Jump to content

Leaderboard


Popular Content

Showing most liked content since 02/29/2016 in all areas

  1. 26 points
    • Update #3 || Progress / Handa port & Atayami • ############################################################################## • Hello guys, I hope everything is going perfect for all of you. Today I want to share with you some pictures to show you my progress in the region. I'm working in the surroundings areas of the Saitama international airport and the Handa Port. Most of the time I'm working creating new low residential areas and farms but also I've started to work in the Handa port and its power plant. As you can expect, these progress are taking me a lot of time but I'm happy with the result so far • • This area is very populated and highways, national roads and rail ines are everywhere • • Itayama and villages are surrounded by rice fields. Rice is one of the largest industries in the region • • The center of Itayami, where you can find the market, city hall and several kind of shops... • • Moriyama is less populated than Itayami, most of its surface are rice fields. Those villages are fantastic places to live far away of the noise and chaos of the city but perfectly connected by train, roads and highways with the rest of the Saitama Prefecture • • Green cranes in the entrance of Handa port. This is the oldest Saitama's container terminal, not able to work with large and modern ships • ##################### ~ R - E - P - L - I - E - S ~ ############################################################################## lucasfg3 Thank you so much, I'm glad you like it. sucram17 Do you want to see more ? Let see what I can do... anyway I have to create the other airport. Belfastsocrates Really? I can't wait to see something from your airport my friend. raynev1 Yep, just do it. Try to make your own airport. Thanks for your comment. feyss Thanks my friend ! Those are BIG words, thanks !! lolo69ol01 The control tower is from the STEX, try to search "Bangkok control tower", the white building is a personal model created by a good friend. takemethere ############################################################################## Greetings / Saludos / Groeten # Jonathan.
  2. 26 points
    This update will cover the last two neighborhoods of Dresden; Valhalla Park & Woodside which are located towards the central & southern portion of the city. These neighborhoods are largely suburban in nature with only a few small pockets of commercial, institutional or industrial development. How the cites areas/neighborhoods of Dresden are divided up; First some colorful closeups of Valhalla Park, arguably the nicest suburban area in the entire region. These photo's beg the question, is there such a thing as too much tree cover? 3 4 5 Places of local interest (by 'places of interest' I mean visual interest, not landmarks for tourist) Located near the center of Valhalla Park and nestled in between two rail corridors is Our Holy Grace Catholic High School. With 593 students(2015), this is the largest of Dresden's 4 high schools(2 public, 1 catholic & 1 private). The school has extensive sports facilities and is home to the popular Red Back's highschool football team. There is also a chapel and numerous footpaths for students to take. 7 Russ Jasckson Elementary School and the adjacent Kensington Park in Woodside. 335 total students, one of 5 elementary schools in Dresden. 9 The park has multiple tennis & basketball courts, an outdoor swimming pool, a racket court and a nearby community garden. Dresden Main Water Reservoir With a total capacity of 50,000 cubic meters of water, or rather 5 million liters! this is the largest of Dresden's 10 water towers/tanks. When full there is enough water to fill up two Olympic sized swimming pools. Thankfully there are no olympic sized swimming pools to fill in Dresden. 11 12 If your interested, 'TMT Inc.' can build a a water tower for your city(with your city name on it), though it will cost you a 'like' Jamison Ford Elementary School & Valhalla Park PD at the intersection of Middleton Rd. & Genosha Blvd. 14 A small industrial park near the underpass Rd. Interchange. 15 Commercial development at the edge of the downtown district/Woodside neighborhood. There is also a plasma gasification waste disposal plant nearby seen in entry 29. Local Transportation connections This area of Dresden is largely car dependent due in large part to the barriers created by the highway and railway corridors cutting through the area. Still community connectivity is an important aspect for creating a cohesive and desirable suburban environment. In recent years Dresden city council has spent much time and effort on improving the pedestrian realm by building new footpaths and bridges. So rather than showing the roads first I'll cover the pedestrian network instead. Valhalla Parks pedestrian footpath network; 17 One of most important links in the network is the recently constructed pedestrian bridge over the Fastraxx & GWR lines an otherwise major barrier. 18 The bridge was partially built over BioHazrd Inc. property. The old route, the footpath that lead to the Genosha Blvd. tunnel remains in place but the tunnel is not very pedestrian friendly. 19 From here the path goes under the IRC line and then highway 702 20 Other parts of the network include the pedestrian bridge over Station Rd. 21 A long flight of stairs leading to Industrial Sector G, it's good exercise! 22 In case your wondering this route is TE enable and heavily used. It's also not as bad of a climb as it looks, only 130 steps to the top which is 90ft/27m higher. and footpaths along Middleton Rd. Roadways For Valhalla Park, the main roads leading out of the community are Genosha Blvd. (west) which leads to downtown Dresden which as you can see is typically very congested. 25 Middleton Rd. north to Orchard Heights 26 Underpass Rd. and Milldeton Rd. south & west to Woodside and of course the 702, to points further south or north. For Woodside, aside from Underpass Rd. & the 702 seen above there is Esna Parkway which is used by many to reach downtown Dresden. The Hope Springs Eternal Church is at the top of the image. 28 And Indigo Rd. which runs along the north east edge of mount Tokiko. west to downtown Dresden. And now once again it's time for my favorite part, the mosaics! 30 31 32 Angles 33 Probably my favorites, from Genosha to the 700 34 ...and back 35 That brings to a close another long entry. As much as I've loved building and covering Dresden the next entry will likely be the last one of the city. For one most of the city has been developed and shown but secondly it has also become oh so frustrating to work with. Less than a month ago it took only about 80 seconds to load the city, now it takes nearly 3 minutes plus the game freezes for another minute shortly after it loads. Also the city crashes almost every time I change a zoom level, even with the CPU set to 1. I'm guessing it's because of all the mmp'ing and new lots I've used, some of which I haven't extensively tested like I normally do because I wanted expiate the city building process.
  3. 23 points
    This will be the final entry from the South Shore borough and the Dresden. Dresden was joy to build, modernize(repeatedly) and finally showcase. But now 16 entries(a bit much for a single city right?) and 9 months later its finally time to close this chapter and move on. Much work still needs to be done on my future cities to reach the same level of refinement/detail as seen in Dresden and the pace of CJ entries will most likely slow down from here on. The currently pace of nearly one per week since the new year is not sustainable as I'm starting to see the dreaded signs of an SC4 burnout. The only thing I haven't done yet is show how the city looks like from elevated views, both day and nite so that's what this final entry will be comprised off. I rarely take photo's from level 2 or 3 zooms because you can't see the finer details, but I have say they're really good for showing networks. Before I start I like to give big thank you to all those who took the time to comment on this chapter of the CJ; __B, 9gruntsand1hammer, art128, Artimus, Belfastsocrates, Benedict, Bipin, city89, CMinVA, Compdude787, Cyclone Boom, DavidDHetzel, dedgren, Dreadnought, Ducio, egret, Fatjuice, feyss, gen.Falcon, GoKingsGo, gviper, heartless, Hellken, Jack_wilds, J0nnD0ugh, JoshusGellock, kelistmac, Kim Sunwoo, kingofsimcity, kschmidt, lair, Linoa06, Ln X, lucasfg3, michae95l, MilitantRadical, MissVanleider, Mister Giggles, morris128, mrsmartman, MushyMushy, Mymyjp, Need4Camaro, nos.17, Paulobergonci, philforhockey51, Prophet42, raynev1, rkellyywlu, Sabertooth78, Schulmanator, sejr99999, Skimbo, slickbg56, Snugies, sucram17, Swordmaster, T Wrecks, tankmank, tariely, Tekindus, Themistokles, Thomas Diamond, Titanicbuff, Tonraq, Toothless Stitch, Tys, ulisse, Urban Constanta, v701, wirralsquirral & Xander Dax. And to everyone else who follows and/or has 'liked' the CJ, your continued support is invaluable. Let's begin 1 2 3 4 Before I forget, a couple of 'closer' shots of Industrial Sector D at night (as requested by @wirralsquirral, e29) 6 And a couple Suburban panos for the road. 8 Esna parkway & The Ring of Steel with downtown Dresden in the background at night. 10 Now on to the Portlands, my favorite area for taking night shots. 11 12 13 14 Surprise! You don't think I used the dark night mod did you? Who says you can't use both? 17 18 19 20 21 22 23 24 City wide photos 26 27 That's it, show's over. But... Preview of things to come Central Pretoria is much more heavily urbanized then Dresden and the South Shore, so the interchanges and highway system is much more complicated here. P1 P2 P3 (WIP) Heavy Industry will also be another big focus P4 P5 P6 There'll be plenty of rail work and a large port to show as well. P7 P8 Though I still have lots of mmp work that needs to be done before certain areas are finished. P9 And I'm hoping to finally restart my favorite little side project. With any luck there should be a couple of releases in the near future P11 Thanks again for stopping by.
