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Bicycle Infrastructure
sstyrnol replied to wojtason's topic in Cities: Skylines Modding - Open Discussion
Re the colour, I think it depends on the ambient light. A look at Google Images showed me colours ranging from the same "porky pink" to a darkish brown-red. I guess I'd make it a bit darker and maybe add a hint of rust/brown into the colour... -
Bicycle Infrastructure
sstyrnol replied to wojtason's topic in Cities: Skylines Modding - Open Discussion
Looks good. I have a few questions, if you don't mind: How do these bike networks behave on slopes? I hope better than the stock bicycle paths? Are those crossings possible with every road (stock and modded)? Would it be possible to change the colour to a less "porky pink" (schweinchenrosa)? Thanks for making these! -
Avanya's buildings (Update 7/1: Cargo rail stations released)
sstyrnol replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Thank you for this. Already subscribed and I am currently planning to plop this down in my current city...- 800 Replies
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That port looks very good! Love that long jetty!
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Work on the transport network continues...
sstyrnol posted a City Journal entry in Genoa City - A Livable City by the Sea
Work on the transport network continues... The last week saw continued progress on the designing the road layout and the various other transportation facilities. Also work started on adding city services. Near the river, just behind the cut-off from the mainline, the first light rail station was added. This line will in the future be named "Beach Line", as it will track the coast line for quite a bit. Behind, a water pump was added. The fence around it is the only detail so far, more to come. To the south of the downtown area, the light rail leaves the station tunnel. This will be the Innercity Shuttle. This I built 'old school' with the stock quays. I will most likely change this to match the building style of the other stations I added so far. Another view of the sunken train station. Here the focus lies on the reworked on/off-ramps for the highway. This way continuation of the roads beyond the highway is possible. Of the light rail lines coming out of the main station, one is crossing the river to the north-east, in the future connecting the eastern suburbs to the downtown area. As there will be a small industrial area (mostly city services and logistics), I added a more industrial looking elevated station. As you can see, I already plopped down some buildings in the future downtown, these are just to get a feeling for scale and may be replaced or removed soon. Some of the buildings also are already final, where I detailed the exit of the tram line, which will serve the downtown area (I decided to use buses only in the suburbs). Here I used the new networked retaining walls in combination with the ploppable pavement by @Ronyx69. Further details such as planters, fences, lights etc. are yet to be added. Following is another view of the downtown area, subject to change. Now, let's return to the "Beach Line". After leaving the Riverside station, the line arcs below the highway bridge and the reaches the first shoreside station. Before there is a small underpass to allow for a grade-separated crossing of a roundabout. Again, I used the retaining walls network, in combination with the ploppable grass and some vegetation to hide any imperfections. The "bridge" is made by using some of the dock pieces, again by @Ronyx69. Here is a view from the other side: This looks quite good, I have to employ some protection against the river. Whenever I do terraforming upstream, the subsequent "tsunamis" flood the underpass... The line now follows the shore, until we reach a larger station (I may add an intermediary station). Here the InnerCity Shuttle meets the Beach Line again. There are a few sidings to store unneeded trains. The Beach Line will continue follow the shore line, the InnerCity Shuttle moves to the left (east). Moving back across the river (yeah, we're all over the place today...), let's have a look at the small industrial / logistics / services area: A branchline comes off the mainline, and enters a small yard (remember: the main yard is on the other side of the river). Here we have access to a distribution center (one of @Avanya's masterpieces if you ask me), accompanied by an assortment of other warehouses. The siding just on the left will have some tanks for unloading oil cars. Moving down the line, we see a small container handling facility. I need to "pave" the siding and place a reach stacker for loading containers on well cars. This - in my mind - is just a small facility, where domestic containers are placed on trains to be transported to the next logistics hub. View from a lower angle. The smaller warehouses behind are dedicated in my mind to less-then-carload cargoes as well as everything that is not containerized. Here we see a local train spotting some cars in the siding. I need to subscribe to some cargo handling assets. Further upstream we find the Genoa City LNG powerplant (also still mostly undetailed). And finally, the cities main water treatment plant. I still need to sort out my mod list, which is way too full, remove a ton of skyscrapers which are too big, add some more cargo handling equipment, more warehouses and then I can start plopping down buildings to get a working / viable baseline city, so that I can find out if my roads and other transit stuff works... Until then, have a good one! -
Redesigning the Transport Network
sstyrnol posted a City Journal entry in Genoa City - A Livable City by the Sea
