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Showing most liked content on 05/17/2013 in all areas

  1. 4 points
    Darknono35

    Darknono35's NYBT projects

    Sorry for the double post Here the update for the BNY Mellon, with color and several corrections on the model I think I need to give more transparency and reflective for the glass of the lobby, and make the inside of the "Chase" Agency
  2. 3 points
    I just hope you guys enjoy watching this as much as I enjoyed making it. You can find my other vids here - https://www.youtube.com/channel/UCH8Eirtdko5wjPmuOp6wb_Q Skye
  3. 3 points
    Forthwall

    Update 94 | Bakudo | Tokai

    Welcome to Bakudo We are currently in the sub-district of Tokai The region is well populated yet doesn't have much crowded. Not a lot of tall towers are in this area. Elevated rail is very used though. The only large building is the Bank of America building - the Bakudo soccer stadium is also there. The apartments scatter through the area. Hinian Square Bakudon Crossing, 8 road lanes with a over e-rail. ------ Night shots dubaidude303 - Thanks! Hazani Pratama - Thank you! Hellken - Thanks! B.C builder - Thanks TowerDude - Gg- Thanks! NMUSpidey - Thanks! SimCoug - Thanks Ace - Thanks! Crl - Thanks! Schulmanator - Thanks! ROFLyoshi - Danke! Huston - Dank you! (funny because I just refound that disk this week ) Motina - good luck to you! Will - Thanks! Alex_1210 - Thanks! Terring - Gracias!
  4. 3 points
    IL.

    Cities from the STEX

    Those pictures are taken from different STEX files' descriptions, they look good so I decided to post them in a CJ entry.
  5. 3 points
    Jasoncw

    Jason's BATs & Tutorials

    Thanks guys It's funny that so many people are mentioning the pavers. I really liked the pavers. Anyway it's on the STEX! Earlier in the month I started a new BAT, an apartment building/shopping plaza in Edmonton, Canada. It will be released some time in June. Click to make it full size.
  6. 3 points
    Schulmanator

    Cities from the STEX

    Nice picks!
  7. 2 points
    Terring

    Rebuilding Tegel

    Thanks for the comments guys . I always connect my cities with tram on road and subways. Why? Because I like it. Seriously now, is there a law that prevents us to build anything we want, for any reason we want? No offence, just curiosity. Why I should limit the usage of tram lines for inner city development only, when I can and want to build a regional tram line system? Tram lines are meant to be useful, no matter what. Many people build huge highways for regional transportation. No problem, but not for me. I love subways and tram on road. I even use them in small villages. Why? Because I like it. Same with the skyscrapers. I tried to keep the mini metropolitan look of Konradshohe, by building apartment buildings. Some Sims decide to build a huge Coruscant building. And I keep it. Why? Because I like it. Consider this building as an arcology. It's a game friends, deal with it O.K., time to rebuild the final Maxis town, Tegel. Tegel is an unfortunate victim of the Maxis traffic simulator. There are tons of jobs in Konradshohe, but almost nobody want to drive "that far". Without N.A.M., bad things will happen. For instance... And I thought that Greece has serious unemployment problems. Tegel is an agricultural town. It has plenty of farms that feed the people, with a price however. Those farms pollute the water and the ground with pesticides, use too much natural resources and land, in order to produce low quality of food. O.K., I saw enough. Time to upgrade Tegel. First we'll remove... O.K., you know something? I use the same process for every city I played. Removing, leveling, building, placing zones, expanding the tram lines, blah blah blah. You know the process too, so let's go directly to the pictures. So here we are. Pictures of the integrated version of Tegel are coming up.
  8. 2 points
    ROFLyoshi

    Elevated streetcars

    A very interesting concept indeed...
  9. 2 points
    Turjan

    IRM mod (bug)

    At least 5 deep, or even larger. The mod is fine with the largest automatically zoned lots. These are the dependencies of the IRM mod (taken from its STEX description): PROPS BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one. BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this. BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack! BSC Mega Props Gascooker Vol.01 - yet another old classic. BSC Mega Props DAE Vol.01 - yet another old classic. BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic. TEXTURES BSC Mega Textures Vol.01 - the most widely spread texture pack of them all. BSC Mega Textures Vol.02 - not too exotic, eh? BSC Mega Textures Vol.03 - another rather common one. Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this. OPTIONAL I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack: You must have all these files installed, except the optional last one. Also, there are two addon mods (dirty and manufacturing) of small growables and three mods with ploppable filler lots available for the IRM mod (the first five files here). They need one additional dependency. Of course, you can also mix in third party lots, but you may have to change the growth conditions if you want to go with the concept of the IRM mod.
  10. 2 points
    Only thing UFO's have done in my cities is take grandma. On/off button for disasters please. 4.0? Think I'll hold off for 8.0.
  11. 2 points
    Turjan

    Can't find it?... Ask here!

