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Everything posted by vgcpapa
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Just after I released my only BAT on the STEX in June, I suddenly stopped playing Simcity. I think it was a combination of many factors, two of them being the creation and release of a BAT, and trying out and hating SCS, that really turned me off from Simcity. I lost the urge to play Simcity, I lost the urge to BAT, I lost the urge to visit the CJ section. I didn't have the desire to do anything Simcity related. And since Simcity4 was one of the only games I played, I literally just stopped playing videogames alltogether. However there is good news in that there is still one way that I can enjoy Simcity, and that is through its soundtrack. One of my favorite songs is Urban Underground. It has such a great bass line. And since I have a bass, I thought I would give it a try. Enjoy: "> http://www.youtube.com/watch?v=YGJJMMOWt3M Does anyone else play songs from Simcity? (any instrument) Also from anyone else who plays bass, I will glady accept any tips or suggestions.
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The Ten Busiest Amtrak Stations in 2007
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Here are a few of my thoughts: - Why is this an issue of gun control or gun bans? Arms are not restricted to pistols or shotguns. Arms (armaments) can be any type of weapon: ie. knifes, small firearms, tanks, grenades, nuclear missiles and the list goes on. note: I don't use the term WMD, because I believe that any W is capable of MD. - I am not an expert on Arms rights... so my question here is: What are the differences between my right to keep a M1 Abrams tank? My right to own a handgun? My right to a machete? My right to a hunting rifle? My right to an assualt rifle? My right to a nuclear warhead? My right to a piece of paper (in a case were I could protect myself by inflicting papercuts)? My right to a grenade (If I wanted to go hunting or fishing with grenades)? My right to a car? My right to a crossbow? My right to a horse or war elephant? My right to a yo-yo? - I think that most of these can reasonably be considered weapons/arms; and I think it is reasonable to say that the second amendment says that the right of the people to keep and bear arms shall not be infringed. - So with all that said: My right to own a fighter jet shall not be infringed. My right to a tank shall not be infringed. Note: In such a case were I am demographically suspect and consequentially my internet use is being monitored: The above post is for speculative purposes only. In no way do I endorse the unlawful possession or use of weapons, including but not limited to firearms, combat vehicles, explosives, battle llamas, or any instrument capable of inflicting harm or damage to persons and/or property.
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xxbydesign: That's a really great but long post. I agree with some of the points you've made, but there are a few things that I should point out. I thought it might be a good idea to actually post the 2nd amendment here, to distinguish between what it is believed to say as opposed to the actual text: "A well regulated militia, being necessary to the security of a free State, the right of the People to keep and bear arms, shall not be infringed." quote> It's a good idea to post the actual second amendmet. However the text you've posted is not exactly right. The Official second amendment is: "A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed." You got the punctuation correct, just not the capitalization. There are implications which I don't want to go into of what the different capitalizations mean. That whole life, liberty, and pursuit of happiness thing? Yeah, that's the Declaration of Independence, not an actual binding legal contract; the Constitution of the United Sates does not say that you have a right to exist. Bummer.quote> 14th amendment: "... nor shall any state deprive any person of life, liberty, or property without due process of law. " Also 10th amendment. But also if you are going to examine the constitution from a historical perspective, it doesn't seem right to isolate it from other colonial/revolutionary/early America. 3. One last thing I want to point out is that: yes the Bill of Rights are amendments and the constitution can be changed (amended). But the constitution and most amendments restrict the power of the gov't and grant/protect the rights of people. As far as I am concerned only one amednment attempted to do the reverse and we all know how that ended. For those of you who might not know what I am talking about: 18th amendment/ Prohibition, which was repealed by the 21st amendment. I guess I will conclude that the constution can be changed, but it SHOULD NOT be changed if it prohibits or infringes the rights of people. As for my take on the the whole gun issue thing, well that can be discussed later.
