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  1. 18 points
    So I thought I'd turn an old city that I made back in early 2012 into a post-apocalyptic wasteland. Here's what used to be a downtown sunken highway, now flooded and overgrown. The embankments and overpasses crumble, creating new safe havens for animals. A "behind the scenes" of this little microcosm. Hope I didn't ruin the mosaic above by posting this.
  2. 14 points
    Thanks everyone. Bombardiere: These ones in particular were built as luxury apartments and have become even more luxury. I don't dare look at real estate listings. Here it is in google streetview https://goo.gl/maps/n37lp . The two I've been showing at 15/16 Warwick. There will be a few other sets from that block, and the end rowhouse is the building on the left (west) end of the block. The facades occasionally bump out, and this aspect will not be recreated in order to maintain a flat streetwall at the standard 1.6 m setback. Sadly this means that the front porches will be significantly squashed in. Right now the porches extend 3 m out from the facade. Part of this will be done by shifting pieces over, and some of it will be done by scaling the entire porch in the one dimension.
  3. 7 points
    Hi guys. As you know, adding a normal map can really help adding detail to a model without using more polygons. There are lots of free and paying progs around to help you creating rormal maps for your models, or help you converting a black/white map into a true RGB map. There is ONE point that I hope most modelers are aware of, and if they're not I hope they'll now take this into account. You HAVE to invert the red channel of the normal you make or the generated shadows will be wrong. Here are some pictures to show you what's happening (thanks to GULA for them ) First here's a normal map: the right part of it has had its red channel inverted Let's look at it applied to some building ingame : The light is coming from the left. Now look at the left building and you'll notice something weird. Yes, the shadows are left/right inverted. The dark parts are on the left and light ones on the right. This is because CSL does not use the standard normal map setup. Then, in order to get the right results (like on the right building) you MUST invert the red channel of your normal. Some normal map softwares offer the option (NormalMap online does) some others don't, for those you'll have to manually do it in photoshop. (if you're not sure of how your software handles the red channel, do some test like the one above, but it looks like most industry standard software will request this inversion). It looks like most workshop assets use bad normal map settings, and I'm not even 100% sure all vanilla buildings are correctly made ... but now that you've read this, you've got no excuse for doing it wrong anymore. Thanks for your attention, enjoy the game, enjoy building stuff.
  4. 7 points
    Two shopping centers now...it's coming together finally!
  5. 7 points
    It was at this moment I had realized. I had too many Maxis buildings. Here's a night shot so it looks less embarrassing.
  6. 7 points
    Here's a view of Downtown Fairview, seen from one of the outer districts:
  7. 7 points
    Due to the fact that the exporting and modding of the 53-footers is dragging on and that uploading everything at once would probably cause the download to be about 10-15MB, I've decided to split the the pack down. I just uploaded the cabs to the STEX and am about to do the same for the 40 foot trailers. The 53 foot ones will follow in a few days, I hope. These two files will mark my first two uploads to the STEX! I feel like it was all worth it now. I also intend to do a total overhaul of my BAT thread's OP so it is more professional and actually has useful information in it, as well as links to completed project downloads. EDIT: STEX links... Cabs 40ft Trailers
  8. 7 points
    cmdp:Sweet,another NYC in the Works.It seems you`re using another City Tile Layout than me.Unfortunately Central Park was cut of 3 Tiles on the West Side which seemed like no big Deal to me until i noticed that now important Buildings like Madison Square Garden and New York Times can`t be placed...I left it that Way because i already worked too much on it. The Area around Central Park looks already very good to me,every Building is at it`s Place. Are there already some Closeups for the Residential Zones? Keep up the good Work.It might take long to finish NYC but it will be worth it. citycowboy: That`s an amazingly detailed City Grid.Is it based on a real City or just out of your Imagination? Ganaram:Oh yes,i always felt like SC 4 could use a modern UI.Always wanted something like SC2013 UI but your`s looking way better.Do i also see new Zoning Tile Textures? Sweet! Okay,i`m still working on my current Region and i`m currently concentrating on the Area around Central Park NYC.Billionaires Row on South Central Park is almost done and as the first time ever,i tried MMP Water.I choosed JRJ`s transparent Plop Water because i like the Idea of decorating under Water and many non transparent Plop Waters just look like splotches of Paint dropped over the Map. I started small and tried to copy the general shape of Central Parks "The Pond".Well i guess i missed the Goal here but i think it is still a prety nice Pond.... A sunken boat: Grand Army Plaza at Night: NYBT Member Parisian uploaded a new NYC Skycraper a few Days ago and of course i had to place it on the right Spot.It`s the future 220 South Central Park Tower which faces mostly the 58th Street.Only the smaller 17 Story Addition will face Central Park.