    Here you are. They are by Chrisadams3997. By the way, the easiest way to find stuff that you know the name of is still Google. Better than a search on the exchanges at least.
  12. 2 points
    Get rid of zombies plz! I hate them, because they are so unrealistic and stupid. Why, why!!!
  13. 2 points
    Alex.B

    Show us your Downtown / CBD

    I think this counts as a downtown... Ark Canion North Land, a small town of around 2,000 people
  14. 2 points
    fiatbao

    Introduction + Chase Bay Town view

    Welcome to Chase bay!!! I have just started in this new region which I am calling Reese and plan on expanding it quite a bit. If you can give me any ideas or tips that may come in handy please do. . Well, My first town is called Chase Bay. Chase Bay Intro. Welcome to Chase Bay, this prosperous little farm town now holds a population of 10K residents which might be less than that of our cattle population but sims here in Chase Bay seem to enjoy the pure country breeze. Yes Chase Bay being a small town has many advantages such as: no traffic, no crime, no poverty, good school (Private and Public) but if we do eventually get sick we might have to share the vet clinic with Mr. Wiltshire's racing horses.
  15. 2 points
    DeltaCity101

    Cities from the STEX

    which downloads are they?
  16. 2 points
    Schulmanator

    Schueenstown, New Zealand

    Homer Tunnel???!!!
  17. 2 points
    Yaffle

    Amusement Park DLC

    I have this vision of the execs at Maxis and EA getting together each morning and having a discussion about what they can do next to alienate and annoy their customers. "Well, we've forced Origin on them, made the cities too small, forced online DRM, made it multiplayer for no good reason, and with a broken interaction, too few servers on launch, given them a broken AI, turned it into a cynical marketing tool, still not turned on all the features, what else can we do? Oh wait, let's charge them even more for something before we fix the rest. After that, lets turn off a few servers because the initial playing rush has subsided so they lose their cities randomly again. Then charge for some new regions, ban anyone who mods it, and finally turn the servers off. It's foolproof, they'll be queuing up to buy the next version and we can do it all again." Fool me once, shame on you. Fool me twice, shame on me. My money remains in my wallet.
  18. 2 points
    coolwiththecool2

    Cities from the STEX

    nice!
  19. 2 points
    DVDGuy

    Why do we play this game?

    It beats working!
  20. 2 points
    Thats the sort of thing most of us use as a base for accurately mapping out cities. In my case it led to this: (Also, I cannot for the life of me get these map pages into a PDF in any sort of readable manner. Anyone have any suggestions on how to compile 100-odd pages plus index?) And zooming out a bit for my next project... This one is going to take a while - still got about 500 names to make up!
  21. 2 points
    leow72

    Cities from the STEX

    Very Good .   = D
  22. 2 points
    For those who wonder, I am not dead, I'm alive and good. But as I got a job I have little schedule for Bating and for whatever do in SC4, I only play a bit here and there, but no much Bating. I got home pretty tired and I just don't fill like bating right then. I'll try to keep up with you guys on your threads and who knows in the future
  23. 2 points
    Terring

    Cities from the STEX

    Very nice :)
  24. 2 points
    Hazani Pratama

    Cities from the STEX

    Great.
  25. 2 points
    DmainEvent

    Update on citysize?