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Thanks for the comments everyone. I really appreciate it. Simfox: It was made with Gmax/Bat. The station is all one model, but exported as a prop so that it can fit in the slopes. Simnation: The Japanese canalized station is great. It is way better looking than my station. For anyone who is interested. The Japanese Canalized Station can be found at: http://tadasu29.sakura.ne.jp/bat.html
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Version 1.0
17,849 Downloads
Station Info -These are two seperate but very similar stations. -One is for GLR and the other is for Passenger rail. -The stations are 6x3 and will line up with 15m sunken tracks. Stats - Building Cost: §300 - Bulldoze Cost: §100 - Monthly Cost : §10 - Passenger capacity: 5000 Dependencies - Latest NAM and draggable GLR (only for GLR Station). Additional Info - Trains will pass through the station at first. But as time passes, trains will no longer pass through. However UDI is fine. Enjoy -
I have started work on a new street texture that should hopefully blend streets in better with roads and other networks. New street texture in the middle of nowhere. -Texture in an urban setting. Note that i have only changed the texture on straight pieces. Now for the reason to this post. 1. I play simcity on a laptop and I have noticed that images look a little different on other computers. So i would like to now whether this new street texture is ok. 2. I don't use euro-textures, dirt roads, or the sidewalk mod... Is there likely to be a conflict between existing network textures and this texture? 3. I have only changed the street texture without a specified wealth. But from the above picture the textures for all the wealth levels are present. Would it be a waste of time to change every texture for every wealth level? 4. If you want to help and/or have any suggestions, let me know.
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From simcity.com Choose from more than 350 unique buildings which can be combined, connected and re-arranged in almost limitless combinations.quote> Disregarding the "choosing from 350..." this seems like a very interesting feature. That is if I am interpreting it correctly. I am optimistically wishing that this means being able to stack buildings on top of each other, or make them W2W. If you could stack buildings on top of each other, I believe it would be the best feature in the game and could bring a feature of realism that was missing in Simcity4: mixed use zoning, placing. Apartments on top of businesses and mixed use buildings was definitely one feature missing from previous simcities. And if they mean what they truly are saying, then atleast they will make a worthy progression in one aspect of simcity. It's just too bad so much else was lost. However given that the gameplay videos do not stress this idea, I have a feeling that the statement is misleading. I want to believe that they mean mixed use buildings and combining buildings in almost limitless combinations. But I believe that they are describing this in the citywide context, meaning you can plop any building you want [after it is unlocked] into your city mixing and arranging the types of buildings to affect the social environment. If this is what you mean EA and not mixed use, well then congradulations on misleading for the third time on this new game... 1. The first time being when you said a new simcity was in the pipeline. But somehow you've managed to take the pipeline out of simcity. 2. And the second time is just by naming this game Simcity.
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Your vision of what Simtropolis 1000 could look like
vgcpapa replied to joerg's topic in City-Building Games
I always envisioned games to be like a drawing, artistic, realistic cartoon like. I like things to look like a realistic drawing that is unique from "real life" because every now and then I like to be reminded that it is still a game. Sketch up example: posted in other thread Saint's Row Xbox360 I always like the opening of the BAT -
What your saying is something that a lot of people would expect. And I believe that incorporating more social aspects into simcity is a logical step. However adding a feature like this into a game should not be at the expense of existing dimensions of urban planning. Sure it would be nice to know that some sims in my city have a defined culture, but if I could no longer lay rail or public transport (which I feel will be the case), I will be very dissapointed. And so IF I buy this game, everytime city that I build, out of resentmnet I will rule with an ironfist and my sims will regret the fact that their social problems have gotten in the way of my urban planning. Sir, if you wish to have a just notion of the magnitude