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Everything posted by mallenuk
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Version 1.1
7,286 Downloads
This is 32 Lincoln's Inn Field made by request. The historic building houses the Department of Economics for the London School of Economics University (LSE). The LSE is a City University and whilst this building is too small to house all of the modern day university its placement will increase demand for commercial office development in your city as the university seeks to expand by procuring nearby modern office buildings for academic use. This lot can be used alongside the original Maxis Campus University and is a 4x2 lot. Save a ton of space and download now! Feedback welcome! (: Dependencies: BSC Textures Vol 01 - Downloadable from sc4devotion.com- 14 Comments
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Real Highway (RHW) - Development and Support
mallenuk replied to qurlix's topic in NAM & Transit Networks
Thank you @matias93, @Tarkus, I am travelling just now so will have to wait patiently to attempt this myself. I have an RHW-6S since this leads to a bridge and there’s no option for an RHW-C bridge. Is there an elegant way for the RHW-6S to transition to RHW-6C so I can connect it with this Type D1-Dual Shift Inside ramp?- 3,919 Replies
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Real Highway (RHW) - Development and Support
mallenuk replied to qurlix's topic in NAM & Transit Networks
Hi all, I am seeking to replicate this transition that I found here, can someone kindly advise how it can be done please. Ideally with 4 separable but 5/6 separable can work too if not possible. Thank you!- 3,919 Replies
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How to master hills in SimCity 4! I plan to construct out the highway with an interchange at the corner of the elevated terrain and then continue the suburb backward with different developments (different apartment blocks). For now though. I am happy to see this terracing method works really well aesthetically with a realistic road gradient and the retaining walls being a feature in themselves, along with the slope showcasing the apartment blocks fully. For the corner lots I have located a premium 'landmark' development.
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Building Concepts for Hillside Development (Show me your Height Transitions)
mallenuk replied to Plastic Manc's topic in SC4 Showcase
My solution: -
Great, thank you! I will give that a go.
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How are taxes calculated?
mallenuk replied to TheMurderousCricket's topic in SimCity 4 General Discussion
Not quite. I would be interested to know the tax revenue for each Maxis building/lot so I can build a city that produces very little tax revenue to make the game more challenging. I would guess it would be low wealth, low density residential housing plus farming but then again maybe it would be medium wealth, low density as the lot sizes can be larger per resident and same is true again if high wealth with really big lots for very few residents. -
One more question, can you remind me please how you configure the foundation to always appear no matter how shallow the slope is for a lot? The civic buildings will always have the foundation appear for example. I am away from my computer just now but I have been working on a sloped road behind a series of apartment blocks and the foundation appear for all the except at the top and bottom (where the slope is at its smallest) resulting in a weird/ugly effect. Thank you!
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True but the signs and shopfronts for the building itself never appear.
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How are taxes calculated?
mallenuk replied to TheMurderousCricket's topic in SimCity 4 General Discussion
I would like to build a city with the lowest tax base possible for the land occupied, are there any resources that detail these values for Maxi buildings? Thanks! -
To debug, I let this lot grow multiple times and the plops appear at random for each time the lot grows. Does anyone happen to know if there a way to modify this probability to 100%?
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Hmmm I copied them from a Maxis lot, and kept the poisitioning relative to the building identicial to that lot. I can make a copy of the Maxis lot and see if that works.
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Hi all. I have created this lot but the Maxis plops, used to embellish the store, don't show up in gameplay, any ideas?
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Here is an update on my efforts (and way too many hours) to utilize as many Maxis buildings as possible to curate a realistic, mostly low rise city. My original motivation for this project is the streetscape and detail of the game is lost when tall buildings dominate because they obscure one another. I have built out the top half of the downtown since May At the very top is a rail line that links the city port, to the neighboring city, this train station is the nearest to downtown (and busiest) A road then leads from the train station to the heart of the city center, one of my earliest works from 2013! The road bustles with passengers arriving by rail to the downtown so making it a magnet for offices and retail development alike Historically characterised by low rise retail the recent office development has been much taller, the contrast between the two gives the offices more sheer and prominence Top left, once almost as busy, is now blighted by parking with only some orphaned retail (and one office) remaining The Taco Stand lot is effectively a surface level parking lot that happens to have a Taco Stand Top right is inspired by a recent visit to Savannah, GA The squares are dominated by Victorian Mansions, note all the driveways line up neatly with the street (not on the corner curve) There is one mothballed construction site between the Cho & Sons and The Freytag Building Behind the The McAdams Building is a small park. this and the neighboring low-rise really help to showcase this building I imagine it to be the 'old town hall' before the city expanded I found the Dieckmann Consulting building to be the hardest to fit-in, in terms of aesthetics That said I think it it fits in great beside the Tinklers Inc. and the plops used, really help to frame it
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My current SC4 obsession is to curate neighborhoods by individual buildings to create distinct places, zoom in to see the relevant street names. This is what you see here: Dense massing marks one side of the Main Street And large landscaped lots on the other side This is intended to create an imposing entrance to the city Behind is the Major League Stadium where a square is formed at the stadium entrance On one corner there is the Landry Co. building, imagined as a bar for fans to go to before/after On another is the 'Small Shops' to enclose the square Beside the stadium there is the hotel strip, which serves the stadium And also the downtown airport At the top of the Main Street is Airport Way, the gateway to the city The Grand Hotel, is located at the intersection of these two roads As the tallest building it commands views of the stadium and of the planes landing and taking off at the airport And has a commanding presence over the gateway itself Beside is the Grand Hotel is a Chez Eyler, conveniently located to serve the $$$ guests No prizes for guessing the name of the city! XD For next steps, I am planning to add some motels to the airport perimeter road, repurpose the car dealerships as car rental businesses, drop in a diner and lastly form a cluster of warehouses.