  9. 7 points
    Replies: Craig-Abcvs: As Simcoug explained there is an RRW option in the NAM installer. Also, next time, do not advertise PLEX stuff on my CJ. tariely: Thanks! Before I took the pictures of that area I added in some MMP cars, people, lorries and junk to bring the sideroads and carparks to life. wallacet: The cooling tower was made by Bipin, his work in the Industrial Essentials is absolutely astounding, I only wish he would get around to completing volume 2 of industrial essentials. SyntheticBiscuit: That water treatment plant would be one of Glenni's BATs- https://community.simtropolis.com/files/file/18736-sewage-plant/. gviper: Thanks a bunch. simlink: Thank you, creating industrial wasteland is something of a departure for me, I must have been inspired by Fasan's MD on SC4D- he creates wasteland like that all the time. SimCoug: Yep, thanks for answering Craig-Abcvs' query. City_Master: The dock area was built using BATs from WorkingMan Productions website. takemethere: Thanks a lot. [-----------------------------------------------] Update 94: A Trip to the Mall South-east Annuq has numerous and prolific amounts of shopping malls, the area's motto is simple- shop until you drop. Let's say hello to shopping nirvana. /// The crown jewel is undoubtedly the Halsure Shopping Complex. Heblem outdid himself with the HBS Mall del Sur. Without consulting the readme it is a real challenge simply assembling the mall in the correct configuration. Another challenge is connecting the numerous transit enabled entrance points to the cities road network. This mall has at least ten entrance points. It would be one thing to simply add a perimeter of road around the entire BAT. However some trees and filler space adds a lot more to the mall. Deja Vu- a shop where you buy the same thing over and over again. No shopping area worth its salt does not have an IKEA store. Of course the real IKEA stores are at least ten times larger than this one. I added in a MAVE-2 entrance, unfortunately one cannot add in NWM entrances without at least one tile between the LOT and the road. Roughly, in the centre top left, there is the Bastvell Police Station, before there were all of these malls there was the village of Bastvell. Bastvall was quickly gobbled up by Annuq and only some of the village buildings remain- as clusters of holiday homes. One could not shop without logistics and distribution. Callor's Avenue- to the left and right are a great many number of carparks. A more broader view of Callor's Avenue. I still could not resist a bit of W2W. Kingsley Court home to many small and medium sized companies. Where possible I added in proper entrances for the larger stalls which had car parking. At the top you can see a small sliver of the military airbase. Bosovo- a store for various paraphernalia which shall not be disclosed. I love how Project Symphony highway so snugly fits into avenue intersections. The car park is for employees who work in the offices of Stokesley Court. And yes, the buildings in Kingsley Court and Stokesley Court are identical. Mention must be made of KingOfSimCity's relots, he has created amazing office complexes. /// Next time- -middle class suburbia.
  10. 6 points
    Her native Saint-Joseph is also the place where P. R. learned what all country girls know : food doesn't grow on supermarket shelves. It grows in the fields and orchards, and it's backbreaking work, even with modern machinery. But kinda rewarding, when the harvest is finally in. Saint-Joseph, first a logging town, has productively turned to agriculture. You can still see the old logging town center, at the crossroads, but when you buy trees and assorted green stuff now, it's mainly for your garden (although reforestation has been and still is big business all over the Queenbee region). Still, Old Maurice Marcoux has converted the oldest farm of the family into a B&B with bucolic nature paths and ponds (also, you can pick your own apples in the fall), and vegetarian tourists are assured that none of his cows (he now owns two dairy farms) will ever see a slaughterhouse, Milk, butter, cheese -- and ice-cream, which suits P. R. fine ! -- that's all they're for.