of this city, you must not be satisfied with seeing its great streets and squares, but must survey the innumerable little lanes and courts. It is not in the showy evolutions of buildings, but in the multiplicity of human habitations which are crowded together, that the wonderful immensity of London consists." — I have often amused myself with thinking how different a place London is to different people. They, whose narrow minds are contracted to the consideration of some one particular pursuit, view it only through that medium. A politician thinks of it merely as the seat of government in its different departments; a grazier, as a vast market for cattle; a mercantile man, as a place where a prodigious deal of business is done upon 'Change; a dramatick enthusiast, as the grand scene of theatrical entertainments; a man of pleasure, as an assemblage of taverns, and the great emporium for ladies of easy virtue. But the intellectual man is struck with it, as comprehending the whole of human life in all its variety, the contemplation of which is inexhaustible.quote> James Boswell's Life of Johnson (1791)
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Welcome to Granite Bay. This will be my fist city journal and an attempt to "beat" simcity. I have never come close to actually building a region I have liked in Simcity 4. So i think that if I start this CJ, I will have a better chance of successfully building up a region. NOTE: that GB is not completed, nor fully planned out (as you will see in this update). Update 1: Westport Westport is the industrial center of western GB. Also it stands as the industrial center for the entire region of GB, as this part of the region is all that I have built. Westport offers over 25,000 jobs, over 23,900 of these are industrial and port jobs. The community's population is 8,339 so many of Wesport workers commute from outside the community. Yup, that is all for Westport. Up next are some general region views, so we can get a sense of what I'm working with. Granite Bay(10x10mediumtiles) was created using Landscape Designer. I got lazy the other day and generated this region. I thought about terraforming the region either by hand or with SC4TF, but again I was lazy, so i just decided to start building. Let's take a look. (Provided by Region Census) NOTE: That red line isn't built. No highway exists in the region yet. That redline is just helps determine where I should build. If you have and suggestions please help, thanks. And our last pic is in game, showing GB's current population. Almost done with this Update. Here are a few mods that I use in my region. Also, i don't consider that I cheat, I only use Godmode Terraforming (mostly for trees) and I do play UDI. Anyways here are some things from my plugin/mod list: Bridge Height Mod (but I don't have any bridges yet?) Columbus Terrain/Tree Mod Slope Mod by Bones1 (I can't find BRF's mod) Weathered Granite Rock and Brigantine Water by Pegasus. (I think you know why Granite is neon green.) Pegasus CDK Industry 4x No Palms Edmonton Transporation Map NAM No1wayarrows Radius doubler Alright. My goal with this region is just to build for a while and get some practice and some confidence. I really do not want to decide one day to stop playing or start on another region, because I don't like the way GB is turning out. This is again, why I started this CJ: to give me a reason to play. (I had always wanted to complete a region first, and then make a CJ, but that hasn't happened, so I am taking this approach.) All kinds of encouragement, suggestions, concerns, criticisms, questions, help, advice, assistance, replies etc. are appreciated.
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Originally posted by: the olive There should be more spesific zoning tools. Zoning by wealth would give you the power to make your "rich areas" be in one spot, and and "poor areas" in another spot. There should also be zoning options that allow you to make one area a townhouse area, and another a detached area. This gives you much more control over the way your city develops, and is very similar to the way it is done in real cities, and agian almost everyone wants realism.quote> I do like your thoughts on zoning and having more control. However in my view, I think it is too unrealistic to zone for rich areas and poor areas. In having more control over what class of resident moves in I think that the tax system should be the focus. Taxes should be more in-depth and give you control to set invidual property taxes. To have more control over what type of resident (or industry) occupies the land there could be a land tax that will be determined mostly by the land value with some room for the mayor to change and a property tax which would be a set figure related to the structure that occupies the lot.
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Phase 1: Stage 1: Greenline of Gaitlin - Neighborhoods affected: West Village, Southside and Crawford’s Corner. Greenline does run through downtown, but it does not connect to Central Station. - A step of Phase 3 will be considered here. It is the naming of the westernmost stop of Greenline. This last stop resides in Gaitlin’s West Village. West Village was the neighborhood that was featured in the Aesthetics of History. West Village is one Gaitlin’s oldest neighborhoods and most historical. Surprisingly, however unfortunate West Village’s Historical Society is the only organization in Gaitlin to have records on Gaitlin’s early days. It is unfortunate that they are the only organization that has intact records, and it is also unfortunate that they only have one picture of an old West Village to share. - As seen in the Aesthetics of History, West Village is a neighborhood of widespread disrepair, which has been blamed on the mid-century highway expansions. The highway further segregates West Village from the Gaitlin community along with the train tracks that run along West Village’s eastern border. - GTASP will seek to help in a revival of West Village, by increasing transit accessibility and increasing opportunity and motivation for Gaitlin’s residents to seek, travel, work, live and enjoy West Village. - Southside is one of Gaitlin’s largest neighborhoods in terms of land area. Throughout its history it has been a largely residential community. Very few industries or office space is located within Southside. So residents that choose to live in Southside often commute outside the community to work. - Recently office space development has spilled out of Downtown and into the northern border of Southside. So Southside has shown that it has the potential to be a neighborhood for work and home life. - GTASP will seek to help Southside in its possible transition from suburban like neighborhood to city like atmosphere by making greenline more efficient and giving Gaitlin Residents a better choice in whether they want to live there, work there or both? - Crawford’s Corner is a small but diverse neighborhood. Unfortunately is an area that has the highest road traffic congestion, as a major highway interchange runs directly north of the neighborhood. - The high traffic may benefit Crawford’s Corner because the traffic increases the potential for development. - GTASP will seek to relieve some of CC’s road traffic congestion and convert it into transit use, while also maintaining CC’s potential for future development. Visual References 1. Highlited Greenline before expansion 2. Neigborhoods affected by Greenline expansion 3. Greenline with increased depth 4. Greenline as it should be perceived with white representing stations. 5. An underground view of Gaitlin’s system with Stage 1 being complete. 6. Greenlines easternmost stop in Stage 1 Crawford’s Corner. 7. Two stops in Southside. 8. (a) Greenline where it enters Downtown. Though this area doesn’t look perfect nor great, GTASP stage 1 has benefited this area. (b) 2 blocks east where transit access is limited resembles what this area looked like before stage 1. 9. Gaitlin’s Skyshark Stadium was not serviced by GTA transit other than a bus stop, but now with the Stage 1 complete it is now served by the greenline. Skyshark fans will now be able to reach the game on greenline. 10. Greenline’s westernmost stop. This station is up for name recommendations. 11. West Village Historical Society’s copy of an early West Village. [unknown date]
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Work has begun on the GTA Subway Plan (GTASP). The plan calls for increasing the depth of each subway route by adding parallel tunnels. Then the parallel lines of each route will be connected at each stop by a perpendicular tunnel. The goal of GTASP is to increase city wide transit usage by increasing transit access. Increasing the depth of each line is believed to be the most novel and efficient method of increasing transit usage while decreasing congestion on alternate transportation networks i.e. highway and streets. The plan is broken into two phases and eight stages, with each phase containing four stages. Phase 1: will focus on the Gaitlin District of the city. Stage 1: Greenline of Gaitlin Stage 2: Blue line of Gaitlin Stage 3: Yellow line of Gaitlin Stage 4: Redline of Gaitlin Phase 2: will focus on the Saratague District of the city and each stage will be determined from the results of Phase 1. A final and third phase is being considered but it is not recognized yet as a central part of GTASP. A possible Phase 3 would include organizing and developing a system map including each station and transfer station [including name and types of accessibility]. Regarding the naming of stations, with the exception of major hubs and transfer stations, some responsibility will be given to the community [simtropolis] in deciding the appropriate station name. The community can assume responsibility in at least naming two (2) stations for each line [the final stops of each direction], which will help in better defining the line in terms of travel direction. Another part of Phase 3 will include allocating the necessary resources for the maintenance of each station and possible construction or redeveloping of stations and major hubs. cleaner475: Thanks for your comment, I am sorry that I don't have any pictures to show in this quick update. homeandaway: If you went there, you probably would know your way around, but chances are you would still get lost. I mean none of the city streets or landmarks are named and the city is a grid block sea. Anyhow thanks for showing your tracks.