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Further refinement* to my mid size city's downtown. Some of the urban fabric has been lost, in the outer blocks, due to buildings being demolished for parking. I am very happy with the realism of the end result! I still have some blocks left to complete and I plan to add some street fronts eventually. *This was my previous post (to see progress): https://community.simtropolis.com/forums/topic/50916-show-us-what-youre-working-on/?page=719&tab=comments#comment-1791285
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The central business district of my low density city. I have laid out the small Maxis commercial buildings to create uniform building lines and to remove the gaps between the buildings except for where it makes sense to. The outer blocks have been redeveloped into parking lots with just a few offices and shops remaining. I will build out residential streets next. It literally took months to achieve the desired esthetic but happy with the end result! As a European it has always been frustrating to not be able to achieve a realistic town look with the vanilla lots!
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Problems with PIM-X and SC4Tool
mallenuk replied to MushyMushy's topic in SC4 Modding - Open Discussion
Another insight on the LE Tools behavior. I have the found the following: The SC4 PIM window positioning can be made to save by making a save to a lot The window positioning is saved in relation to the top left hand corner of the 'main display' This means if your: Second display is above your laptop display Is configured to be the main display And your SC4 PIM window positioning is to saved to the laptop screen Second display is right of your laptop display Is not configured to be the main display And your SC4 PIM window positioning is to saved to it Second display is below your laptop display Is not configured to be the main display And your SC4 PIM window positioning is to saved to it Second display is left of your laptop display Is configured to be the main display And your SC4 PIM window positioning is to saved to the laptop screen When you return to using one monitor again the window positioning is going to be off the main display Note changing the position of your monitors in the Display Settings, Resolution and/or Zoom can all leave the window positioning off the main display Understanding all of the above, I was able to open all the SC4 PIM windows into the top left hand corner of my main display (second monitor for me), make a lot save, then close, disconnect my second monitor and reopen SC4 PIM and all the windows appear in the top left hand corner of my laptop screen! And it only took me 6 hours to figure out... -
Hi all, I'm trying to get hold of SC4Savegame Explorer, which should be available on Sc4devotion but I see that website has been down for quite some time! Is there an alternate source / or can someone share with me please? Thanks!
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Brilliant, thank you!
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Show us your... r-r-r-r-r-repetition-n-n-n-n!
mallenuk replied to cromabianca's topic in SC4 Showcase
A development of Faith Apartments laid out in the style of British social housing, commonly known as a council estate. The architecture is basic and repetitive but the grounds are generous, lush and green, in contrast to the city's older working class neighborhoods. The apartment blocks at the center of the estate, are on a mound, providing residents with far reaching views of the city. Two nearby hospitals provides much of the employment for sims and a bus stop at the entrance to the estate takes workers to the main industrial areas in the city. Incomes are low meaning car ownership is minimal, so on street parking alone is sufficient. -
Show us your... r-r-r-r-r-repetition-n-n-n-n!
mallenuk replied to cromabianca's topic in SC4 Showcase
Same two neighborhoods but 50% larger! -
Show us your... r-r-r-r-r-repetition-n-n-n-n!
mallenuk replied to cromabianca's topic in SC4 Showcase
Further to my last post, I have reworked the neighborhood of tenements to use a 2-3-2 format. then alternated between Lowerenti Manors and Brick Tenements to have a consistent building line and more unified look but still with a mix of buildings. The real key to making the look work, has been to have the different sides of the the two buildings on show, that the street plan allows for. Separately I have created another riverside, working class neighborhood, this time making use of the trio of Maxis residentials that have a stoop, namely: Residential Hotel; Low Rent Apartments; and Baity Courts. I have used the 2-3-2 format once more, and tweaked an original Maxis lot to center the building and added fences on the side (taken from another Maxis lot) and the end result is very convincing IMO. -
Show us your... r-r-r-r-r-repetition-n-n-n-n!
mallenuk replied to cromabianca's topic in SC4 Showcase
My current obsession is to showcase the original Maxis content to its best potential! Here is a working class neighborhood located beside a highway crossing to the city's principal industrial area. I have been very OCD when it comes to customizing the lots so even they are not original, the location of the props and flora is still identical to an original Maxis lot(s). It took a long time from inception to fruition but I am very pleased with the end result! The tenement buildings are able to fit on a 1x2 lot when using the SC4PIM tool but now with the Maxis. To have a consistent building line, I created a 'Left Corner' lot and 'Right Corner' lot with the building pushed to the side to line up with the building on the adjacent road. Note: due to the upload size limit, I had to remove the suburb behind.- 242 Replies
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Hi all, I would like to arrange the ‘main street’ in my city, using the vanilla buildings/lots with minimal repetition and have each building complement its neighbours. I know how to pre-determine which buildings are built, thanks to this amazing tutorial by CorinaMarie. My challenge is the position of the buildings are very often different, some are set back, others further forward but I am hoping to have a single building line. Is there a lot tool that has X-Y coordinates that I can use to modify lots to achieve this? I really value that precision over eyeballing it. Thanks!
