large area filled with low-rise commercials because it was in vicinity of an airport? No problem in SimCity 4! Imagine you didn't have that feature, and suddenly skyscrapers started growing there! I certainly hope the solution they are about to employ is smarter than that.
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1 pointThe tallest Maxis skyscrapers are 4x4. So, if you want tall skyscrapers, zone 4x4 blocks of high-density commercial along with residential. To ensure the tallest skyscrapers grow, zone blocks of 4x4 in full squares: (You can do this by holding down ctrl while zoning) Using 4x4 blocks and zones is efficient, however, it makes for a very bland city, so I don't recommend it. For variety in your CBD and the rest of your city, don't just stick to a 4x4 grid. Real cities (except Phoenix :|) have bigger blocks in some places, wider blocks in others, and longer blocks in others. In the outskirts of cities, there are often no grids at all. Most buildings don't grow on full square 4x4 zone, so use different sized/shaped blocks and zones for variety. If you have custom content, this is crucial. If you want certain custom buildings to grow, (Bixel's massive HK estates, for instance) you have to zone the exact dimensions of the building. But this gets tedious. I find using large, open blocks with room to add smaller streets and zones to be a good method. I also switch between zoning in full blocks as seen in the previous screenshot, and zoning like this: (In differnt sized and shapes, for variety) This makes for a more realistic, better-looking city. Here's an example of a city I made. Notice how I stick to a grid in the downtown area, but use different sized blocks and some diagonal roads/avenues too: For suburbs, I like to use long, skinny-ish blocks in some cases, and randomly curving streets in other cases. It's all a matter of personal preference, really. Find what works for you. Hope this helps! ~ Charles/Evan
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1 pointHello my friends and thanks a lot for your support. @Seraf: as Vlad said, the difficulties come from the lack of avaible pictures with high definition; for the rest it is just patience ....! @Vlad: fortunatly, you have provided some excellent pictures which help me so much, and I would like to thank you very much for that . BTW , if you find more , I'll take them! @francesco, thanks for the link I can read now the "out of town newspapers" sign ! Girafe is very busy these days and have no time for the glass tut...! And now a small update! I had to redone some of the columns!
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1 pointAs mentioned, the Building Concepts Forum would be the best place to share city ideas. There are several topics divide into many different categories. Be sure to check out all the great creations... Hmmm... Not really the greatest of attitudes...?
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1 point"In this version, players will have only one zone type for Residential, Commercial, and Industrial. Density will be driven by the types of roads and general traffic around these zones." I am indifferent to this. If I want to create an exact ideal city like a painting with every pixel just right I'll use a modding tool or scurk program, in the game itself I am fine with this so long as it is realistic. "and the modular nature of our ploppable buildings" So hence non ploppable, zoned buildings may not be module based. Once again this does not faze me but seems logical. "These resources include water, coal, oil, and ore." Kip, you forgot farm produce. Which is um... definitely an important resource. "We plan to introduce players to the tools slowly through a mission based tutorial so they understand the simulation and the tools at their disposal. This mission extends beyond the tutorial and is part of the core gameplay loop, offering rewards for completing missions." Once again this seems logical, I just hope these missions are as they said before optional, and do not force you to build in a certain way. "Disasters are going to be more epic than ever." Yes, Kip, floods will be epic. "Great Works" Seems logical.
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1 pointI can’t remember seeing this covered much elsewhere, so I’ll start a quick conversation here: From the most recent article. I think I like this idea. One of the problems I come across when starting a city is what to zone first. Do I try and double guess the game, and start zoning high density where I expect/want high density to be when the city is complete? Or do I zone low density and rezone when I realise it should be denser. With this idea they are pushing, the density is made by the game, giving the correct density to the right area of the city based on types of roads and their traffic load. Obviously I see the need to be able to place any density where ever you want, but I think that this idea would be quite useful, and make it much easier to start up a city. What are your views?
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1 pointIon_Cannon- Thank you!!! 41 Park Avenue Here is the dark night render.
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1 pointNicely done! You might want to tone down the contrast between the light and the dark areas of your brick texture, and desaturate it a bit (both very slightly).
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1 pointT Wrecks- I so happy you you like them all especially the brown one. madhatter106- Lol!!! You shallow have them all. TekindusT- Thank you!! Sgt Pepper- Yeah, there should be four so you do not have to worry about say damn I wish there were a brown version of a white version of the building. Francis90b- That's nice but I have to have the original texture for the first version so that first version of the bat will be the same look as the real life building. Andrey km- Thank you!! 41 Park Avenue Here's an other update, I hope I can finish before the week is over with, i'm not moving as fast as I want to.
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1 pointCities XL will be comparable to SimCity when the mods finally make the simulation interesting enough to actually play the game. I don't sculpt, I play. I need a city that will fight me at every turn, that has crime issues, and urban blight, and ghettos, and a need for education, and disease, and grime, and fires. Cities XL is only now getting a decent crime simulation; there's still really no consequence for having no fire protection other than rich people maybe not moving in (and even this has been dumbed down massively; CXL beta was a much more challenging game than what we have now). Where are my riots on Main Street? Where are my transit strikes? Where is my gentrification? Why do I have to micromanage the placement of every godforsaken house? Why doesn't my downtown ever change? Cities XL out of the box is not a proper game.