  4. 22 points
    Update 50 Election Day Fall 1884 Previously on New SorGun… Each candidate spent the last days and hours in full campaign mode, reaching out to voters and appealing for their support. Now the time has come… it’s Election day 1884. Across America citizens were visiting the polls and casting their vote to determine the 22nd president of the United States. Although New SorGun was part of the Washington Territory and couldn’t participate in the national election, a number of local races meant the citizens around the SorGun region would be headed to the polls as well. The town of New SorGun was especially electrified, as the office of Mayor was up for grabs. For over thirty years, the first settlement had grown into a thriving town with plenty of bumps and bruises along the way, but this election was the first time the citizens had to choose which path to take forward. For months, the town has been the site of a political boxing match. Both Kitty Timworthy and Eastman Finch have been battling for votes in an effort to secure the top job in town. From high profile debates, to last minute stump speeches, both candidates have spread their message far and wide. Finally, today, Tuesday, November 4th 1884, would determine the future of this burgeoning frontier town. The polls opened early and lines began appearing from the get-go. Finch woke up, and like every morning he had breakfast while reading the paper and glancing out his window at the harbor. He then made the short walk up to the new Town Hall and cast his vote. The large crowds took him by surprise, but he was glad to see democracy in action. Kitty, on the other hand, was up at the break of dawn to help her supporters pass out papers and encourage voters. The Yarahi wharf train station was a hub of hustle and bustle, and Kitty made sure to greet and shake hands with as many town folk as humanly possible. As the sun set, Mrs. Timworthy finally made her way to the old school house to cast her vote. She couldn’t lie, it was a thrill just to see her name on the ballet. Other women were making similar strides across the country, and even though women couldn’t vote in the presidential election, Belva Ann Lockwood was the first woman to run a national campaign for president. Kitty didn’t know if she had a chance at winning the mayor’s office, but she was proud of the campaign she had run. She looked down at her ballot once again and marked the box next to her name. CLICK HERE OR SUBMIT YOUR VOTE BELOW: survey services Now is your chance to determine the future of New SorGun. Please mark your ballot, and thanks for your continued support of this CJ
  5. 20 points
    This entry will cover the passenger and freight rail network in Dresden. Slight difference in format as this time I'll intersperse the mosaics' throughout the entry. I'll go over the passenger train network first and then go over the freight train network(s). Some of the images will cover locations already seen(but no duplicate photo's were used) but in order for this to be an all encompassing update they will be included here as well. However most of the mosaics seen below are taken from a higher and wider/longer perspective which gives a much better sense of how the network runs through the city. But first I'll start with something I've been working on for a long time. Completion of this project has been delayed mostly due to city building and work on the CJ but I've finally managed to finish this sucker - the Dresden city map. Passenger Service The city is served by two Fastraxx commuter train lines - the L(Loop) line and the SS(South Shore) line. There are 5 train stations in the city, 4 on the L line and 2 on the SS line. Dresden station located in the downtown area serves both lines allowing for commuters to transfer over between the two. The L line features all day(5am to 1pm) commuter train service operating every 15 minutes in both directions while commuter trains only run during the peak period(morning and afternoon rush hours) on the SS line. Hallmark trains, the name of the inter-regional train service(the equivalent to Amtrak) operates regional long distance trains on the SS line. The only station that they stop at is the Dresden(downtown) station. 1 The first station on the combined L & SS lines coming into the city from the north is Portlands. This station is fairly busy because of the nearby Industrial Sector G which is directly to the east of it. SS line trains pass through the station without stopping. The station is built on a viaduct that is 1.85km and passes over 10 roadways. 2 Average daily ridership is 3,945(all number used are actual in-game counts), parking for 180 vehicles is provided in a small surface lot across Edison Rd. The next stop on the combined line is Dresden(downtown) station. You can barely see the station itself because of the surrounding highrises. Average daily ridership is 5,961 and parking for 1,250 vehicles is provided in an underground lot. As mentioned above, trains on both lines stop here as do regional trains. The station is currently operating near maximum capacity. It's difficult increase service any further because the station(and the entire viaduct) has only two tracks. Problem is there is no space to add an additional track(s) through the area without demolishing many highrise buildings. That's the in-game justification, out of the simulation the problem is the nearby curves don't really allow for any space for a turnout. A total of 192 trains pass through the station on a daily basis: -160 on the L line, all-day(20 hours) 15min service in both directions -32 on the SS line, 10 commuter trains every 20 minutes northbound in the morning rush hour(s) and the same number and spacing for southbound trains in the evening. Additional, 12 daily regional trains, 6 northbound 6 southbound 4 The L & SS lines diverge between this station and the next stop, Orchard Height. If you've seen just about any of my previous dozen or so updates you'll have seen this junction already but for completion purposes here it is again. 5 The SS line continues southward, stopping at Woodside before leaving the city. The station is currently very lightly used with an average daily ridership of only 281. Proposals have been tendered to develop nearby land which would greatly increase it's usage and the location could certainly use some work. 6 The L line meanwhile continues northeast, stopping next at Orchard Heights. Daily usage is 1,061 commuters with a surface lot of 255 spaces. 7 The last stop on the L line in Dresden is Gonzaga, another lightly used station with a daily ridership of 312 and parking for 170 vehicles. 8 For the record, Gonzaga is the name of a small neighborhood in Dresden's north east quadrant. In all honesty it's the least interesting of Dresden communities, mostly because the roadways all straighten out before entering the next city over. In any case here's a little pano of what Gonzaga generally looks like. Freight service Both of the regions two major freight companies operate line through Dresden. The ICR's(InterContinental Railway) Lakeridge subdivision(railway specific term for a mainline corridor) runs northeast to south. First running along side the crest of the Costello mountain range before spiting the communities of Orchard Heights and Valhalla Park. Next it crosses over the Farham corridor and highway 702 on a 440m long viaduct(seen up close in the last entry images 17&18) before cutting though Woodside on an elevated embankment. ICR's Sumeria spur branches off the Lakeridge sub(northward), runs around Valhalla Hill and connects to the GWR mainline at the Sumeria-Dykon Junction where traffic between the two freight companies is interchanged. The GWR's(Great Western Railway) has 3 mainlines in the city. The Almera sub. enters the city from the northeast and runs along the shoreline of Cisco Bay until the Sumeria-Dykon Junction. The Portland sub. enters the city from the north via the Vandenburg tunnel under Cisco Bay, curves eastward through the Portlands area and ends at the Sumeria-Dykon Jct. Lastly the Farham sub. begins at the Sumeria-Dykon Jct and runs southward, adjacent to(but physically separated from) the SS commuter rail line between the Woodside & Valhalla Park neighborhoods. All the above mentioned mainline rail corridors are double tracked, signalized and fully grade separated from road traffic. The Sumeria spur has grade crossing but is not considered a "mainline". The Almera & Farham subs are connected to each other with what in railway parlance is called a "connecting track"(what else would they call it? ) at the Sumeria-Dykon Jct to complete the wye. The GWR also has a medium sized intermodel facility and rail yard adjacent to the port of Dresden. There are multiple private rail sidings and spurs throughout the city, mostly concentrated within Industrial Sector G. All of that talk about running this way and through such and such location is difficult to conceptualize, so here's another map of the city with all the mainlines and important connecting tracks properly labeled and uniquely colored. We'll start off with thew Portland sub. in the northwest quadrant of the city and go from there. 11 After exiting the Vandenburg tunnel from Calgon, GWR's Portland sub runs along side highway 700 and the Fastraxx commuter line 12 The mainline then enters into Industrial Sector G where GWR's Aberdeen Yard is located. 13 Up close the yard admittedly could use some more work, I have some rail car props but I haven't gotten around to relotting them yet. But from afar things are much more interesting; . 14 Just east of Aberdeen yard is the "Racetrack Intermodel" Facility, so called for it's likeness to a racetrack. The runaround track allows trains to change directions without having to wye or disconnect the engines and reconnect them on the opposite end of the train either of which are much more time consuming activities. The facility seen at the bottom of the image is the South Shore sewage treatment plant originally shown in entry 29. 15 The Portland's control tower rises above the area and was actually once the tallest structure in the city. 16 The Port of Dresden is lightly used compared to the Port of Calgon on the other side of Cisco Bay. Most of the lots used here are of the older and probably less interesting variety, it might be something that I'll change in the future or I might just keep em'. Either way I don't like to use the same kinds of lots and buildings in another city if I've already used them once before. Another angle of the Port & Rail yard, one of my favorite images of the update. ; 18 The Portland Sub the continues on until the Sumeira-Dykon Jct where it officially ends. This junction is where GWR's 3 mainlines converge along with the Sumeria spur leading to the ICR mainline. 19 The single track rail line is the Farham-Almera connecting track, though it's only lightly used because most of the freight traffic continues off either of those lines onto the Portland sub in order to get to Central Pretoria. The Almera sub begins at the Junction and continues north east towards the City of Cisco Bay in the Middle East borough and points further East. I posted some similar image in a previous update as the one below but this one is one zoom level higher and more inclusive. It covers the GWR mainline from the Portland sub.(entering on the right side midway down the image)to the Almera sub. exiting at the bottom of the image. 21 The Almera sub runs next the the power plant and then through undeveloped land along the shoreline of Cisco Bay before exiting the city and entering the Middle East borough of Pretoria. 22 The Fraham sub also begins at the Sumeria-Dykon Junction but instead continues southward. The lower portion of the junction is actually one of my favorite network connections. It wasn't easy to link the two railway companies lines together with what is know as the Sumeria spur especially considering the switch onto the Farham sub need to be facing northward, otherwise freight traffic from the ICR would be just doing one big nonsensical U-turn. Managed to figure out what I think is an interesting and very compact solution that I've been hiding from view until now 23 All that's missing is proper RRW textures under the highway which I think is something the NAM team is currently working on. ICR's Sumeria Spur(the single track line) runs around the neighborhood of Valhalla Park. It passes underneath highway 700 no less than three times and once under the L-line before finally linking up with ICR's mainline. Although it might no be noticeable, there is a significant change in elevation along the spur of 52m/171ft. 25 Closeup of the Sumeria Spur junction with the ICR mainline While I feel I've done even more elaborate work with highway networks in cities I've yet to show, Dresden is probably my best work with railroads to date and will be hard to surpass; 27 Going north from the switch in the ICR, the line meets up with the commuter L-line just east of the Orchard Heights station and shares the same corridor(the Lakeridge corridor) but is otherwise complete separated. Now lest go back south. The ICR line runs above and the GWR line( the Farham sub) runs below in the same corridor as the SS line for about 2km. I've already shown plenty of close up shots of the area but never a shot of the 'complete picture' So without further ado, here is the Farham corridor in it's entirety ; 30
  6. 19 points
    A selection of views from across the West Illford area of Passau. West Illford is dominated by large scale retail and social housing. Social housing in Persus is well-funded and well-maintained, the country has a strong ethos of quality and affordable home provision for social housing tenants. Unlike the United Kingdom the purchase of social housing by tenants, known as 'right to buy' is not permitted and that has allowed the supply and quality of housing to be controlled. West Illford also encompasses some private residential areas, mainly comprising semi-detached and detached housing that was built between the 1940's - 1970's. The area is also home to the new University of Passau Centre for Sporting Excellence, which will be shown at a later date The M50 Motorway, an orbital route around Passau, also transects the area. Images have been split into two updates 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
  7. 19 points
    Thanks everyone for your fantastic feedback and comments! I'll post personal replies in a few days. Part two below! The next update will likely be of the new sports complex that is glimpsed in picture 25. I'm just finishing that off and adding trees and so on. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
  8. 18 points
    Now that we have these new awesome walls to play with, I would love to see them in action by the community. I'll start with my first experiments. My shoreline park is totally transformed. I just have to do something on the top of the wall with some kind of decoration....walkway, lamps, maybe some benches. The shorelines are getting more interesting I'm also experimenting with new textures. This one is a test using the rock template
  9. 18 points
    I experimented with ground textures (gravel, pavement). Who would like to see this as an option? Roads without paved sidewalks: Roads with gravel sidewalk: Highways without gravel border: Rails without gravel or with pavement: Here is my first attempt at "real" road texture replacement. It might take a while to implement this:
  10. 18 points
    1 million sims, i have never come close to that figure, 250,000 odd was the largest i had ever gotten, on one tile. I've gone back to an older region i had, been playing around with a mix of different building styles as can be seen. The area is far from finished but has a population of about 15,000 already. Need to do some more lot editing for more diversity of buildings. Will try add some green space somewhere in there as it is pretty urban at the moment.