  11. 6 points

    From the album Weekly Challenge #19 - Sports Complexes

    Saturday am A picture of suburban bliss, Trevor and Madge like to catch a few early rays while watching the boys do their best on-field. Trev scores while Madge regularly shouts encouragement. The umpires aren't always pleased with what they hear...
  12. 5 points
    Apologises for the long wait everyone, I really have such little time at the moment - so progress is painfully slow. Oh to be a hermit 15 year old ago hidden away in my room!! From the last entry - so much thanks everyone! @LN X - Thanks so much, really means alot! Haha, sorry - I just enjoy a good story to go alongside City Journals @cmdp123789 Cheers mate, and thanks for the support! @takemethere Thanks alot, yes I enjoy redeveloping areas and urban renewal projects - which will feature alot in future posts @michae95l Cheers, that's the NHP golf course pack - and I think the other is called the ArtGolf pack?! @nickitygeowge - They are the regular NAM roundabouts, but with 1x1 fillers, I'll try and find where I got them So..full steam ahead! From Dun Laoghaire harbour we're sailing north to Dublin Port, entering along the large North and South Bull Walls (Which protect the flow of the River Liffey into Dublin, and designed by William Bligh of Muntiny of the Bounty fame. The Port handles the majority of sea import and exports in Ireland. It lies to the east of the city centre and the majority of the port lies on the Northside of the River Liffey (the below photo is facing southeast). Over the years the port has steadily moved further and further out into the Irish Sea - pretty much all the land here has been reclaimed. The Port hosts numerous ferry and Ro/Ro companies, such as Irish Ferries and Stena Line. Freight is also handled at a number of terminals dotted around the port, and new cars are also imported. Ireland imports the majority of its energy - and of course Dublin Port provides Oil and Gas terminals for tankers. Large storage areas are located on the northside of the Port. The port is still home to a number of more traditional industries - including agri-businesses such as Odlums, who export wheat and other grains from Dublin. Traditionally the railway played a major role around the port - however the advent of containerisation resulted in many of the railways around the port being abandoned. Coming further along the River Liffey, towards the city centre, the East-Link toll bridge acts as the border between the modern port and the older, decaying docklands closer the city. It was built in the early 1980's as a bypass of the city centre - and remains heavily utilised today. The old docklands have been in decline since the 1950's,and ships no longer dock along the quays - some industry remains. However the city council and government are eyeing up both the north and south side docklands as potential areas of urban renewal. By the 1990's, the Grand Canal dock had become a notoriously polluted area, with decaying industry and derelict warehouses lying its banks. The northside of the docklands - known as East Wall, is traditionally home to dockers and their families. The redbrick terraced streets are home to some of the oldest communities in Dublin. To the far left, you can see the encroaching modern development of the early 2000's. Numerous tax breaks are being offered to developers to rejuvenate these derelict areas. And, just a few more photos of the modern Port before I go!
  13. 5 points
    Made some more improvements to the Alicante suburb of Boswell. This time I remembered to turn the shadows on, which adds some depth to the image, making it look a lot better.
  14. 5 points
    Having so much fun with this right now.
  15. 5 points
  16. 5 points
    So my Capital city Neijen is coming along good actually better than i expected it to be
  17. 5 points
    ... but never quite arriving at the same place. It's been thirty years since P. R. left Queenbee -- or more accurately her small town of Saint-Joseph, as Queenbee wasn't amalgamated then -- to go to bigger cities and a bigger life. Although most of the town looks the same, some of it has changed. A lot of forest has been clear cut, and is now second growth. There has been a huge rock slide, after the clear cutting, on a specially rainy Spring, ten years ago, that wiped out one of the upper trails P. R. loved the most -- and almost destroyed her friend's Josie's farm Fortunately, their other favourite hiking trail, the one going to the beach, is still intact. Also, most of what she knew as wild wood lots has been plowed into fields -- although some are tree plantations. Some of the slopes are still too rocky, though, and have been left alone. All in all, Saint-Joseph is the same but... different.