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1 pointare you kidding me? 4km2 could be "realistic" for a small town of 20k people at most, not for a heavy populated large city, let alone metropolin.. I have never said that 4 km2 is fine for me. Heck, if you read this entire thread, or even the first page, you'd find Oh is CitiesXL better? Then why did I go back to SimCity 4 and let CitiesXL catch dust. It's because the game is not better out of the box. Especially the game lacks inter-city mass transit like trains (it has metro and busses tough, but not something basic as trains). The standard highway system is very rigid and has illogical interchange designs. I know mods may solve this in the future (and yes, I've tried modding the game myself once, I won a Trixie for that), but there are still some issues that turned me off, like odd traffic behaviour, the lack of good statistics (I didn't know what the hell I was producing resource-wise at a given time), memory leaks, poor peformance, random glitches (trees that suddenly disappear) and the unpredictable and unstable behaviour of the game when you apply mods. And funny enough, I missed the grid in CitiesXL, which is really helpful to "aim" your city plans... The SimCity 4 community is still very active after almost ten years. I don't see much of the CitiesXL community lately, nor I've seen a mass-transfer from people going from SC4 to CXL. That problem might also hit SC5; if the fans are not satisfied about the game, they go back and continue playing their old game. SimCity Societies went through this since it failed utterly hard to please fans in almost every way, cutting out the core of what made it predecessors so good. CitiesXL tried to take SimCity's place, but it was not the right time yet and it was not done by the right company, leaving us with a sloppy programmed, buggy and bad performing game. We all hope that SimCity 5 will be better than that, but seeing CitiesXL's errors, I remain skeptical... And where did you read that, if I may ask? And I'll stick to SimCity 4, thank you sir! By the way, how is this going backwards in time? We now have engine and powerful enough computers that can actually SIMULATE every sim individually, not just some generalized code and behaviour. Traffic jams occur because there are actually people who all want to use that route; they occur naturally, and not by a generalized process (like measuring traffic intensities per tile/per lane per stretch). In that perspective, it's revolutionary! Best, Maarten
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1 pointOh, how I love that everyone is violent and drowning in speculative thoughts of others. :| Heres my question for all of you: Someone go and find me a picture of a final sized map from SimCity 2013, and then maybe I'll reply back.
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1 pointI'm the other way around. I'd gladly give up the custom content for SC4 if it meant a game with full 3D graphics, freeform building, larger maps, and deeper gameplay. The mods we have are nice, but they're little more than 5000 Band-Aids plastered over a gaping wound. The NAM will still require puzzle pieces and workarounds until the end of time, and I don't see the mod community coming up with a way to make the game run faster or have bigger cities any time soon. As much as the mod community has contributed to the growth of SC4, it is not and can never be SimCity 5.
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1 pointLook at the primary sources here . . . two European sites dedicated primarily to The Sims, likely with not too much of a direct connection to EA/Maxis. SimTimes does seem to be tangentially related to SimForum (the major German site), but that's about it. (And SimPlaza is the "official" Sims part of SimForum). I think a bit of skepticism is in order. They seem like implausible places to break the news. That said, EA has some smart folks on board who are well aware of the fact that computer specs could not do what the market was ultimately demanding--a full-3D next-generation city-simulator--until sometime in the mid-2010s. Paul Pedriana (lead programmer/engineer on SC4, Spore and most recent iterations of The Sims) said this back in 2003: As I've stated many times, including this post 2 years ago, in 2010, regarding the failure of CXL's "Planet Offer" and Monte Cristo's demise: Anyone who thought SC:S was going to be SC5, or that the original iteration of CXL would succeed was not remotely realistic in understanding just what is involved in making a game in this genre, and the technical leap necessary to go from fixed-angle orthographic projection to true 3D with a full-on simulation engine. We're just about there on the hardware now--Intel and AMD have had hex-core offerings since the end of 2010, which are gaining market penetration, and quad-cores are starting to be come standard, and laptops are now getting quad-core CPU. Graphics seem to be making a bigger leap forward, and 4GB of RAM is commonplace, with 8GB becoming a more frequent spec (especially now that we're in the era of 64-bit OSes that can use all of it). AMD is discussing octo-core and deca-core processors (albeit these are Opteron CPUs intended more for server/enterprise use). I think between this information and all the other recent activity (e.g. the scaled-down port of SC4 to iPad, the Herman Cain 9-9-9 promotion, the other recent rumblings), it would not surprise me if they are, at the very least, considering a new offering. That said, at this point, anything is simply speculation. We won't know anything for certain until there's some sort of announcement, and even then, it might create more questions than it'll answer. -Tarkus
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1 pointHey, welcome to Simtropolis. SimCity 4 Deluxe Edition is the SimCity 4 vanilla game + the Rush Hour EP. Anyone who has told you that the RH EP contains more 'stuff' is wrong. Also, you should update your game right away. The update patch can be found here: http://www.ea.com/simcity-4-deluxe If you plan to download any custom content, you should also have the SC4 BAT Update [link] (Update 1.1.640.0) and bldng prop 1 & 2 DATs [link]. It is assumed you have these things as well as the Deluxe/Rush Hour expansion when you download any third party content. Have fun.
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