  11. 18 points
    My new farms and farm house
  12. 17 points
    Spaghetti Junction was originally showcased in entry 13. I remember that entry quite well because it was perhaps the most time consuming thing I've ever made in SC4. The making of the CJ entry itself took something like 4 days. Making diagrams, GIF's and labeling things all take a lot of time. Though it's still only second to entry 15. That one took me about a week to make because of all those diagrams, the actually in game stuff for 15 probably took an hour or two lol. These days it usually takes me a day or days to make an entry on simtropolis, not the entire day but a good part of them. That is capturing all the in game images, screening out photos, making mosaics planning out the progression of an entry and uploading photos then adding a detailed explanations. Today's entry will be fairly light on the dialog since I've already gone into detail about this interchange in the past. It's purpose and use hasn't changed, only it's design. The actually building of the updated version of this interchange took place over the course of 3-4 week. Mind you I was working on plenty of other things during that time. In total I'd say it took around 20 odd hours to build, which was less about half of the original. Let's just say the disconnector piece was a life saver. That includes several hours of mmp work I did last night There's a lot more landscaping that went into this version that the original. As with Looper Junction, Spaghetti Junction was a major interchange I made last year using NAM 32 to replace Maxis Highway NAM interchanges. But unlike Looper, Spaghetti was made to a higher safety standard from the get-go. Extended merging/acceleration lanes and sweeping curves and extended height transitions were extensively used. However that doesn't mean things can't be improve on further. I was reluctant to update this interchange at first because of all the time I spent on it and since it wasn't really that flawed. The only real flaws, if you can call it that was the use what I call a 'hook ramp', its the one that loops around. While it actually looks kind of cool in game, it's not really realistic in the real world.I also liked how massive and wide the original was, it was quite realistic in size from a real world point of view, yet another reason why I was originally reluctant to rebuild it. But one of the things I like the most about the NAM is the challenge of making things as compact as possible and without sacrificing safety or aesthetics. I think I've definitely managed to do both here. The interchange remains fully accessible, that is vehicles entering the interchange from any of the 4 main highways can connect to all the others. For detailed mosaic's of the whole interchange scroll to the bottom Stats Levels - 4 All Highways total entrance lanes - 32 Bridge Structures - 9 Total Crossings(time sa highway ramp crosses another) - 33 Tunnels - 0 Ramps - 19 FlexFly Ramps - 14 (4 - 90 degree/10 - 45 degree) Height Transitions - 18 To start off here's a comparisons between the old and the new versions, From the map it looks like I was able to use many of the old ramp, but that was definitely not the case. I had to rebuild practically everything from scratch except from the entry point of the ground level highway 700. NAM 32 version NAM 34 version B & A On the front page I mentioned that this interchange takes the new NAM to it's limits which it does in terms of compactness. This design can literally not get any smaller without sacrificing the smooth flex-fly curves and gradual height transitions . It's so compact that I couldn't fit flex-height transitions in many areas because you need at least one starter piece next to them to get them to work right. Once I figured out the general design building proceeded smoothly. But there were a few parts that really stumped me for a while. In the spoilers below I will detail the main issues that I had with building the interchange. Fell free to skip over this part if you just want to see the end results Now on with the show! First thing I want to show is the water feature in the middle of the interchange. This is a storm water management pond which has become a fairly common feature in many of the new larger interchanges built around the globe today. Highway interchange take up a lot of space so it only makes sense to try to make use of that space in some useful way. Image 8 (not including maps) At first I just made it in the empty space but it looked a little on the small size and then I thought why not extend it underneath the elevated highway itself? You can also clearly make out where the interchange is 4 levels high next to the pond. Let's start the tour of the interchange coming from the east (highway 700). From this direction you get a good view of most of the ramps but I'll change up the angle as I work my way down. 10 Heading westbound on the 707 approaching the Cordova Ave bridge 11 Right after the overpass is the first exit on the right side,to the 700 southbound. 12 Mosaic of the area around the Cordova Rd. overpass. 13 There are a couple of local connectors here. 14 On the right side is the local on-ramp from Trafalgar Rd. which merges with the 707 off-ramp to the 700 southbound. 15 On the left side is the off-ramp to Howland Rd. off the 707. 16 Overview of the area 17 Continuing east down the 707 we come up to the on/off ramps to the northbound 704. This is an inside ramp so drivers need to be vigilant to make sure they're going the right way. 18 19 20 Probably the best angle of how these ramps diverge. Just south of here is the Tauon Hydro corridor. Previously I had the power lines cross the highway but I wasn't entirely satisfied with the way they looked and decided to get rid of them for now to give a clear view of the interchange for this update. 22 At this point the power lines go into and underground hydro vault and continue below the surface . 23 I'm working on an interesting above ground solution... I'm not quite ready to show what I have in mind, but it'll be ready soon 24 And now here's were the spaghetti really begins... 25 26 27 Hope I didn't lose you in there! 28 If you took the off ramps to the 704, whether on purpose or by accident(lol) you'll get to this area, which I like to call 'the fingers'. 29 It was quite tricky getting the RHW to work properly here with height transitions so close to flex fly pieces. 30 Past the fingers are the the on/off ramps for the 704 the design for which hasn't changed from the NAM 32 version. I did move the ramps one tile further south to help smooth out the grade of highway 704 which goes up a steep incline north of here. There's literally no extra space space at all in the interchange, that is for every tile going north/south or east/west a ramp is curving or elevating. 31 The ramps to the 704 from the 707 and vice versa. 32 33 Move on further west we get to 'the wave' . 34 35 Now we're back to the pond seen at the beginning. You could say the four level stack here is the meat of the dish 36 37 Past here going west the 707 merges with the 700 as we reach the city limits. In the next city over there is a transfer where the collector/local lanes merge with the express. Several of the ramps which previous extended over into the next city have been eliminated with the rebuild eg. the one on the south side/left use to start in the next city over. 38 39 If you took the off ramp to the southbound 700 you come out on these two elevated ramps 40 The portion south of here has not changed from the NAM32 version. Highway 700 here could of been made smaller(oops! I guess wasn't completely correct about the no wasted space part, but that does apply to all the rebuilt sections) but I liked how the highway curved right before going left. The two ramps, one from the 707 the other from the 704, merge and then you have to option of getting off in downtown LC or continuing further south by merging onto the 700 which will take you to (The City of)Cisco Bay or Dresden . That concludes the tour,. To close out the entry here's a few traffic flow gifs and of course full interchange mosaics. 44 And that concludes this entry. Happy Easter everyone!
  13. 17 points
  14. 17 points

    Version 1.0

    6,420 Downloads

    Parkland Lofts, by Mattb325. --------------------------------------- Inspired by a new build near the University precinct in Little Rock Arkansas, 'Parkland Lofts' is the modern apartment equivalent of the old internationalist style of the 1970s. It is the sort of new apartment building that can be found in London, Sydney, Dusseldorf, Moscow, Paris, Tokyo or even Little Rock. Despite being billed as 'stylish' and having 'cutting edge design' (developers are generally fast and loose with new-build descriptions), these buildings are in fact bereft of almost all ornamentation and sense of place, such that they will fit in anywhere. The Little Rock version is called 'Park Lane' and actually sits in the middle of a shopping mall car-park - yuck - so as you can imagine, I have taken artistic liberties with the BAT and LOT. It has been a while since I released any apartment buildings: medium density residentials are certainly the main-stay of most cities, and smaller mid-rise offerings are still especially lacking in game. This apartment complex is offered on a range of medium and high density lots in a variety of configurations: 2x5, 5x2, 5x3, 5x5 and 6x6. If you use the CTRL Key while zoning, these will grow (especially the 5x5 and 6x6 offerings), and all of them grew quite easily for me. I also find that having SOMY's low-wealth apartments (which have identical lot sizes and can upgrade more easily) helps to avoid the game breaking up the lots into smaller parcels, but it is by no means necessary to have SOMY's files in order to get these growing. Given how ubiquitous this design is, these lots are designed to grow on all tilesets. The lots also use prop families and shaded props to ensure a lot of variety. Underground parking is provided for all but the 5x2/2x5 version and some even have such wonderful amenities as a pool and communal BBQ. Bliss indeed. Stats, links and dependencies are listed below. --------------------------------------- STATS (R§§ 5x2, 5x3 and 2x5): Growth Stage: 5 & 6 (medium & high density zones) Bulldoze Cost: § 343 Capacity Satisfied: R§ 1,052, R§§ 582 Pollution: 4 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 8 Mwh Water Consumed: 23 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Residential --------------------------------------- STATS (R§§ 5x5 and 6x6): Growth Stage: 5 (medium & high density zones) Bulldoze Cost: § 532 Capacity Satisfied: R§ 2,102, R§§ 1,162 Pollution: 9 (Air)/ 4 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 16 Mwh Water Consumed: 44 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Residential --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: To ensure proper functionality, please make sure the following files are in your plugins folder: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSCBATProps - Mattb325Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) To install, simply unzip the file into your plugins folder. Thankyou and enjoy.