    Now that they sold there 1.6 Million they will say its a success and us long time fans are screwed. No larger maps or contiguous maps, no terraforming. And always online. Yippee. As I get older I get more and more Jaded about the video game industry. It's just a bunch of crooks and robbers who get you hooked, and then make you beg for the goodies. Mod Edit: Mind your language please.
  26. 2 points
    Vlasky

    Darknono35's NYBT projects

    About American International Building, again I'm begging you to take it slow and commit to the details, because the details is what makes or breaks the model. Here's a first batch of help **Since I can't find the way to post imgur album here I'll have to post each image separately, so sorry for the huge post this is going to be.**
  27. 1 point
    Music is powerful. SimCity's music is no exception. That's why I decided to upload it. Each game's music is individually packaged, so you can pick and choose what you want. Simply unzip - I recommend 7zip for the task - and enjoy. If you want to view my first attempt at a SimCity music collection, you can see it here. What you're reading right now is the third overhaul of this collection to date. And yes, I might get around to The Sims' music one day. -biff --- DOWNLOADS All music is sorted by date of release. All archives are ZIP format. More detailed information about the music itself can be found in the .txt files packaged with each game's music. -- ORIGINAL SIMCITY MUSIC SimCity for Windows, SimCity Classic for Windows, SimCity Enhanced 3 MIDI files, 1 MP3 file at 128 kbps, 611 kilobytes uncompressed (not including box art) SimCity (Amiga CDTV) 18 MP3 files at 320 kbps, 57 megabytes uncompressed SimCity (SNES) 24 MP3 files at 79-159 kbps, 50 megabytes uncompressed (including images) The music for the two ports, both of which came out in 1991, was never officially released. -- SIMCITY 2000 MUSIC MIDIs from 1994 original release and 1995 Special Edition release 19 MIDI files, 112 kilobytes uncompressed Original sound effects from original release & SE 30 WAV files, 455 kilobytes uncompressed MAC version, released 1994 15 MP3 files at 256-320 kbps, 54.7 megabytes uncompressed Assembled by biff; thanks to jjakucyk for originally uploading and researching additional information IBM PC General MIDI recording (1994) 14 MP3 files at 320 kbps, 63 megabytes uncompressed General MIDI is a standardized specification for music synthesizers that respond to MIDI input. Likewise, the IBM Personal Computer was the personal computer that put IBM-like personal computers on the map, and its influence is felt to this day. This recording is from an IBM PC using General MIDI. Originally recorded by VengefulChip IBM PC Roland MT-32 recording (1994) 14 MP3 files at 320 kbps, 63.2 megabytes uncompressed The Roland MT-32, originally released in 1987, proved popular enough to set a de facto standard for game music up until the mid-90's. This recording is from an emulation. Originally recorded by VengefulChip Microsoft GS Wavetable Synth recording (1995) 19 MP3 files at 192-256 kbps, 56.7 megabytes uncompressed The Microsoft GS Wavetable SW Synth is the MIDI synthesizer that was bundled with Windows when SC2K Special Edition came out. It uses a sound set created by Roland in 1991, a superset of the General MIDI standard of the day. The samples were considered high quality when it was released. Recorded by biff SNES version, released 1995 10 OGG files at 128 kbps, 9.88 megabytes uncompressed (including images) Emulator rip by Felamine Sega Saturn version, released 1995 16 MP3 files at 320 kbps, 80 megabytes uncompressed (including images) Originally recorded by VengefulChip PlayStation version, released 1996 Music - 18 MP3 files at 320 kbps, 76 megabytes uncompressed Sound effects - 34 WAV files at 88 kbps, 496 kilobytes uncompressed 80 megabytes total (including images) Sound effects ripped by Nero1024 at vg-resource.com, music ripped by wzg45 Sound Blaster AWE64 recording (1996) 14 MP3 files at 256 kbps, 52.4 megabytes uncompressed The Sound Blaster Advanced Wave Effects 64 ISA sound card from Creative Technology was released in 1996, and was generally considered the best sound card of the '90s. Recorded by AndrosynthNuclear, assembled by biff Nintendo 64 version (Japanese exclusive released around 1997/1998) 38 MP3 files at 85-198 kbps, 53 megabytes uncompressed (including images) Original USF files provided by Josh W. & converted/made up by wzg45 SimCity 2000 Special Edition WillTV Thanks to the Internet Archive for hosting this all along so I don't have to -- SIMCOPTER MUSIC Soundtrack 27 MP3 files at 128 kbps (320 kbps for menu/hangar music), 132 megabytes uncompressed Advertisements & DJs 95 WAV files at 88 kbps, ~14 megabytes uncompressed 148 megabytes total (including images) Note that the music was originally encoded at a low bitrate, hence the quality (and a certain self-aware radio identifier). There is no known commercial release for this music. Thanks to shoptroll for helping me acquire this -- STREETS OF SIMCITY MUSIC Soundtrack 16 MP3 files at 204-232 kbps, 1 WAV file (at 176 kbps, 621 KB) 124 megabytes uncompressed Advertisements/DJs 145 WAV files at 176 kbps, ~41 megabytes uncompressed Additional radio music 7 WAV files at 352 kbps, 80 megabytes uncompressed 250 megabytes total (including images) Included are both the high quality soundtrack and the additional radio music, because there are some radio tracks that aren't in the soundtrack. Thanks to Cool_Z for helping me acquire this -- SIMCITY 3000/UNLIMITED MUSIC SimCity 3000 Soundtrack 16 MP3 files at 128 kbps (except 2000 Theme which is 160), 1 WAV file (705 kbps), 80 megabytes uncompressed SimCity 3000 Unlimited Soundtrack 5 MP3 files at 101-128 kbps, 2 WAV files at 705 kbps, 25 megabytes uncompressed 21 MP3 files, 3 WAV files, 238 megabytes total (including images) Game sounds 798 WAV & MP3 files, 125 megabytes