  18. 5 points
    First building on the Steam Workshop !!! The lovely Steinman Building. http://steamcommunity.com/sharedfiles/filedetails/?id=501495574
  19. 5 points
    Just released : Hopper Tower, a 4x4 level 5 high density residential building. http://steamcommunity.com/sharedfiles/filedetails/?id=501398369
  20. 5 points
  21. 5 points
    I've been playing around with maps the past few days. Been using Cimtographer, TerrainTextureReplacer, and a few custom tree/bush models to make a mini LA basin. I've photoshoped a few of the interesting areas of the LA basin like Bevery Hills, Pacific Palisades, Hollywood Hills, Palos Verdes, and Long Beach into a small playable map. I've been removing maybe 3/4ths of the ridges, and leaving the remaining ones in 1:1 scale. The main challenges are matching the color palate and getting the terrain texure to look varied. The larger peaks in the Santa Monica Mountains should be totally covered in green brush, while lower elevation areas have more exposed rocky terrain. The existing trees are way too bright, so I'm making my own. I did some test with roads, and you can build long thin rows of houses along the ridges just like the real thing. If your clever, you can actually attain a pretty high density in the hills just like in Beverly Hills and the Palisades. Pacific Palisades blended with Beverly Hills. I found you can paint trees on cliffs. You flatten them out and then paint trees on the flat ground. You can then just switch back to the terrain tool and hit undo. Your peaks will pop back up covered in trees.
  22. 5 points
    This is a snapshot of a what I have been working on in my city Capistrano. I am nearly complete with this redesign and the picture shows only a minute fraction of what I have going on
  23. 4 points

    Version 1.1.0

    7,161 Downloads

    220 South Central Park, is a skyscraper currently under-construction in Midtown Manhattan. on 58th W between 7th and 8th. This building will be part of the new skyline of New York (along with the Nordstrom in the same area). This file contains only the tallest structure of the complex (including 2 buildings, one measuring 952ft (290m - 66floors) and another one smaller, located on the central park south lane, (not included in this file). I recently switched to 3ds Max, and this building I made for my own use a year ago has been realized with Gmax. I have decided to relase it here considering some of you would like to get it in game and in the same way, uploading one of the last BAT i did with Gmax. The file is a 2x4 tiles lot, functionning as a ploppable landmark with a high value for the surrounding area where you will plop it. Install: copy/extract the NYBT parent folder into your plugins*. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. *Install only either NYBT Parisian 220 Central Park South v1 or NYBT Parisian 220 Central Park South v2, since both of the versions has the same model TGI, one would override the other. Enjoy comment and mark Ps : I m still working along with the NYBT, but now learning on 3ds Max and need a little time to come back with correct model. update 29.07.2022 Tyberius06: re-uploaded the two versions, clearly signed which version is which one
  24. 4 points

    Version 1.0

    6,323 Downloads

    Porthos is the 2nd tallest building in the city of Eindhoven and the 44th tallest building in the Netherlands, with 101 meters high. If you like this model and you're able to donate something, I accept donations via PayPal: https://www.paypal.com/donate/?hosted_button_id=PCK9XFMPHR758 If you can't, no problem at all, just enjoy it! INFORMATIONS There is a landmark version and a residential version for this model. Landmark (non-functional) Plop cost: 30,000 Lot size: 2x2 Residential (R$$$) - Growable Occupants: 350 ($$$) - 500 ($$) - 650 ($) Lot size: 2x2 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Porthos Building (Maxis Nite Landmark): this file is the Landmark version for those who do not use SimFox Day and Nite Modd. Porthos Building (Maxis Nite Residential): this file is the Growable version for those who do not use SimFox Day and Nite Modd. Porthos Building (Dark Nite Landmark): this file is the Landmark version for those using SimFox Day and Nite Modd. Porthos Building (Dark Nite Residential): this file is Growable version for those using SimFox Day and Nite Modd. DEPENDENCIES SimFox Day and Nite modd (for Dark Nite only).