  15. 17 points
    Tacoma Financial Center (2x5) I'll have to adapt one side of the building because it is located in a hilly terrain.
  16. 17 points
  17. 16 points
    Naotaka learns the modern technologies associated with rice farming and how the modern property system works. Short update, around 10 images, just to fulfill the monthly updating cycle. Expect updates to pick up faster in April and May! --- Ii Naotaka had arrived in Ninohe, a small town of 3,000 people. It had the most basic of services: Fire station, high school, railway station, supermarkets, you name it. The town was on the centre of the so-called "inaka", offering no glimpse of the urban typologies that had defined Okaiken. In context, farms dominate the landscape; old, worn-down homes are prevalent, and there is no asphalt in sight aside from the yet unopened highway section. Occasionally, you get a load of freight pass through the town. After all, railways remain important to the development of the nation. On the other hand, vehicles are rarely on the roads seen above. Highways had diverted road traffic into their own road service areas. Once arriving at the rail station, Naotaka headed immediately to the community office located just across from it. He asked to get a little information sheet for a planned field trip for children in the town. "Sorry, nothing's pretty much in here, aside from the abundance of rice. You can say that we are a rice kingdom but we are definitely not a tourist kingdom..." "Well, I'm not here to bring tourists. I'm here to bring my students for a lesson in rice farming." "Oh? Right this way then. Mr. Sato will be happy to see you then." --- Naotaka was taken by this certain "Mr. Sato" through the town centre, filled with the local restaurant and a convenience store. His car then turned left and into the suburban part of town. While the town may bot be as productive as it used to be, many people still live in the town. Although, signs of decay can be seen left and right. Naotaka sees the same farm typologies as he exits the town proper. Townhouse here, townhouse there. This pretty much defined the typical Sanese typology. As the car crossed the highway bridge... Naotaka asked: "Where are you going to take me again?" Mr. Sato replied back to Naotaka. "This was my farm property. it got cut off by the Sanese Highway and power line utility poles." "Are you sure this is safe for children?" "Maybe, maybe not." -30- @MissVanleider - thanks for the comment! greatly appreciated. Great effort is pulled into this occasionally and blank spaces should be filled in at best to make it fit with the surrounding environs. Thanks @takemethere for the heartfelt comment! @Ln X and @raynev1, Photoshop filters can be really tiring to look at but as long as you know the content nd the context, then you should be fine. Thanks guys! @sucram17 they were part of Neko's streams and could be downloaded at http://www.hide-inoki.com/bbs/phpbb2/viewtopic.php?t=858. Night scenes were not really photoshopped because they were a combination of the street lighting MOD and a street mod that reduced the distance between the lighting apertures. So thanks @ulisse as well . Thanks for the comment @gviper as well! @kschmidt it's not necessarily Chinese or Korean because both of them have different typologies as Japan. the previous entries' typologies were all Japanese. @totalnoob I think it was a station the I got from Simcityedit, but could be buried in the file jungle. I recommend exploring the website. You may get into other things as well. @Odainsaker and @SimCoug, well? @Ln X, @MilitantRadical thanks! I've seen less and less journals by the day, but I'm trying to at least provide just one update for a month. Right now my updating cycle is really out of hand because architecture school involves a ton of work LOL . @Themistokles Japan is known for its dense, 1 unit residential housing. Some might go way smaller and denser than that. I picked up a copy of the Japan Architect two weeks ago and find a lot of their housing is small. I mean that the scale is almost to the micro level! @MushyMushy true that, and thanks for the comment じゃあ~ いってきます!(^も^)>
  18. 16 points
    Well, prop pox struck Kendall again, and there was nothing I could do to reverse its effects. Rather than limit myself to taking pictures of unaffected parts of the city, though, I decided I had to start over. Rebuilding a city as developed as Kendall - with over 500,000 residents and most of the map developed - was a daunting task, to say the least. I was committed to recreating the city as accurately as I could, so I needed a guide to the old version of the city. Thankfully, SC4 Savegame Explorer has a feature that displays a map of all the lots, buildings, or props in a quad (depending on which subfile you open), so mapping out all of Kendall's lots and transport networks was fairly easy. The hard part was labeling almost all of them, so I knew what to plop where. I also needed to make an accurate subway map, so I referred to the in-game traffic volume data view quite a bit. My final map ended up looking like this: By following this map, I was able to rebuild Kendall exactly as it was. But rather than slavishly recreate every detail, I took this opportunity to make a few improvements to the city. One of those improvements was rebuilding all of the R-3/50 freeway as a RHW (it used to be an overridden Maxis highway). Here are a couple pictures of how that effort turned out: This is the freeway's interchange with Pacifica and Nicholasia Avenues. Based on fan comments, I decided to rebuild this interchange in a trench to minimize the freeway's elevation changes. The new version also keeps the longer offramps grade-separated all the way to their ends, which should improve traffic flow. Further down the R-3/50, I built these overpasses. I ended up having to learn about the RULs the NAM is built on in order to fix a bug that affected the avenue overpass, which led to me becoming a full NAM Team member. I also made a couple new lots to replace temporary layouts. Here's the new Arts Plaza, at the intersection of Puget and Nicholasia Avenues. For the most part, though, I just wanted to get as much of Kendall to look as it once did as I could. I'm pretty satisfied with the results; the new Kendall is as vibrant and busy as the old one was. My efforts even match up across quad borders, as this mosaic shows. I made some improvements to the campus of Royal University, Kendall, as well. The flagship campus of Lower Columbia's federal university system, RUK was founded by King Edward as the Royal College in 1733. This legacy as a former college lives on in the names of College Street (which ends at the campus administration building) and the College Park neighborhood. This is an overview of the whole campus and its surrounding area, facing west. The oldest part of campus is in the middle, with the residential annex at bottom, and several of the university's newer buildings near the top, along with some of the fraternity houses of College Park. The football stadium's parking lot is also partly visible at left. Farther down the mosaic, College Street crosses the channel into the Federal Circle business district. The western half of campus is home to Mikaelslot, one of the university's largest pre-20th-century buildings. Originally built by King Michael I as an alternative to Kendall Palace, Mikaelslot and its grounds were gifted to Royal University by Michael's successor, Brandon I. Although the former palace was quickly used for classes and office space, the palace grounds were neglected until the 1950s, when the university needed to add new facilities. Most of Royal University's science and engineering classes now take place in the buildings that were built on the grounds. The east end of campus is where most of the dormitories are located. This is another area that wasn't originally part of Royal U's campus; it was purchased from the city around 1960, when the student population outgrew the old dorms. Finally, although Lower Columbia is an overwhelmingly Christian nation, it also has a growing population of Muslim immigrants. They recently built the Malkut al-Hijra Mosque on the edge of the Kendall Heights, east of Parliament House. Its construction was controversial, due to its size and prominent position overlooking the city center. It's here to stay, though.
  19. 16 points
    Hi everyone, I made two horizontal mosaics of Charançon, so I decided to share them with you: 16. Limbourg - Charançon in horizontal (It's way better if you click on the picture) 1. 2. Well, I think I've posted enough pictures from Charançon now. It's time to go back working on Olsènes, here is a preview of what is coming: 3. See you next time! - REPLIES - @MissVanleider Thanks a lot! @tariely Thank you too. I especially like those little Stockholm houses, they fit perfectly here. @raynev1 Thanks too @michae95l Thank you too @Ln X Thanks for your support @GoKingsGo Thanks a lot! @Abrams124 Thank you! Hahaha, I never paid attention before, I didn't see it was a chocolate advertising @SimEMS38 Thank you! You're right indeed, this place is loved by town people
  20. 16 points
    Now that CO added a new AI class for decorative networks to the game, it should be simple to add new types. With the right settings, these new networks could even be placed in the game and in asset editor. And it is possible to automatically place trees or props along these networks (like road with trees). Maybe even soundproofing walls for highways are possible. Only drawback: Removing the wall mod causes broken saves, just like removing Network Extensions.
  21. 15 points
    Everything about this sounds great Realistic terraforming, canals, quays, sea-walls, rocks, ruins, draggable walls, a better park menu...