uncompressed The SimCity 3000/Unlimited music is stored in the game's files in a proprietary file format. Sound effects were converted with the Switch Sound File Converter. -- SIMCITY 4/RUSH HOUR MUSIC SimCity 4 Soundtrack 24 MP3 files at 128-320 kbps, 178 megabytes uncompressed Rush Hour Soundtrack 13 MP3 files at 128-320 kbps, 60 megabytes uncompressed 35 MP3 files, 247 megabytes total (including images) All of the SimCity 4/Rush Hour music is available in the game's directory, in the Radio folder. -- SIMCITY SOCIETIES/DESTINATIONS MUSIC SimCity Societies Soundtrack 15 MP3 files at 320 kbps, 100 megabytes uncompressed 14 additional OGG files 43 megabytes uncompressed Rockstar & Street Performer tracks ripped by wzg45 Destinations music 7 OGG files, 17 megabytes uncompressed 36 files, 166 megabytes total (including images) The official soundtrack consists of only 15 tracks from the base game, which are in MP3 format. All but one of the rest are in Ogg Vorbis format. The soundtrack was only released in digital format. -- SIMCITY DS MUSIC SimCity DS 32 MP3 files at 320 kbps, 162 megabytes uncompressed Ripped by Knurek at http://hcs64.com; uses Legacy of Ys: Book II driver hacked by Caitsith2; converted by wzg45. SimCity Creator Wii 57 MP3 files at 320 kbps, 60 megabytes Ripper unknown, music provided by wzg45. SimCity DS 2 AKA SimCity Creator DS 13 OGG files, 47 megabytes Ripped by wizzario007, music provided by wzg45. 112 megabytes total (including images) SimCity Creator was released for the Nintendo Wii in September 2008, and SimCity DS 2 (also known as SimCity Creator in Europe, North America, and Australia) was released in March 2008. The music for either was never officially released. -- SIMCITY BUILDIT & SOCIAL MUSIC 8 MP3 files at 128 kbps, 16 megabytes uncompressed -- And just for kicks SimMars Soundtrack (direct download link) 22 MP3 files at 128-224 kbps, 103 megabytes uncompressed This is from a SimCity 4 mod and not part of the collection, but I want to provide a direct link anyway. A bit more convenient than downloading a text file containing the link to the download, no? --- If you want to support Jerry Martin and the other composers & musicians, I suggest you purchase any and/or all available albums of this music from Amazon or iTunes. The music from Streets, SC3K, SC4 and SC Societies - as well as the 2013 reboot and its expansion, not included here for copyright reasons - are available from both services. However, the Societies and 4 selections are sadly incomplete, and the music from SC3K Unlimited & Societies Destinations is missing entirely. To play this music (or any other music for that matter) in SimCity 4, find your SC4 application folder and go to Radio\Stations. There should be two folders, Mayor and Region. Inside each of these folders is another folder named Music. Only MP3 files will play in the game, so place whichever MP3 files you want into the folder you want. For previous SimCity games, muting the in-game music and playing this collection with an external music player will suffice. - Compressed size of version 2.5 (last version before V3 update): 923 megabytes Uncompressed size of version 2.5: 956 megabytes Compressed total size of version 3: 1.94 gigabytes Uncompressed total size of version 3: 2.05 gigabytes - Thanks to: http://alerante.net & http://simsoundtracks.com/ for SimCity 3000/4 track information, trivia & quotes shoptroll, Cool_Z, CaptCity, cromabianca (he's remixed some of SC2K's music here if you're interested) & A Nonny Moose Will Wright, Jeff Braun & Maxis The Videogame Music Preservation Foundation VengefulChip (YouTube channel) Squakenet (YouTube channel) jjakucyk (YouTube channel) AndrosynthNuclear (YouTube channel) Builder4563 (YouTube channel) TheSims3EAmusic (YouTube channel) banaan442 (YouTube channel) wzg45 Every composer and musician listed elsewhere in the collection YOU for downloading or even reading any of this -- Update history: SimCity Music Collection V. 1 released August 3rd, 2009 SimCity Music Collection V. 2 released March 20th, 2012 SimCity Music Collection V. 2.1 changes(September 14th, 2012): Updated SimCity SNES music SimCity Music Collection V. 2.2 changes(May 29th, 2013): Updated readme & SimCity 3000 Unlimited music/sound effects, Readme updated (again) on June 9th, 2013 with references to other parts (SimCopter) SimCity Music Collection V. 2.3 changes(October 21st, 2013): added SimCity Classic Deluxe music, updated Readme SimCity Music Collection V. 2.4 changes(January 30th, 2014): added Streets of SimCity music, updated Readme SimCity Music Collection V. 2.5 changes(April 15th, 2014): transferred all files to Google Drive, reuploaded uncorrupted Part 4, removed 'alternate' music which was just MIDI files run through a faulty converter, updated Readme SimCity Music Collection V. 3 released 4:15 AM, September 3rd, 2015 - almost completely rewrote Readme, added metadata to and properly organized all tracks possible, added box/disc/album art where available, added text files with more detailed album/track/artist data where available, added SimCity Creator (Wii/DS) music, reconverted SimCity Societies music, added more Streets of SimCity music/radio files, added SimCopter radio files, added SimCity DS/DS 2 music, revamped and added to SimCity 2000 music February 1st, 2017: Swapped out Streets of SimCity track #14 for a version with proper audio channels thanks to Prisoner416 -- Disclaimer: SOUNDTRACKS, SOUNDS, LOGOS, ART AND OTHER MATERIAL FROM STREETS OF SIMCITY, SIMCITY 3000, SIMCITY 4, SIMCITY 4 RUSH HOUR & SIMCITY SOCIETIES ARE COPYRIGHT (©) ELECTRONIC ARTS. NO INFRINGEMENT IS INTENDED FROM THIS COLLECTION. NO PROFIT IS INTENDED TO BE MADE FROM THIS COLLECTION. NO AFFILIATION WITH EA/MAXIS IS CLAIMED. ALL THIRD PARTIES CREDITED WHERE POSSIBLE. ... Beware reading my posts beyond this point, at least up to around page 6 - I was but a neophyte then!
  28. 1 point
    MandelSoft