  25. 4 points
    First Cities: Skylines Expansion to Release on September 24th Sneak in After Dark and Read Colossal Order’s Diary STOCKHOLM – Aug. 20, 2015 — Paradox Interactive, a publisher of games and a civic-minded somnambulist, today announced that “After Dark,” the first expansion for the hit city-building game Cities: Skylines, will release worldwide on September 24, 2015. The expansion, which will include a broad variety of features, such as a day-and-night cycle, new nighttime city services and options, and much more, will be available to players of Cities: Skylines on PC, Mac, and Linux for $14.99 via digital distributors everywhere. To give curious city constructors a glimpse of what awaits them in After Dark, Paradox has released a design diary from Cities: Skylines developer Colossal Order, along with a new batch of in-game screenshots showing several of the substantial sundown surprises that await players. Read about the changes that go into a city at night in the first After Dark diary: https://forum.paradoxplaza.com/forum/index.php?threads/release-date-price-and-developer-diary-1-for-after-dark.877722/ In After Dark, the sun will set on mayor-players’ in-game cities – but it will rise once nighttime is over, so nobody needs to worry. Towns will look – and behave – differently at night, with new leisure-focused nightspots, popular beachfront properties that thrive during the daytime, and new systems such as taxicabs, prisons, bike lanes, and much more.
  26. 4 points
    I hope viewers enjoyed the last presentation. Thank you very much for the comments!! In this entry I decided to showcase the lighthouses of the region (new and old) alike. First up: A daytime shot of Oswander Beach lighthouse Oswander Beach lighthouse by night as it guards the coast: Next up: an artistic featurette of the Del Mar Bay lighthouse: Next up is a currently unnamed lighthouse that was created to serve the coastline of this MMP project tile I am working on: (Ooops, sorry about the game interface blooper) The same work by night: Finally, the newest addition to the fleet: Capistrano Lighthouse. This lighthouse serves as the beacon to the Capistrano harbor and is a part of the new city of Capistrano I have been working on. Capistrano Lighthouse at night: Well, I hope you have enjoyed this presentation of the guardians of the region's oceans and shoreline! Please leave comments and rep if so inclined!
  27. 4 points
    Shops for sure, office,.. well i have allready released some office corners, but right now, i want to focus on low density buildings. Also, I made an 5 story police department that fits the theme (it just needs some kind of "police" sign somewhere^^): Is there any way to modify the surrounding of the building? Like if you plopp it, the street changes into parkinglots for policecars? That would be awesome^^.
  28. 4 points
    I'm finishing up East Sault Ste. Marie known as Manitou. High density development along transit corridors. Manitou Office Park. East Sault Centre and Manitou commuter rail station.
  29. 4 points
    @kingofsimcity amazing shot! Everyone can appreciate a little microcosm. I dug up some pictures of a little city that I was working on named Carlisle. Completely lotted in Lot Editor. Every single, building. I mad good progress. But my files are on the other side of the country so I had to start over. On the left side, there's a train terminal and also another one on the right side. I had a central business area going with some monuments on the West side of the city and east side. Kind of going for a London/American city feel. sadly, I had to start from scratch. I always start with a skeleton and a rough idea of how I want the city. I'm just afraid it won't amount to what I had before. But I'm sure it will be even better. I even created custom textures. In due time.
  30. 4 points
    Just released : 1966 Cadillac Hearse http://steamcommunity.com/sharedfiles/filedetails/?id=500277782
  31. 4 points
    Replies: michae95l: Thanks a lot! tariely: Cheers, also there are oil trucks in the oil refinery- you just have to look more carefully at the trucks in the oil building LOTs. simlink: Thanks! A lot of thought, effort and time was put into these areas. city89: Ask and you shall receive- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549. juliusCSR: Thank you. TekindusT: [-----------------------------------------------] Update 93: Heavy Industry in North-East Annuq Smokestacks, warehouses and more concrete than you can shake a stick with. The Betax Complex is just North East of Annuq's oil refinery and contains a mixture of manufacturing and resource processing industries. /// Batex Complex. Batex coal-fired power station. A few shops and retail outlets besides Batex Complex. A small water treatment plant. The start of Canary Docks. The South corner of Canary Docks. The remains of a levelled food processing plant complex. A few structures still remain though. The site is mainly used as dumping ground. Blue Cherry pond to the right. Towards the top is the decimated remains of a carpark. /// This Friday it's shopping malls, office complexes and expansive retail areas for the next entry.