  22. 15 points

    Version 1.0

    6,353 Downloads

    Bankstown Council Chambers and Civic Center, by Mattb325. --------------------------------------- This is a campus-style council chambers and civic center building. This is a modified model based on the auditorium, council offices and tourist information kiosk of a similarly scaled complex in suburban Sydney. This is a very specific architectural style that was popular during the 1960s and 1970s, when Tehran was one of the most sophisticated and popular destination for western tourists. Unfortunately, the tumultuous events of the late 1970's saw Persia (as Iran was then known) loose its shine with the West; but as with all exotic things popular in the west, this popularity found expression in borrowed architectural styles making their way into western cities. Civic architecture was an early adopter of this simplified Persian style; the main building of the Lincoln Center in New York is a particularly famous example of this style, but there are very few other examples in SC4. In the Persian style, all of the typical, classical ornamentation is reduced to very simple, strong geometric shapes. It was undoubtedly modern; but probably seen as a more sophisticated architectural expression than the somewhat similar atomic & googie styles which were prevalent at the time. Thankfully, all three styles fell out of fashion. This BAT functions as a government building and town hall in game. In addition to providing your sims with 310 highly desirable civic jobs, it will help alleviate the commercial demand caps that can hinder city development. It has also been modded to provide residential cap relief and increase desirability. It is designed for a 10x7 lot and this building looks best when used in either a suburban setting or to be break up a larger downtown area. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame town hall (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis town hall reward. * It DOES NOT over-write any of my other town hall lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 10 x 7 Plop Cost: §72,000 Monthly Cost: §1,920 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse, Tourist, TV Magnet Demand Created: Jobs§: 38, Jobs§§: 253, Jobs§§§: 19. Landmark Effect: +135 over 39 tiles Park Effect: +50 over 70 tiles Pollution: Air 4 over 2 tiles, Water 2 over 3 tiles, Garbage 50 over 0 tiles Power consumed: 36 MwH Water consumed: 144 Gallons/Month Bulldoze Cost: §19,240 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC BAT Props Mattb325 Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC MEGA Props - SG Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks, and enjoy!
  23. 15 points
  24. 15 points
    The bookshop is a nice part-time job. It's very relaxing, and of course surrounded by so many books! I've discovered new works I would never have gotten into without the exposure. I understand your point about reading works in their original language. I've read quite a few books from older Russian SciFi writers and I often wonder how they compare up to the original or even a different translation. As for The Falconer, it's set in an alternative history Edinburgh which I thought was cool because I moved here to go to University. It's part of a trilogy, and the 2nd book is out in the UK, but not available in the US until the summer. As to your question regarding the Maxis California Plaza, it's a custom lot I made. I'm not very good at making lots look nice with props and textures - they never turn out quite right - so I make the lot as small as possible with the building overhanging. I try and use the overhanging prop technique with most irregular shaped buildings, that way I can use other lots as fillers, or just have the building right up against the road. Having the irregular buildings with overhanging props is really handy because it allows me to use them in a creative manner. Keeping with the theme of the thread, there are four lots with buildings as overhanging props in this picture. The most obvious are the two buildings along the waterfront, the overhanging prop allows be to have the seawall conform to the outside walls of the buildings. Less noticeable is Simlympic Aquatic Centre just across the avenue from the Simlympic Arena. I just used plaza lots to create the paved and grass look (I normally plant trees in the grass). The Bastille Opera in the top left corner, you can't see it in this picture but I have an 8 level parking garage right alongside the building because the building itself is overhanging to meet flush with the parking garage lots. In this picture there are 7 lots with overhanging props. The long white rounded building, the rectangular and the circular blue-glass buildings, the blue glass tower at the top right, the Guggenheim Museum Bilbao, the Staples Center, and the Arena bellow it.
  25. 15 points
    I've finished an area of Passau known as West Illford, it's primarily large retail and social housing with the odd private residential development thrown in. It's also adjacent to the University of Passau's new sporting complex, that's been finished also and will be shown at a later date I know I'm using the maxis highways but I haven't quite found the patience to build compact RHW just yet in my urban areas. I will however be using RHW in some new city tiles this year.
  26. 14 points
    Replies to the last teaser: @Ln X : What a GIF! I will check out the early areas to see New Sorgun when it was a tiny village. Thanks! I’ve been trying to get images of the town throughout the years with the idea of a gif in the back of my head. Glad it’s finally paid off @raynev1 : Awesome GIF , showing the growth . Great and creative idea . I think that your entries are fantastic. Thank you! Hopefully I can keep it up and we’ll get a GIF spanning three more decades. @GoKingsGo: Way cool! Nice even/realistic growth Thanks for stopping by! @tankmank : Rear Gif, I like to see how the little town has grown over the years. Tanks man! @Schulmanator: Awesome gif! Perhaps New SorGun's future will include feline rule? The results are in… scroll down to find out @noahclem: Love the gif! The growth over time appears quite realistic. Wish I'd remembered to mention W Bush's joke about being a tree farmer in response to the last update: “It helps me practice my stump speech!” *Badam tish* @kelistmac: Me too, I love that gif !! Can't wait for the rest Thanks, and I hope you enjoyed the full update. Replies to Election Day: @gviper, @philforhockey51, @feyss, @MilitantRadical: Thanks for the kind words and support! @kschmidt: Very nice town, women voting still a long way to go; some suffrage women around, well done ! Thanks! Unfortunately there was a glitch when using the ‘post in the future’ option and I had to remove the first entry – so now your comment is saved for posterity here @raynev1: This CJ is so awesome , you have made Simcity4 more like Simcity1800's . The images are fascinating to look at and a cool story as well . Viewing the first image to the last was so nice . You have done a great job . And that GIF , . The progression is astounding . I know I said it before and I'll say it again with each time you post one . Like I told kschmidt, there was a glich in the entry, so your comment disappeared – so sorry! Anyway, thanks for the compliments, they really made my day! @MissVanleider: Great entry, always nice to see. Early exit polls predict a landslide victory! New SorGun , Rocks ! Thanks – but we know how reliable exit polls can be… just ask President Gore @kelistmac: Fantastic update ! I like all the pictures but that one with that canal... fantastic as always !! Thanks! @tariely: I love the animation picture ! As I've seen New Sorgun grow from the very beginning, it brings back fond memories. Remind me : (1) are those good people available in MMPs (I think so, with the docks, but I am not sure) ; and (2) what are they building near City Hall ? Thank you – it was fun to go back and dig up some of those old pictures. Times have changed! Yep, you can find those people as MMPs in the historic harbor set. And as for the new construction… There’s always something new going on in New SorGun @takemethere: Great looking 19th century scenery there and Kitty all the way, she's got what it takes Kitty thanks you for your support! @Fox: I have to agree that the animated picture is awesome. Congratulations on getting this election to be more enjoyable than the current election. Best of luck to both candidates. Thanks Fox! @Schulmanator: Great looking pictures! And I would take either candidate over anyone running for President this year!! That seems to be a reoccurring theme in these comments @Ln X: Amazing pictures, great use of MMPs and T21s! The smudgy/wavy photoshop effect you use works really well. Thank you Ln X! Some of those extra close-up images get a little pixelated, so there are some photoshop tricks that I have discovered to help smooth them out @Cyclone Boom: Well done, an engaging narrative (including the previous entries). Also the pictures are so authentic to this era. Love the time-lapse too, a neat way of showing development. Just wondering how you managed to get all the frames taken from the same position? It's very effective, and might even be a possible idea for a ST challenge! Thanks CB! It took a little time in photoshop, but I just aligned all the images (I used some trees that have been there since the very beginning as a reference) and then cropped it nice and tidy like. Then I used a .GIF maker to add the fade effects from one image to the other. I can't wait to see what the new season of Challenges brings us @Themistokles: Lovely as always! How did you get such realistic steam from the locomotive? Thanks! That is just my amateurish photoshop attempt at steam, so I’m glad you like the result @cmdp123789: I am blown away with this.. I honestly, and no joke here, I loved that GIF.. that made it for me.. that was it. Great update! And I really like it when people can be part of it too.. the voting process makes us all part of the big picture, and that makes it feel almost real! Thank you for the wonderful compliments! @sucram17: Kitty! Would be really great to see a lady in the ruling post. Best regards/ santa malin Kitty is fighting for the working class, and she appreciates your support. @TekindusT: This update was electrifying! Only a few can describe here in ST the sensations of excitation and uncertainty an election day causes! And the GIF, the MMPs... brilliant once again. Thanks Tek! I’m always happy to see you stop by @tankmank: And election day is upon us. I have enjoyed the whole process, some great images, the work gone into them must be staggering. Looking forward to seeing who will win. Thank you Tank! Stay tuned to see how things pan out. @ROFLyoshi: Can I vote for Donald Trump instead? I’m pretty sure the citizens of New SorGun would be pretty suspicious of one of those east coast business types @Titanicbuff: As a Hillary supporter its time for the woman to lead- so I voted for Kitty- after all, women need to be able to lead should they choose. Kitty thanks you for your support. @Belfastsocrates: Love it! Goodness I really enjoy this CJ. It's such unique and well-crafted work and has a superb quality to it. From the HD props to the MMP work to your gorgeous buildings, Top quality work! Thank you! I’m hoping to get some of your great models into New SorGun in the near future @Urban Constanta: now this is what i call a real piece of F*****g alternate history! I love every post you have. Amazing work. PS i voted for kitty :))) Thanks Urban! I’ve always liked alternate history fiction, so I appreciate your compliments. @Cyclone Boom: This is running right down to the wire -- it might need a recount! EDIT: Not now, looks like Mr Finch has a clear victory. Yes… the voters have spoken… Next time… The tumultuous election is finally in the history books and New SorGun has elected Eastman T. Finch as the next Mayor. The voting was close, and some predicted a Kitty victory as the early returns came in, but an avalanche of Finch supporters finally put him over the top. However, Eastman Finch’s greatest challenges still lie ahead… Stay tuned…
  27. 14 points