    IRM mod (bug)

    Have you checked if you downloaded ALL dependencies? It looks like you're missing some textures
  29. 1 point
    Catchin22

    Amusement Park DLC

    These guys are trying to be the next Zynga for some reason. FB games now in full application for only $60!
  30. 1 point
    IL.

    Cities from the STEX

      Mostly myne: http://community.simtropolis.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=407556&userMode=all&sid=efef72113455798ceb308c3b20a211e5
  31. 1 point
    The Pennsylvania Turnpike

    Pennsauken

    Pennsauken Borough is a town of 15,000 people about 10 miles North of Englewood's CBD. The Resident's of this town enjoy the low amount of crime, The short commute to the city, and the Shore being 5 miles East. Pennsauken is a quite Rich city, With Mansions everywhere. RT. 109 Goes through the Borough and is the main thoroughfare. Rt. 109 (botton) and the Town Park. The City Park and Downtown. In the Bottom Left hand corner, you see the Old Island County Prison. It is now a museum. On Chester AVE, on the other side of town, we have A Save N Foods. North of the Store, we have the Hi tech industrial zone. This area brings good paying jobs to the people of Island County. And here is Downtown Again. I hoped you enjoyed this CJ. Sorry i haven't been making one for a while. See you soon!
  32. 1 point
    Hamish