  32. 4 points
    Replies: tariely: I am going to be returning to Cities Skylines in about a month's time. art128: Thanks, I combined European and American styled 5x5 apartment blocks to spice up the suburbs. feyss: Thanks a lot! Craig-Abcvs: Thanks, I use a bit of SPAM to more quickly complete a field or to add in some proper crops. wallacet: Huh huh! Believe you me there are a lot of creative players on SC4D, a few of them are far more better than I could ever be. michae95l: See the private message I gave to you. philforhockey51: Thanks, also that area is one of my favourite areas in Annuq. [-----------------------------------------------] Update 92: The Annuq Oil Refinery Now that Annuq is finished it's time to show you around this city. Let's start with the oil refinery. /// Ideally this would be the Northern part of Annuq if I were to actually regionally play. But I just don't have the time so instead I just focus on completing one single large city tile. The Annuq oil refinery- this is a small one in the region's oil distribution network. Oil from the nodding donkeys and the railway oil depot is taken to this refinery. Both refined and unrefined oil is stored at this railway oil depot. The railway oil depot. Blue Cherry Pond. A truck rest stop. /// Next time from Annuq- -more heavy industry.
  33. 3 points
    Alright everybody. Sears Grand is now uploaded and live! Get it here! I have, as per @art128, included two versions: One for Diggis Ponds: ...And one for non-Diggis users: I hope yall have fun with it, because it was A LOT of work.... More to come soon.......
  34. 3 points
    I felt like I should do something a bit more functional and conventional more often, so here's a little 2x2 Level2 office building :)
  35. 3 points
    Hey everyone. Currently Mr. Maison, Zed68, Gula and I have been working on large texturing guide that will cover texturing in detail as well as information about LODS and more! We would like to help the CSL community by producing a guide that will contain good information that will result in higher quality assets. I personally see a lot of assets that have bad LODS or lacking proper textures. So I'm asking anyone who has any useful information about texturing, LOD's, or anything related to asset creation in general to come forward and respond to this thread so it can be included before it is released. The guide is currently being worked on in Steam and I don't want to post it here just yet. We have a lot of stuff already covered but hearing something from another perspective can help improve what we already have. So please share with us. Thanks! Some things that you could provide are... Texturing Tips & TricksInformation about LOD CreationInformation about Proper ScaleProblems you've had occur with SolutionLinks to Good Free Texture SitesLinks to Helpful TutorialsOther Resources
  36. 3 points
    Holy moly, that looks marvelous!!! Love those little French maisons! Sunday morning in Fairview - as you can see, church attendance is on the decline:
  37. 3 points
    Nightlighting is a bother in gmax...lots of trial and error, lots of preview rendering and not getting it right after a lot of "at bats," no pun intended. The modeling stage and texturing stage are usually pretty smooth, but things really stall at nightlights for me. I wish nightmaps looked better in-game, as they're a helluva lot easier and faster to do... Some more shapes - my other problem is starting lots of stuff and not getting it finished... And here's one that went really fast, like lightning, to get to this state. Still needs some love and some details...