    Hey Simtropolis, After all that hassle and frustration to get my Boston saves running again I felt like going to a lonely town somewhere out west. Somewhere in the Rockies, with just a train link and a national road going through, one school bus, a Main Street with a bit of struggling commercial buildings and not much more. Here it is, the beginning of it all - RED ROCK, Colorado named after Tarantinos fictional Wyoming town and an opportunity to create a place from the very beginning, playing around with the theme editor, the map editor and finally with all the incredible mods and assets that make this game fun (It's a showcase for MrMaison's trees basically...). I still don't use Dynamic Resolution - so bear with the image quality. This first entry is just the start of a little gem nestled in the Rocky Mountains, with all the time of the world to care about tiny details, props and with the possibility to get to know every single of those 124 inhabitants it has so far... This is the entry to the valley.Two roads merging and a train line. A lot of conifers, red rocks and a little snow left on the peaks: From behind the little town - the rivers and valleys still lack detailed vegetation and rocks. I plan to explore the surroundings of the town as soon as the town center is working. Yay! It's raining - and apart from the glaring rocks in the background it sure looks nice! Only a few buildings around Main Street a little old court house and the school bus...: The bridge just before entering the station of Red Rock. The line finds its end here: The still small residential area - great vehicle assets for the rural american feel...: A little further down the valley there is a small freight station serving the local industry and maybe some forestry and mining in the future: The popular local diner. I wonder who had the idea of naming it "Two Whales" when it's far from the Pacific...: And the same road in the other direction. Last sunlight of the day on the rocks above the valley: Between Main Street and the train station there is a covered wooden bridge. Unfortunately its scale is a bit too big - otherwise perfect: A brand new beautiful asset - Fargo's WAFFLE HUT is now located at the entry of the town. Still lacking a few details: And the last one for today - Main Street in all its glory, the school bus is going home to the depot: Looking forward to living in Red Rock for a while. There's tons to explore! Welcome back soon! Thanks again to all the modders and asset creators! Dominic
  28. 14 points
  29. 14 points
    #1 This is an updated entry for Hillcroft farms and fields. Cows' well-being. Added grass (boformer's texture) over the field #2 #3 Some gravel paths connecting the farms and fields. Such a great walk! #4 #5 Bees and Hillcroft's honey are famous because the variety of flora giving an outstanding taste #6 #7 Between the farms and fields there are remnants of an old castle Some parts of the wall are still intact #8 #9 #10 #11 #12 #13 There are also small rural warehouse for storing stuff and equipment #14 #15 Some cottages offering Bed and Breakfast services #16 #17 #18 #19 #20 #21 And a small area with some lovely cottages between farms and fields #22 #23 #24 #25 #26 #27 #28 #29 The Hillcroft Village (WIP) #30 #31 #32 The river bank #33 More pics here: http://imgur.com/a/fQGmz
  30. 14 points
    Here's something I did almost a year ago but never got around to showing it all in a CJ entry. It's the Temple of Jupiter in the Zone called Acropolis, which I realize now is kind of a strange name since the temple is more Roman style than it is Greek. Don't have time to go into detail about this area, but I want to get this out, so for now just take in the sights. Unfortunately imgur has significantly reduced the quality of the pics. I'm going to have to look around for a place where I can host larger images for free (5mb +). That or I'm going to have to get a subscription somewhere. Enjoy! Comments, suggestions, and questions are always appreciated. Thanks for visiting. GoKingsGo: Love the last shot! Puts everything in perspective. Great work on the sunken railroads, great work on the night-lighting/nightlife feel, and great work on the marina/waterfront. This city is very impressive. Thank you very much. Glad you appreciate it. MissVanleider: You do know your way around a marina, and the composite at the end is fantastic! Such great inspiration provided by other CJers helped. Thanks. feyss: Great pictures. I especially like your editing skill and the MMP under the water The last picture is also impressive. It's impossible to see it's two tiles I'm also a bit curious about this last picture: how did you mange to connect the tram avenue to the other tile ? Ah my super secret. Actually it's not hard at all. Just drag an avenue and connect it to the next tile then place the tram puzzle piece on top. Thanks. raynev1: Another great entry with some very beautiful images . You have mad skills friend . I always enjoy your entries . That overview image at the end , simply put "Iconic" . Your entries never cease to amaze me . You definitely got it going on . Pushing the boundaries of this never ending game . Thanks , this has been very inspirational and keep up the good work . Heh, thanks. Glad to have you along for the ride. TekindusT: So full of life at night, right how I like it! Night > Day. Thanks. Ln X: That composite picture, mother of God that is amazing! A great remaster! Hoping to do a series of them soon. Glad you like it, thanks. kschmidt: Lovely waterfront, defunct or not its´s well and trully finished nothing more to add, well done ! Thanks ks. tariely: Ooooh (not a very technical comment, but hey, what more is there to say here ?) But I have a question : what function is supposed to have the alignment of hangars (with the rounded roofs) on the watefront (like in pict. 1, on the left) ? Some sort of open market ? Yeah the hangars are supposed to be a marker/covered walkway. Not sure lol. Been wanting to see if I can lot some props in there but haven't gotten around to it. Thanks. takemethere: Damn that water looks cool as hell, really wish there was a mod that could do that. The city as a whole looks great and I liked that little flare you did with the marina wall there. Mind if I ask how much time did it take for you to make it look like that and how much time you spend editing the images in general? I spend a good portion of a day just doing minor editing like cutting and stitching together mosaics for an entry. It scares me how much time it would take for me to do anymore than that. Also is there an image editing program that you favor or would recommend? A mod like that would sure save me a lot of time. A pic with a lot of effects can take up to a couple of hours, the last one in this entry probably took longer. I use Adobe Photoshop. Thanks. LexusInfernus: Hehehe, I love the futuristic aesthetic you got going on. Nice job! Thanks. I'm always trying to incorporate futuristic elements. Hope to continue that trend. Stay tuned. gatakos: Your marina and images are stunning ! Thanks gatakos. gviper: Inspiringly gorgeous! Hey gviper, thanks. Fox: Thanks. SimEMS38: Holy WOW those mosaics!!! Jaw dropping and eye popping goodness! 'Nuff said. Don't hurt yourself now. Thanks. Belfastsocrates: Gorgeous set of updates! Your images have such a unique look to them and an impressive one at that, it really enhances the in-game building work. Glad for it to be worthy of such praise. Thanks. Mymyjp: That wall..omg that wall!!!! with the stairs and trees, light..the works!!! Fabulous. Cannot find words to describe my admiration to this entry. Thanks a lot Mymyjp. When are you getting back in the game? kingofsimcity: These are some EPIC marinas and mosaics! Amazing work! Like your Geralt avatar. Really dig Witcher 3. Thanks. Tonraq: Looking great as always! Fabulous presentation and great buildup Hey Tonraq, thanks. Benedict: Great work as always, and well done - Ionica was number one on BTT for the weeks ending November 19, November 26, and December 3rd.
  31. 14 points
    My first application of MGB's pedestrian bridges; I'm working on making use of it in some other unintended, but interesting ways.
  32. 14 points
    Working again on Yvoir, an industrial neighbourhood at the edge of the city. My idea is to create something that will look like a Belgian industrial neighbourhood with low-health housing directly built next to factories and abandoned plots.
  33. 13 points
    • Update #4 || East Enokido Rail Line • ############################################################################## • Enokido is a town located between the bay of Saitama and the mountains of Handa. Enokido is a town with around 120.000 inhabitants and it is part of the metropolitan area of Saitama. Today we will visit the East part of Enokido which is mostly a residential zone • • There are two rail lines going through Enokido. One goes through the center of Enokido and the other one goes through the East part of Enokido. Today we will visit the "East Enokido Rail line" which has some interesting views of this part of Enokido • • The rail lines run along the Kasumori canal. This canal is used to supply water to this part of Saitama which has a great number of rice fields. As you can see the Kasumori canal is very close to the railways • • As I said, East Enokido is mostly a residential zone and not just that, Enokido is a old town and some parts still has the old Japanese architecture style, from the train you can see a lot of these houses, they are made in wood • • The Enokido rail yard is located here. There are coming trains from the south part of Saitama, in this part of Saitama there are a lot of villages and towns and this rail yard serves to all those trains which are operating in this zone of Saitama • • At the end of the railyard there is also a freight train station. As you can imagine, this station is very important for Enokido and also for Saitama and its production • • Here in this picture you can see one of the symbols of Saitama, in most of the villages you can find one of those water towers. They were built for a company from Dresden. (BIG THANKS takemethere) • • "DIN DON" Welcome to "Jr Enokido East" station, as always the train is on time • • During the night the trains are still running through the East of this fantastic Japanese town. I hope you enjoy your trip in one of our trains • ~ Greetings from Enokido, Saitama Prefecture ~ ##################### ~ R - E - P - L - I - E - S ~ ############################################################################## tariely Thank you my friend ! The cemetery is from a Japanese page. You can find it HERE gviper Thanks man ! MissVanleider Thank you, glad you like it feyss Bedankt mijn vriend ! Artimus Yep, you are in Japan haha. Thank you so much ! sejr99999 I enjoy a lot sharing my city with all of you. Thanks for your kind comment. MushyMushy Thanks for your kind comment ! You should take a look in this PAGE you will enjoy it. TekindusT HAHA, that's a funny comment right here ! Gracias amigo. Un saludo. FrankBurnsEatsWorms Thank you so much takemethere Thanks for your comment and for your great water tower, I really enjoy it. I will try to share as soon as I can an update showing that industrial zone. kschmidt Yes, you're totally right but let me know that soon you will see some temples. Thanks ! ulisse Thank you so much mr.fusion The cranes are a model from google sketchup. I've changed the color and exported to the game. Thanks. Deionn Thanks for your help but actually you're wrong, those houses are from gobanboshi's page, anyway you're right about somy, He is a fantastic batter. totalnoob The rice fields are from a japanese page (I don't know exactly where they are) and the crane is a model from Google. Thanks for your comment. Tonraq Arigatou gozaimasu airman15 wow that's a great comment ! It is a pleasure for me read this kind of things. Thank you ! Belfastsocrates Thanks my friend. I do the same with your updates tankmank It's really nice to see you around here my friend. I'm glad that you liked it. I hope you enjoy with the new update as well. ############################################################################## Greetings / Saludos / Groeten # Jonathan.