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Well not exactly IGN, Fox or ABC, Gamespot has some new simcity coverage. However their article doesn't say much about the fan backlash. Maybe we can change that.
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Introducing GTA No not Grand Theft Auto, Gaitlin Transportation Authority [how original?]. First off is Gaitlin Central Station in the heart of ... Gaitlin. Oh and the lovely rail tunnels leaving out of Gaitlin Central. When the tunnels were first built it was considered an engineering wonder. The tunnels were built well before Gaitlin's Subway system. At the time there was a concern of how the tunnels would handle the exhaust of heavy rail, but the tunnels proved to be succesful and saved much space for future development near Gaitlin Central. Many residents and officials in Gaitlin view the rail tunnels in the highest regard and they often contrast failing or failed transportation networks to these tunnels, i.e When the highway was built it was sunken and that was thought as the most appropriate. However the sunken highway seemed to carve up Gaitlin and isolate neighborhoods, which led to many problems as can be seen in Aesthetics of History. Residents and some officials wish that the highway developers followed the marvel of the rail tunnels and built the highway underground. Occasionly there is talk of covering the highway to "patch up" Gaitlin's neighborhoods. [maybe for another time] GTA provides a map of congestion on Gaitlin's various networks. Highlited are Gaitlin Central Station and Saratague Station. An area of concern for GTA is that high area of congestion in the lower central of Gaitlin, this next image zooms in on that area. Highway expansions were drafted by GTA, but given the problems that the earlier sunken project had caused, GTA felt it would have to look elsewhere for congestion relief. [Also the the highway is only two blocks north of the area of high congestion and it is because of the highway that congestion exists here.] GTA had an idea of revamping the subway system. Below is the system as it exists today. The system has 4 lines. Each line is completely underground. The red line, blue line and yellow line all intersect at Central Station, making it the busiest Subway station in Gaitlin. However, only the yellow line serves Saratague Station, which makes the Yellow line the busiest line in GTA's system. However passengers are discouraged from traveling directly from Saratague Station to Gaitlin Central on the yellow line because of the numerous stations inbetween. It is better for passengers from Saratague Station to Central to take the rail tunnel, because it is always a direct express service. [there is, has never been, and probably will never be a rail station inbetween Saratague and Central] GTA thought how could it increase subway system and ridership and their best idea increase the depth of each line. The Green line showcases best how the new system would look. However it also being considered to make system map look less cluttered, each line would be filled with color as opposed to short lines intersecting the increased depth [Does that make sense]. But again in reality [or simcity reality] the green line showcases best of how the system will actually look, with the lines in between serving as one station. Gaitlin was easy to plan out but Saratague is a bit more complicated By increasing the depth of each line, GTA believes it will give the functionality of having a grid subway system without it looking like a grid. A lot of people are not fond of Gailtin's Grid Street pattern, and this was known when the highway was built. The sunken highway was built with the intention of breaking up the grid. And it was succesful, however the highway did more than break apart the grid, it broke Gaitlin. GTA recognizes this and doesn't want to make the same mistake. Will GTA be succesful in revamping Gaitlins Subway system. Can they make the subway system rival the rail tunnels?
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So the new NAM was released, and I like the way it is organized. I took a look at the street roundabouts and this is what was done. As you can tell, the diaganol streets need to be done. And they will be my next step. But again I took a look at the new NAM, and I was shocked when I looked at the diagonal streets. Guess how many textures there are in that plugin? If you guessed is around 945 you are correct. It's a good thing that every view does not have to be retextured, so that equates to about 189 textures to be darkened (there were only 9 for street roundabouts). And then there are the wealth levels which with cutting and pasting, should hopefully reduce that number to somewhere below 50. But that is still alot. So when I am finished with the diagonals, I think a lot will have been done, well atleast enough for an initial release. But we'll see. pepsi71ocean: I am basically just darkening the streets, it is a pretty simple process. The same thing can be done for avenues and roads and it will still be simple. It is just that there are so many textures. But anyways the best thing to do is look at Qurlix's tutorial that I posted earlier in this thread, and just try different things out...OK, there is no way of getting around this, I am going to have to release my street texturing secret. For me darkening the streets is a simple process of reducing the Red, Green, Blue color values. If you wanted to do the roads it would be the same thing, but just increasing values.