  38. 3 points
    After Dark, the first big expansion for Cities: Skylines, has many new features, but the most notable one is the day and night cycle. Taking the cities from daytime to night is not as simple as one might think. While the change from day to night is visually stunning, there's much more going on under the hood. Each and every building in the game received a new texture layer to have the windows light up nicely. In addition there are new lighted signs, neon signs and other lights to make the city look interesting during the night. The sun rises and sets, painting the sky with bright colours, you can see the moon and stars move across the night sky. The city simulation changes during the night to make sure the night time feels like a night should. Citizens go out less and prefer to stay indoors. Only a few go to work, to simulate a night shift. The people who do go out, choose destinations that have to do with having fun and spending time with friends. When there are not as many private vehicles on the roads as during the day, service vehicles can move more freely. The separate night time budget allows you to adjust how active services are during the night and day. To get the most out of the quiet night time, you can set garbage trucks to operate mostly during the night, or have hearses pick up bodies at an increased rate. One big change during night is that crime increases. With the cover of the night criminals are more active and more police are needed to keep the city safe. This can easily be done with the night time budget: raising the budget allows police stations to have more vehicles in use and thus they can work more efficiently. When traffic is less intense during the night, it also helps to identify problem areas in the road network. As traffic jams lessen, the real problem areas are easier to spot and the quiet night is the perfect time to alter roads and create new ones. This ebb and flow of traffic will make the city feel more alive and add a whole new element of trying to cater for both the quiet times and the busiest times. New options for public transportation allow you to choose if the lines are active during the day, night or both. Creating bus lines that serve the needs of citizens only during the night, when their destinations are different from the day, is possible and a very good strategy. All in all the night time creates new challenges and changes the way traffic behaves to alter the way the city works. We want to create more variation to the game and make the cities feel alive, with ever-changing needs and a constant, but changing, stream of citizens traveling to their desired destinations. Night looks awesome and we are currently balancing it to feel equally awesome! Karoliina Korppoo Lead designer on Cities: Skylines
  39. 3 points
    Here we see more shoots of the big green city of Sissiro largest city in the state of Anarondack a city on the up and up and up.In this entry we will look at the tall condos that calls this city home and hoses hundreds of millions of the cities population as well as the traffic and its tall towers of commerce. The city is in the middle of one of the greatest building booms the world has ever seen this city puts a building over 20 stores up ever day if not ever hour to keep past wit the other cities in the state country and world but at a past that set records the world over and seems to be building its power like a steam driven ship that cuts though the tides of the worlds ocean only thing is this is a city cutting though the land sky and ground to keep past and keep people coming back to live play shop dine and enjoy its night life. The city is like a cave you never know where you are gone to find the next gem but if this city was a cave its gem's would be its towers of commerce and would glow like lights at time square doing the new years festivities. The city is a magnet for the arts and sports fans from all over the state' nation and world wit soccer' basket ball' base ball and hokey and talks to bring in a foot ball team the city will really be jumping to the beat in ever way imaginable. This city just finished a 23.7 million dollar project building a brand new state of the art train station with connections to the rest of the state and nation as well as other cities in simland and simtropolis the city is on the fast track to your door step and a bus network with 889 bus going in and out of the city everyday wit 20 different transit companies from s.r.t to l.c.c and others such as simlind bus and sudberry motor coach Lines just to name a few the city is well connected beyond its bounders and if that is not the way some want to travel there are numerous ferry lines that go up and down the river menz this city is on the move. And so am i thanks for stopping by god bless see you next time.
  40. 3 points
    Just popping in for a quick update. Only managed one complete lot this month with a whole bunch of half-finished efforts left. I spent a bunch of time planning and crafting the layout for the Eastland Grand complex but it never turned out right, so it's back to the drawing board there. Hopefully I can get something out by September but no guarantees. At least I'm adding more tree variety as time goes on.
  41. 3 points
  42. 3 points
    It seems that, this being a competition where we are supposed to rate EACH image, there shouldn't be a case where one image has more votes than the others. This will totally screw up an images ratings...like you said, if one image has 5 votes and another 10, a bad vote will totally screw over the one with 5 votes. I do not know why someone who is going through the gallery would only vote for certain images... Maybe stress that users who want to vote need to assign ratings for ALL images, in order to keep things constant and stable. I also understand that in a large gallery, people don't feel like scrolling towards then end....I do not know if the first uploaded image shows up in the gallery first or not, but maybe find some way to randomize the order in which the images show up in the gallery? That way it would give the images at the end of the gallery a better chance to not get tanked by one rating.
  43. 3 points
    @Hotwheeler: I'm loving the NYC you have there.The only suggestion I have to you is to possibly use a wider range of road networks. Like the 6 lane avenue, 5 lane OWR. It makes for a more realistic NYC, and I notice you roads have a slight slope going on. [Click pictures to view in 1920x1080 resolution.] Nothing much going on. I'm just laying down some infrastructure and grid for my city, Carlisle which will be completely lotted in lot editor. This is always the first step in kind of branching out. My inspiration is London. Not many London bats other than commercial, but I can make it work. I even have St.Helens and the Gherkin next to each other. I'll create a CJ of some sort eventually. (The road tiles represent a future pedestrian path or alleyway.)