  34. 13 points
    Hello and Welcome to the second part of our tour of The Lion's Inlet. We'll continue our tour with some more day pics followed by some night pics. If you're just joining our tour please check out the previous entry 07 for development pics and region location. (please look for replies at the end) 1 - In the opening pic above we can see the other end of the tunnel. 2 - Below we can see it from a different angle. 3 - Statue Cliff from a different angle 04 - The Lighthouse 05 - Ferry Park 06 - Statue Pier at Ferry Park 07 - Boat docks for an evening at the bay side cafe. 08 - The Bayside Cafe is a great place for dinner and plenty from around the bay sail in for a night out. We'll stop back in later. First let's jump across the river for a look around the other side of town. 09 - Crossing the Bridge 10 - Old town center 11 - A closer look (these school buses are out of control one just smashed through someone's car) 12 - Change the angle 13 - If you take the road at the top you will be driving into The Lion's Woods, if you take the one to the right it drives past some residential and industry on it's way to Sun Bay Village 14 - The other side of town 15 - The Mansion 16 - A closer look at the Mansion 17 - Change the angle Time to start the Night 18 19 20 21 22 23 24 25 26 27 28 29 30 I'm going to have to change that light bulb 31 32 33 34 35 36 37 38 That wraps it up...for now, I have an idea for a future entry that will involve multiple towns. I know it's probably not on the level of the previous entry but I hope you enjoyed it. I think we'll be moving east of Sun Bay Village in the region for the next entry. We had many more views last time and less comments. Anyway As Always Comments and Questions are gladly taken. Likes are gladly taken too Replies: (missed some folks this time) @Dreadnought Thanks Man, though I've never been there I guess that's what this looks like. Mountain meets water with a forest on top lol. @kschmidt Thank you, I'm sure there are plenty of balls down there. No one is going over the fence for them haha @raynev1 Thank you buddy, Yep Doc's tunnel portals are great, wish I knew how to make new ones. That utility lot is really helpful, it can be tucked in a corner and you're set. @takemethere Ok if you're gonna start questioning me.... jk Thanks man actually there will be some moments that are just eye candy type areas, but in this case there are 18 people that use it, see below. The pic doesn't show the pedestrians that walk from the ferry. My assumption being that it was built for and used by those needing some help like the Elderly, Disabled, and GroceryBound .
  35. 13 points
    To celebrate my "close-to-completion" of parking textures... a re-lot of Gascooker's Tesco in full UK parking glory:
  36. 13 points
    Welcome One Welcome All! Hello everyone, seems we had a big bump in views last entry so welcome newcomers to the tour. (Please look for replies at the end) We started our tour in The Lion's Woods, and then went north to The Lion's Perch before we shifted to the East. We saw the River Leon, known to the locals as the Lion's Claw, and now we will see where it meets Sun Bay. (The Lion's Inlet is the unlabeled city tile in the bottom left corner) We'll start as usual with the full tile view and some development pics. Please let me know if you folks are interested in development pics, I could always leave them out but I thought some would be interested in the development stages and it's sometimes easier to see the elevations when not tree covered. 2 (The opening pic is 1, district pic has no number) Full Tile View - Finished 3 - Starting Point 4 - further along 5 - Inlet Area Zoning 6 - Univ. Bridge Zones 7 - Cross River Zones 8 - University Bridge 9 - Statue Cliffs 10 - Inlet end Industry, Homes on the Hill 11 - Main Road through Town 12 - Downtown 13 - Westfield School 14 - Farm Corner 15 - Farmer Bob's Sheep 16 - Church Street (yeah some of the names are quite blatant, but in my head they reference somewhere, something, or someone else) Zooming out a bit, we'll take a look at the inland area 17 - Church and Farms 18 - Moving South(to the left in this case) 19 - Coast 20 - Inlet and Downtown 21 - Round and Round we go 22 - What do I call this? 23 - Funicular at Station 24 - Funicular going down the hill 25 - Ferry Park 26 - Going Out for a Sail Let's head over to see the area around the University. Education was always an important thing to 'The Lion of the Sea" (my grandfather's nickname the townsfolk gave him, meaning his hometown in Portugal, it speaks to how good a fisherman he was.) 27 - Univ. Area (the school is an off site campus for a larger university, guess what it's focus of studies is.) 28 - Across Univ Bridge 29 - A closer look at the bridge(note the tunnel) 30 - Different Angle 31 - Sports Fields 32 - That Tunnel Again (love that thing, any BATters out there want to make more overhanging tunnel entrances, they WILL be used) yes MMPs to blend 33 - The Lion's Claw 34 - River Ends and Bay Begins 35 - Across the river there is both some high end housing and industry in the corner. A couple more to go, more water to come 36 - Industry Corner 37 - Heading Out to the Bay 38 - Some Fishing some Sunbathing 39 - Sunbathers (if you can see them, two of the three lost there towel in the MMP wars) 40 - Full Tile View (in Regional alignment, North at the top) Ok another long entry and I actually decided to cut it off at 40 so the next entry will have a couple more pics of The Lion's Inlet including some Night Shots. We'll also take a quick peak at the lighthouse on the small city tile to the east of this one. I hope you enjoyed the tour. Any questions or comments are gladly taken. If anyone would like to see a pic of a specific area feel free to request I'll throw it into the next entry, don't forget to mention zoom level. Replies: @MissVanleider Yes! First again, you win a duck Thank you for the comments. My focus is working with the elevations and the nature so I really appreciate that compliment. @raynev1 That's cool thank you. Really good question, I have tricks and I will gladly share. Let's start with what's in my imagination and then what is actually going on with the power situation. There is a city tile in the eastern part if the region near the main city that has the largest nuclear power plant lot I could find (SFBT if I remember correctly) that powers most of the region. There are tiles around it with power lines as you will hopefully see in a future entry. One power line runs to a sub station that carries under ground and then it runs under the Bullet Train Track. I think we should move more of our power lines underground in the USA as they are in Europe. So where the Bullet Train goes the power goes. In the actual game to make things work I like to use what I think is the most useful utility, a water tower that produces power, cleans the air pollution, and water pollution in a 1x1 lot you can see it in picture #15.(I'll throw a link in the comments section. I don't mind the way it looks in both farm areas and industrial areas as some sort of "modern" water tower. Pretty much most of these smaller town tiles have one or two on them. In some I also use a lot that is a metal shed that does not require road access, it's a Nexis item. You can see it in picture #35 it is the shed on the left side of the industrial yard 3 are plopped together. For the gaps between zones I use a couple of different "park" lots, usually a PEG item I picked up with a texturebaseless 1x1 lot with a couple of rock props on it. @feyss Thank You, I promise there will be more waterfalls and bridges in the future @kschmidt Thanks, not easy to work with elevations but it was fun and sometimes you just have to use the roads that fit. @Dreadnought Thanks man, yeah it took a long time to lay down all those MMPs but I couldn't find the right beach mod so I decided to plop my own. You can only build where you can get to, thanks for noticing. The way you lay down mmps underwater in your coasts tells me you'll also do a good job when you head inland, all about hiding the hard lines and transitions. I think @kelistmac Thank you, sometimes I like to build places I wish I could drive in and that view from that bridge would be cool. We don't live on a flat earth so I decided I wouldn't build on one , thank you for noticing. @kingofsimcity I appreciate that coming form someone who does great work themselves. I'm sure that tower sold like hot cakes, and I'm really happy with the way it worked out for that building, something just told me to dig it into the hillside and I like how the lines of the crosswalks work their way into the columns, I love his work I always try to find homes for them. @takemethere Thank You, sometimes when I'm building I try to imagine ground view and that was definitely one of those times, glad you can see it too. I wish for a ride on a bullet train one day so once I saw the mod I knew it was going in.
  37. 13 points
    A couple of pictures - (a 'teaser' - as if you're all out there on the edge of your seats, perched patiently waiting for my next entry) - from my (fingers crossed) prop pox free region. Still a work in progress, the first tile in the region is being developed slowly, hopefully with a more consistent feel than some of my previous entries. I was going for UK suburban / european urban feel, right now it seems to be just as much American gothic. I have tried to improve some MMPing in this region. I don't think its total success yet but doing some is better than not doing any I suppose! Not really much more to show at the moment, just trying to create something completely from scratch, - in a not (totally) cheaty way - has meant some slow progress. Hope you enjoyed and hopefully more soonish also - maxis freight train. someone linking me an excellent replacement automata would be super appreciated!
  38. 13 points
    Hospital site progressing... I welcome any comments, positive or negative, on how it looks so far. I will be adding 'activity' to the storage/workshop area as well as the sandstone walkways.
  39. 13 points
  40. 13 points
    I just released my modular recycling facilities! Very happy with how they came out. Might add a truck later, but for new they're done. I didn't want to wait any longer as I had started using them in my cities Here's a little pic of a large setup of them. I'll probably add some more of them together later on - my testing city isn't that pretty or well layed out for good screenshots.
  41. 13 points
    I think it's time to reveal just how much of a SC4 fanatic I am. Here's something radical that shows the deeps of my devotion to this game. It's not a new project but rather something that I'm always working on. I call it the Building Height List. It's a folder containing an image of every highrise or midrise commercial or residential building(above 100ft in height) that I've downloaded along with additional information such as the buildings height(both roof and pinnacle) floor count and capacity(jobs/residents). I think I started the list around 2006 and as long as I keep downloading buildings it will keep growing. Apologies to those who like metric in advance, but I like feet and I don't like using decimals so it helps reduce the number of buildings at the exact same height. Here's what the list looks like today, first in 'details' view; And icon view; With this folder I can sort through every large commercial and residential building in my plugins folder either by name, height, floor count or total jobs or residents with the click of a single button. In the future I plan on adding a content creator category too. The Building Height List is a tool I use to help me quickly reference information, search for a particular file based on what it looks like without know it's name in the pluggins, selecting what type of buildings to place where and to make my 'top 10(or more) buildings in a city list'. But it only touches the surface on the actually modding that takes place along with this list. Another reason as to why I created such a thing was because one of the first things that really captivated me growing up(in the 90's) was the World Almanac. I especially liked going through the lists of tallest buildings for individual cities in the US. Before sites like emporis and the internet in general became widespread this was one of the few ways to gauge how big of a skyline a city had. This and a few other books which had actual images of the worlds tallest buildings was no doubt where my love for statistics, skyscrapers and SimCity itself originated from. Now you'll have to excuse me while I add about a hundred more recent downloads to the list, phew* it never ends does it? And that's why we all love this game so much.