    Rules & T1

    I think this is a really cool idea, although I won't participate my self, I'll be very interested with what people come up with. Maybe for the first round of the competition it would have been easier if the rules weren't as stringent. But I do like the idea of what can be created out of such a controlled set of rules an regulations. Hope to see this take off!
  33. 1 point
    Rage Against The Machine - Renegades Of Funk (while my headphones are crackling) http://www.youtube.com/watch?v=1rDe7LpHsuU
  34. 1 point
    I'm not sure where some of the information you are receiving is coming from. These numbers below are derived by looking at the game files directly, so this is your best answer. This all assumes you are using a patched version of SC4 Deluxe or Rush Hour. If using the NAMv31+ your networks have the following stats for use with cars: Avenues - Speed 50 Capacity - 4000 x 2 tiles wide = 8000 (medium capacity simulator) varies based on which capacity traffic simulator you are using. One-Way Roads - Speed 75 Capacity - 6000 (medium capacity simulator) varies with sim. but is always 75% of avenue capacity when comparing lengths of road. A game without NAM or any other custom traffic simulators: Avenues - Speed 40 Capacity - 2500 One-Way Roads - Speed 31 Capacity - 2000 So the answer to which is better is clear if using NAM. Opposing one-ways would have 150% the capacity of an avenue and cars travel 50% faster. If you aren't using the NAM then capacity is lower with 2 one-ways and speed decreases; you would lose 1000 capacity and 9 speed. I think the stats on NAM one-ways have been increased like this so they can be used better with RHW in certain scenarios.
  35. 1 point
    Simply superb. The night lighting is stunning! :thumb:
  36. 1 point
    Ceraton

    Rebuilding Tegel

    As always, you've leveled dat Maxis mess and created (or are creating) something fantastic... :D Great work!
  37. 1 point
    szieker

    Amusement Park DLC

    The biggest problem i have is, the city size isn't even big enough for an actual amusement park. I already dont have enough room in my cities for everything i want to put in them.
  38. 1 point
    Benedict

    BTT (CJ section): 9 May 2013

    Hi, Schulmanator. And you continue to hang in there. Hi, B.C. builder. You're back in the Top Ten! And don't thank me, I just run the numbers - thank your audience. Hi, 111222333444. Hopefully corrected that spelling after last week. Hi, ggamgus. Nice work last week. Hi, Forthwall. What a surprise, you're number three again. Hi, paeng. Always great to have you leave a comment. 12k views - that's insane! Hi, MilitantRadical. Hopefully you'll be back soon. ________________________________________________________________________________________________________________ Ben's Top Ten Yet another close week, with Med Inspirations returning to the number one position. Welcome back to Ring of Fire and New Simtown. Happy CJing until next time! Follow on Twitter: @benstopten Ben's +10 SGETobias' german cities City of Angeles by TheOlympics Okaiken v2 by 111222333444 Holt District by sim_link My Maxis Project by terring Simsville by DVDGuy Republica de Guatalaga by Krisman New Sorgun by SimCoug Alien [||] Worlds II by spursrule14 Port Matthew's The Best Defense by NMUSpidey
  39. 1 point
    Ace3

    Show us your Downtown / CBD

    But wait, what's this?
  40. 1 point
    My house rule is to not build too many high density commercial or residential buildings.
  41. 1 point
    RepublicMaster

    TMW#17 - Salacia System | "The Underwater Secret"

    Ooh, Nice dark spooky feeling Kyle! :D
  42. 1 point
    Schulmanator

    TMW#17 - Salacia System | "The Underwater Secret"

    Cool stuff! You have great effects!
  43. 1 point
    vinlabsc3k

    TMW#17 - Salacia System | "The Underwater Secret"

    The pictures are amazing, :thumb: but for me are too dark to view. :cry:
  44. 1 point
    KonstantinII

    TMW#17 - Salacia System | "The Underwater Secret"

    Interestingly, it coincide with the alien worlds so we have two space adventures in one day!
  45. 1 point
    Titanicbuff

    C88-Fire Chief Truck

    Make a chevy version and it would be flawless- like it though
  46. 1 point
    iuri99

    Simcity-memes/jokes

  47. 1 point
  48. 1 point
    Parisian

    NYBT The Aurora

    WON-DER-FUL! Only this word comes to me. Good job and very usefull for New York recreation. Thank you.
  49. 1 point
    octopus7

    Air Defense Platform

    No canal extender was used. I just put the lot next to a canal that was already built.
  50. 1 point
    Dannyboy9876

    Microwave Rectenna Plant by SOMY

    OMG!! so cool! it looks like a huge laser that is ready to blow the moon to smithereens!!
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