  44. 3 points
    Congrats on your first STEX uploads
  45. 3 points
    Age of Empires 2 and expansions. No question.
  46. 3 points
  47. 3 points
    Thank you What kind of farmhouses you have in mind? I was thinking about some stately plantation houses... we would need to chat about the details. (Some pictures would be good :)) Thank you! Thank you I'm still working on textures. Thank you! Glad you like it! Thanks for the comment! Thank you And true, you don't see buildings of this size in traditional style anymore. And while you`re on it,maybe look for mine too,okay? The new Renderings of Hotel Penn look amazing and mind-boggling.I can really get a Feeling how big this Behemoth must be.I wonder how many "richer than rich" Multistory Condos you can fit in there (you know,because NYC currently is hooked on Condomni-fication...stupid Wordplay,i know) About what Toothless Stitch says with the grime,i think maybe two Versions might be a fun Idea,one in the newly build or freshly renovated state it is in your current Renderings and one with the grimey dirty Facade it is now (or at least how it looks on many newer Pictures) I guess making the Roof will be one of the hardest Jobs right?I checked it out with Google Maps and there is so much Junk,Grime and different Materials and Roof "Textures" on it. About your other Project,that "Not a Museum"-Thingy...how about a Hint?Maybe where it`s located or what purpose it is or something like that.... Keep up the great Work Buddy. Thank you! I'm not sure about two versions, I mean the hotel will have winter version too so making another set of textures will be a lot of work. I'm inclined toward making the current textures a bit dirty, not much, just to make the building look a few years old. As for the roof itself - I'm making the version from mid 20's, so the third and forth "arms" of the building will be empty (actually, I'm thinking about making the addition on the third arm but I'm afraid it will obscure view of the greenhouse of the second arm). There weren't any HVAC units back then on the roof. Yes A little white-marble gem Ok, time for update. I remember saying once to Aaron that this building isn't that complicated. Well, I take it back, the roof itself is as complicated as they get. But I have most of it done, all that's left are skylights and of course the greenhouse.
  48. 3 points
    This part of the city is dire need of better mass transit. HAHAHA.
  49. 3 points
    Thank you And no, it's not a museum Keep guessing I know, I sory It's just that that sometimes work on big buildings becomes tedious and I need to work on something small... Municipal Building will probably be finished as last (from my ongoing projects), Hotel Pennsylvania has the highest priority now Thanks! Thank you Not really ... Ok, so, I've been working hard on Hotel Pennsylvania those last few days. Here's how it looks for now: As you can see modeling is done in about 75%. I have to model buildings on the roof and all the small utility buildings in the lower part of the hotel (not the courts, I finished modeling work in there ). I'm quite happy with textures of brick and stone. I will add (probably) a bit of grime to the stone but that's all. And as a bonus: HD Render
  50. 3 points
    Hey, thank you for your work, and sry for the long disappearance, to much real life atm But the buildings will have the same props right? Even if so, that sounds like it will spare me quite some time. I do have a question regarding corner buildings though. For all my previous ones, I simply used the vanilla templates. Right now Im working on an american low residential theme. I used buildings from the workshop as templates for the lowresidental corner buildings from Level 1-3, but there are no Level 4-5 ones. There has to be a way to change a building into a corner building, I got ModTools and searched for roughly an hour for a fitting variable, but its maybe easyer to just ask here, as there are very good modders around. So far, I got: Level1 (planned for 1-2 story buildings): 2x2 Corner 2 different 2x2 Row 1x2 Filler Level 1 Level 2 (planned for 2 story buildings): 2x2 Corner (Same building as Level 1) 2 different 2x2 Row (Same building as Level 1) 1x2 Filler (Same building as Level 1) Level 3 (planned for 3 story buildings): 2x2 Corner 2x3 Row 1x3 Filler Here is a screenshot:
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