  42. 13 points
    Hi Everyone! Take a look at Allser downtown at night No story for today because in Masuria it's midnight and I must to go sleep beacause I need to get up early and go to work But I hope that you like my night-taken pictures so enjoy City is still under developing so not everythig is perfect. Like my english for example 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. Thanks for visiting!
  43. 13 points

    Version 1.0

    4,719 Downloads

    The Claridge II, by Mattb325. --------------------------------------- Based on one of the Cities Skylines buildings, the Claridge II is typical of many of the newer homes built in the mid-atlantic states. Where once the American suburban dream was a sprawling ranch-style home on a 150' wide lot, mounting cost pressures on all fronts (from land purchase to materials and construction to upkeep and travel-time) have forced developers to reduce the footprints of these modern, middle-class homes. These houses are still large by international standards - most have over 2,000 sq ft of living space within their three floors. Another distinctive feature of these mid-atlantic houses is that all of the main living spaces & bedrooms are on the top two floors above the garage and a rumpus space: the front door is usually reached via a long flight of stairs. This design feature is a direct response to the powerful hurricanes and devastating storm surges which regularly hit the eastern seaboard. There are seven different colour variations for this building. They are all contained within a prop family for maximum variation. All of the buildings are medium-density and mid-wealth, offered as growable only (ploppable residentials don't work) on the American Tilesets. The lot variations are 1x2, 2x2 and 4x4. Each lot has different occupant details depending on its size. Being town-homes, these sorts of buildings are extremely useful as a transition between large downtown apartments, mid-rise apartments, row houses and suburban homes. Stats, links and dependencies are listed below. --------------------------------------- STATS (R§§ 1x2): Growth Stage: 4 (medium & high density zones) Bulldoze Cost: § 227 Capacity Satisfied: R§ 49, R§§ 28 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 2 Gal/Month Building Style: Chicago/NY/Houston Occupant Group: Residential --------------------------------------- STATS (R§§ 2x2): Growth Stage: 4 (medium & high density zones) Bulldoze Cost: § 320 Capacity Satisfied: R§ 150, R§§ 80 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 2 Mwh Water Consumed: 4 Gal/Month Building Style: Chicago/NY/Houston Occupant Group: Residential --------------------------------------- STATS (R§§ 4x4): Growth Stage: 4 (medium & high density zones) Bulldoze Cost: § 420 Capacity Satisfied: R§ 370, R§§ 290 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 4 Mwh Water Consumed: 7 Gal/Month Building Style: Chicago/NY/Houston Occupant Group: Residential NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: To ensure proper functionality, please make sure the following files are in your plugins folder: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Textures - Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90) To install, simply unzip the file into your plugins folder. Thankyou and enjoy.
  44. 13 points
  45. 13 points
  46. 12 points
    How about this? Sorry for the double post.
  47. 12 points
    Hi everyone Today I haven't much to say or rather write Allster is almost 1 mln citizens city so you could imagine how big it is. Traveling over city by only your legs will be difficult, so there is many public transport networks around the city of Allster and whole metropolitan area. Today i wanna show you one of the network which is a tram. The tram lines start operates as a single line in 1946, after a Second World War. From 1946 for today tram lines are still operated by the same company TRAM Allster. Today tram network have 6 lines which connecting the major districts of the city and is still developing. Below you can see a tram network map and some pictures from the tram stops Oh I almost forgot - tram stops names are only in Polish because some of them cannot be translated but instructions and communicates are in both languages So enjoy and don't forget to buy a ticket Thanks for visiting!
  48. 12 points
    You don't have to wait a whole week for new episodes of Red Rock. Here's episode 4 featuring a totally different place in Red Rock Valley: Episode 4 - Dark Ridge Sawmill The sawmill has seen better times and is fairly small. But it still offers a few seasonal jobs in the valley. The setting is quite romantic in one of the tributary valleys - not much else than timber back here... The mill is owned by the Oaks family - they've been in Red Rock since the ACW - and Chad Oaks runs it together with a trucking company. He's a horrible guy to say it boldly. He was bullying kids when he was a first grader in Red Rock elementary and he is bullying people up to today. He has a bumper sticker on his Escalade saying "Obama sucks. And so do liberal cowards who steal my stickers." You can enter the valley of Dark Ridge from the valley road. A large "Dead End" sign makes clear it's not a through road. Maybe people in Red Rock should take the sign literally. It wasn't set up as a metaphor but it might become one... There are only two buildings at the mill. The smaller one on the left has all the facilities for the workers, a tiny office (although Chad Oaks is rarely seen up here) and a workshop. The woods at the bottom of the valley are quite humid and mossy. Here's where the gravel road ends. If someone ends up here he either is working at the mill, has taken a wrong turn or is trying to hide something... I often wonder how much longer the mill will operate. Some of the logs are already overgrown and are silently rotting. Chad might think that it's a family thing hold on to the sawmill. But maybe there's another reason that he keeps it up and running. Maybe he needs it for something else? On the gravel road that accesses the mill Chad Oaks dumped a few caravans and trailers to accomodate his seasonal workers. It's a peculiar little community who lives and works here. I wonder what Philip Gerard (The writer from episode 3, remember?) is doing up here in his white Volvo? Either you work here, you took a wrong turn or you have something to hide... This beauty of a car belongs to the most notable resident and worker of Dead Ridge Sawmill: Budd Driver works as doormen at a strip club if he's not doing his annual routine at the mill. Budd has lived in trailers since he can think - and he is dead loyal to Chad. Whenever the Oaks family needs a job to be done Budd is the man. The police ranger patrolling the valley better leaves him alone... Dark Ridge Valley looks like a peaceful place. But it definitely hiding something. And if you visit Red Rock only for a day I'd rather show you around some other places... That was Episode 4. Come back soon! Dominic Credits: trailers: http://steamcommunity.com/id/DethKwok/myworkshopfiles/?appid=255710 log props: http://steamcommunity.com/profiles/76561198185225815/myworkshopfiles/?appid=255710 moss & pebble textures: boformer conifers: http://steamcommunity.com/id/DjelleDK/myworkshopfiles/?appid=255710
  49. 12 points
    How can I finish something if I always begin to work on something else ? I worked a little on the city centre. I just need some ideas to build a park (with all this concrete jungle, the city really needs one) on the top right corner, but I am really bad at building parks @kelistmac Thank you! They are actually doing a great job in Antwerp by revalitizing the old docks near the city centre. But here, it's became too neat for me, I'm actually trying to build something grungier like some industrial neighbourhoods in Liège or Charleroi. Like this: The idea is also to give each city district its own identity (as an example, this post's picture is from the same city tile than the other): poor houses there and rich people on the other side of the tracks for instance. And your dock idea is great. I will keep it. As you can see on the other post, I was planning to build another river coming from the south. I would maybe build the dock here.
  50. 12 points
    Hey everyone. I've been so busy with work and life recently that I haven't had the time to post many updates. I have however now finished the area and will post images over the next day or two. In the meantime, personal replies below to those I didn't respond to at time of the updates and a teaser of the area I've been working on and will showcase. I've taken about 45 in-game shots of the area so I'll maybe spread them across two posts Also....I know some people hate the Maxis highways but I haven't quite found the patience to build compact RHW just yet in my urban areas. I will however be using RHW in some new city tiles this year that will be more suburban and rural and I'm looking forward to using it for the first time. (Just pre-empting the Maxis highway hate ) REPLIES @Ln X - Thank you. I do worry a little about duplication but in the case of housing it's hard to avoid as it happens in the real world and is unavoidable. @lucasfg3 - I'm glad you liked the pictures! @slickbg56 - Bacon on a pizza! I'm all for that, you have me craving a chicken, pancetta, pepperoni and salami pizza now!! I'm glad you liked the update @Shingure - Thanks, the long awaited update is almost ready, hopefully that'll satisfy your shopping fix @gviper - I absolutely hate surface car parking!! lol But....I also appreciate they exist and I like to bring in some elements of realism to Perseus now and then @MilitantRadical - Well here's another taster teaser, only a day to go though lol @cmdp123789 - Not too much longer to wait @kelistmac - Thank you! Hopefully you like this teaser also @kschmidt - There's a massive difference between US and UK retail scale, it's just a shame we lack realistic UK retail warehousing, Thankfully people like @mattb325 and @rsc204 are working to address that @tariely - Sorry.....just one more tease before the full update! @tankmank - Thanks Josh! Glad you liked the teaser @jmsepe - No offices in this particular area, just retail and housing, lots of offices though on the other side of the motorway @tariely - Less dense areas are definitely on my priority list. This current large city tile is almost full so I'm then going to move to another tile and that will be mainly low density housing that begins to merge with parkland, forests and farmland. I also plan to start on the airport tile and progress work on Passau Island, but the latter is a much denser and urban project. @Ln X - Passau doesn't have much industry, it's a clean tech and research city with some logistics thrown in, some of more that is planned. Rural is most certainly on my list, I'm just gathering ideas on how to plan that and the best way to blend it seamlessly with the urban area of Passau. @raynev1 - I suppose same response to Ln X given you asked for the same thing lol @tankmank - Is it difficult with too much repetition but some new content is planned by people like @Bipin that could help break up that repetition. There's always going to be that though as UK housing in the real world is very repetitive any way.
This leaderboard is set to Vancouver/GMT-07:00
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections