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0 Clean SlateAbout Shawn
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Also the placement of every house takes time. Having to make every second one Historical takes time. I do this so I dont get large res lots that wouldn't be there to begin with.quote> Hey man, great CJ and keep up the great work. About the quote, I have a trick I use to avoid having to make so many houses historical. I'm at work right now so I can't post a screen shot, but I made this in photoshop: The black part can be any type of car transportation (road, street, ave). The trick is, if you don't zone the white areas, the game can't combine lots to create larger housing. This forces smaller lot single housing and to me look more like a real suburban layout. I then use a open grass lot with some trees on it in the white spots and they really start to look true neighborhoods. Sometimes I will sneak in a gazebo or playground to break it up a bit and up the land value. Anyway, just a trick I use.
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Maybe if it was even just a visual change and not a functional one. In Denver where I grew up and here in Seattle, a lot of the suburban avenues are two lanes for each direction of travel with a central turning lane that can be used for either direction of traffic: As you can see this image only has one lane of traffic going either way, but it illustrates my point pretty well. In a perfent world, the game would have two avenue options. Standard Avenue which looks like the above example (again, with two lanes on each side of the central turning lane) and then the Divided Avenue which is what the game has now.
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You guys bored much?
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Age: 27 Location: Seattle, WA Occupation: I work for Starbucks at the IT Helpdesk.
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