Good Evening and Welcome to a New Installment of Genoa City! A lot has happened during the last few days, so let's jump right into the action! First of all, I have changed the map theme to use @Ronyx69's Springwood map theme. I did this because while being an awesome set of textures, I thought the Colossal Hill map theme to harsh in its colors and having a too arid character for my liking, especially with the river going in the map. Secondly, I did a major overhaul of the pre-existing road and rail network in the map. I basically removed the rail line coming from the top of the screen and relocated it to the shore line, adjacent to the Coastal Highway. This way, in my mind, it makes a lot more sense going through the city. Also this way, the hillside behind the rail line can serve as a better backdrop for those long freight trains! Right now, I am working on the road network. First of all I redid all the major highway intersections to look more realistic. This is still a work in progress. In the following I am showcasing, what I got so far. I subscribed to a bunch of prototype intersections from the workshop, especially those awesome intersections made by CreativeDEX. As with all premade intersections, the might not always fit the pre-existing situation, hence I merely plopped them somewhere as a guidance and then designed my own intersection based on the local situation. The first intersection is on the northern edge of the map (remember, in my mind, on the image above, north is on the left!). The Coastal Highway diverges to the right, with the main highway transitioning into the City Bypass. The City Bypass takes a sharp left turn to skirt the edge of the hillside to merge with the Inner City Highway further east. That interchange still has to be built. Just after the intersection above, there is an exit into the city, mainly serving the neighborhoods on the northern side of the river. You also can see the new train line, as it skirts the hillside and crosses the river. After the river bridge, we reach the first main exit into the city. This one is a bit confusing, as several roads criss-cross each other. The on- and off-ramps each merge into one-way roads that pass through what will once be the downtown area. These one-way roads end at the roundabout which can be seen on the right side of the image, which provides access to the beach boulevard and the beachside neighborhoods. The boulevard has been moved back from the shoreline a bit to make way for a beachside park with a few restaurants and such. I have yet to fit the light rail line under the bridge and the intersection as well. It will probably (not decided yet), dive under the one-ways and the go up to run parallel to th boulevard. This interchange further south connects the Innercity Highway with the Coastal Highway and also provides access to the downtown and the coastside neighborhoods. All the interchanges above have yet to receive final terraforming and detailing. This interchange is a work in progress. It will most likely (like 99%) be demolished. I am looking for a prototype, where I can have the on-/off-ramps merge into the one-way roads (these are the same ones from the interchange described above!). Furthermore, I did some work on the remaining infrastructure and road layout. The redesign meant that I could move the trainstation to a much more sensible location in the midst of the future downtown area. West of the station will be a larger park, what you see here is just temporary, I played a bit with the park life assets... As before, the station is being served by three tracks, two light rail tracks and one intercity track. All go underground to enter the station, saving valuable real estate. There is also an underground bus terminal, the entrance can be seend above as well. The relocation also means that the whole trackage can be made much more realistic. Here we see the main "intersection" for the rail network. In the front is the mainline; the diverging track leads to the main station, the straight track is for freight service only and will lead to the freight yard / industrial area. Behind the front track is the light rail line serving the beach area, which will go under the Coastal Highway bridge as seen above. On the left, crossing over the mainline, we see the light rail line serving the eastern suburbs. Behind, we can spot a s small rail yard, which will service light rail trains. The service yard has a few storage tracks, a balloon track and will get all the other facilities found on such locations. This is all for now, until next time, I will leave you with a small impression of the coastal rail line, with some retaining walls installed! Have a good one and see you next time in Genoa City! Assets highlighted in this entry: Springwood Map Theme by @Ronyx69: https://steamcommunity.com/sharedfiles/filedetails/?id=921636136 Workshop of CreativeDEX for some awesome intersections and other cool stuff: https://steamcommunity.com/profiles/76561198045291352/myworkshopfiles/?appid=255710 -
Welcome to Genoa City! This is my first city journal, so please bear with me, while I get the hang of it. I just got back into Cities: Skylines after a lot of other diversions, but yeah, this game is so addicting. I have the feeling I am on track of creating a nice city, so I thought, I'd share it here... Couple of notes up front: If you guys have any suggestions for improvements, hints or tips, these are most welcome. I post my progress here, because I am looking to improve myself. So, if you see anything that can be improved, let me know! Any assets, mods or so I specifically mention in any of my posts, I will try and add a list of links to the Steam Workshop at the end of my post, so if you want to grab the asset, you can go right ahead. So without any further ado, let's dive in! Introduction to Genoa City Genoa City is a fictional place, maybe located somewhere on the west coast of the United States. It is a lovely place of steep cliffs, a colossal hillside, sweeping beaches and a mighty river flowing into the see. The relatively flat area by the river mouth has been selected as the place for a grand city. The basis for the city is Owl's Colossal Hillside map. I am modifiying the prebuilt roads and rail network somewhat to suit my build style and envisioned city layout. In the above map, I highlighted planned / existing highways in blue. Planned major arteries in orange. The light blue polygons are planned neighbourhoods as followed: Main downtown area with shopping, offices and some heavy residential (condos); Seaside hotel / casino complex Shopping center with restaurants etc. Seaside upscale residential Powerplant, utilities Residential Industrial Seaside hotels, shops etc. Suburbs Suburbs Suburbs The main characteristic of the map is the highway going from north to south (Coastal Highway) and a second highway going inland (Eastbound Highway). The Eastbound Highway branches off into a city bypass, which allows northbound drivers to avoid any innercity traffic jams. There is an intercity rail line, serving both freight and passenger services. Primary suburban transport will be done by a light railway network and a bus service. If the need arises, I may complement that with other modes of transportation later. I also have no plans yet for an air- or seaport. Both may come, but have not been planned yet. Current Work Currently I am in the process of getting down the basic road networks, starting with the primary arteries and major roads first. This involves a lot of putting down roads, deleting them again and relaying them until I am satisfied. As this is not yet finished, I'll just leave you with some impressions of the work done so far. This is the interchange from the Coastal Highway onto the City Bypass. It also offers a way down to the shore and further on to some coastal suburbs (eventually). Planning stages for the cities main transportation hub. To save on real estate consumption, rail lines dive underground. It allows easy interchange from intercity rail to the cities light rail system as well as buses. This will eventually become the city's main freight rail hub. Don't mind the kink in the bridge in the back ground... And last but not least, an overview shot, of what will become the sea front. In the back, you see the river, in front of it the rail yard and the transportation center. In the middle, there is the Coastal Highway. The neighbourhoods in the front will be dominated by upscale residential, commercial and leisure developments. In the center we see a light rail station, where two lines will meet. So, that's it for this entry, I'll see y'all next time! Looking forward to your comments! Mods/Assets Highlight Owl's Colossal Hillside Map: https://steamcommunity.com/sharedfiles/filedetails/?id=670806933
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Twin Rivers Region - a work in progress
sstyrnol replied to dedgren's topic in Cities: Skylines City Journals
Amazing and precise work! Love it. Looking especially forward to seeing how you realize the actual city building!- 371 Replies
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Twin Rivers Region - a work in progress
sstyrnol replied to dedgren's topic in Cities: Skylines City Journals
Images are gone for me as well...- 371 Replies
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Twin Rivers Region - a work in progress
sstyrnol replied to dedgren's topic in Cities: Skylines City Journals
Amazing work!- 371 Replies
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How to list out assets used in a savegame?
sstyrnol replied to AmiPolizeiFunk's topic in Cities: Skylines General Discussion
I concur with @Avanya. It produces a handy HTML file, where you can find links to almost all assets on the workshop. -
Cool things that should be added in Cities Skylines
sstyrnol replied to Vassilis_Pyrgos's topic in Cities: Skylines General Discussion
Hi there, some great suggestions. Regarding beach assets, there are some in the workshop already, though the topic could be expanded further. Regarding your other suggestions, of course variety is always good, but one should IMHO always see to it that the game does not get too crowded with options. Seasons would be awesome though, even if it places an even bigger workload on modders, I guess. But it would add an interesting gameplay mechanic into the game like having to dimension your power supply for increased demand in the summer (due to air conditioning) as well as increased heat demand in winter (due to low outside temperatures). Traffic flows might also change, like in the summer, your beach areas get flooded with tourists whereas your skiing areas get their main workload in winter.- 3 Replies
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What do you want in Cities: Skylines?
sstyrnol replied to AidanA28's topic in Cities: Skylines General Discussion
In principle probably yes. I guess my point is that it still is finicky and takes a long time to get right. Of course, once you get a piece, section or even a whole interchange "just right", you can save it and use many times over. I guess I am not that patient after all...- 307 Replies
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What do you want in Cities: Skylines?
sstyrnol replied to AidanA28's topic in Cities: Skylines General Discussion
Hi, haven't posted here much, mostly lurking in awe at what some of the people here achieve with C:S. A few years back, I have been playing a lot of SC4, have tried out other city builders and never been really satisfied. For sure, there are still things in C:S, that are lacking. What @zimmie is pointing out is one of my major gripes: I find the whole process of designing highway interchanges tedious and finnicky. It would be awesome if one could combine the flexibility of the current highway "drawing tool" with some fixed pieces for on- and off-ramp sections or highway mergers. Regards, Sebastian- 307 Replies
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Well, if you want to make a map which is true to scale, you first need to make a greyscale map of your desired region. Then, based on the city squares within SC4 (1, 2 or 4 km square side length), you need to measure how many squares of which size you need and select them accordingly. Once you have done that, it is "simply" a measure of scaling the map and importing it into SC4. A good tool to measure and select the square you want to get into SC4 is IMHO Google Earth. Just to see how much space realistic cities take up, I have attached a screenshot of Google Earth with a marker of 12 km length (ie. 3 large city squares). Best regards, Sebastian