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ILL Tonkso: The FSH files can be viewed and saved using iLive's texture viewer. Also, as in the case of my picture of the FSH files, they can be created using the FiSHMan tool. The best answer to your question could be found in Qurlix's network texture tutorial: https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=72168 GingerBlokey: I am not sure if the retexturing I am doing has anything to do with the sidewalks. The sidewalks sound like another mod within itself. The pictures above may have been misleading because they show the sidewalks. But I believe they are covered up by the alpha and not part of the overlay texture. flame: Thanks for the suggestion. I thought about that. I have read about ideas like that a couple of times in the NAM request thread. And the idea of greyer roads have even been mentioned in this short topic. To be honest, it is possible, but a person would have to be crazy to do something like that by himself. I couldn't even count how many textures would have to be changed for roads, avenues, oneways, etc. And then on top of that a lot of Transit Enabled lots would have to be redone. And then there are bridges, and NAM puzzle pieces. I mean the list could go one forever (and it probably does). It just seems more rational to work with one network (streets) and change it to fit in with everything else, rather to change everything else to fit in with streets. With that being said, it is still possible, and if there was a reasonably sized team put together to take on a project like that, I would offer my help. But right now, it seems crazy to do something like that. But yeah, just to tease you I worked on it for a couple of minutes to see what it would look like. I did it really fast and didn't properly do the oneway roads which you can tell by the surrounding black area: ONLY A COMPARISON I HAVE NO INTENTION OF DOING SOMETHING LIKE THIS. If a team was put together to do a project like that I would offer to help. But right now I am not concerned with greyer roads or other networks. To get back on topic of asphalt streets I just wanted to show that my street retexture does not perfectly match the roads. But it looks fine to me and it is very simple to make, so I will probably keep it that way. You can probably tell that the road is more red or purple, while the street is more blue and grey. I just wanted to be honest and show what the street road transition looked like up close and how it is not a perfect match. Ok 2 more pics of what things could look like with darker streets. Ok that is all for tonight. Thanks for the support. And as always suggestions and comments are appreciated.
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I am almost done with the regular textures. Such as streets, roads, oneways, avenues, and highway textures. I just have two more avenues which are tricky and then the few highways which should not take too long. Then I would be done with the basic stuff, i.e things that are not in another mod. So I will likely move on to the NAM. I am concerned if I would import the textures back into the NAM, or to just make a new DAT file. I think that a new file is the correct way to go because when the new GLR textures were released as seperate files. Also I am quite intimidated by the additional street bridge or bridges. Hopefully nobody uses them. I mean, I will give them a try... but I am just afraid. Another mod is the RTMT. I just had a quick look at it, and it does not look to difficult. However I am hesitant on messing with other peoples mods. Again, should I import back into "RTMT road textures" or should it be a new file? dosomthin90210: Thanks, I know now that I have to change it for every wealth. The reason why I thought I didn't have to earlier was because the zones were high density zones. I am not 100% sure, but I think that the wealth textures only apply to low density residential and commerical. Andreas Roth: Thanks for the advice on the Euro Road textures. I don't think there should be much of a problem when I get to them, because I already have a "street template" that I paste on each texture. This is how everything looks on my computer. First there is a folder for the different "street and other network" textures. Then in subfolders are the group of textures, this one being a street connecting directly to a road. The one with the blue background is the one I just paste to each texture. I then save each new texture with darker streets in another group of subfolders along with its alpha map. Eventually every folder for each ID should look like this Lastly some pictures of the new street texture.
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I am home from school and it feels great. Welcome to Redside, a community with it all. Unfortunately I won't be able to showcase everything that it has. So instead I offer the following pictures. I would love to comment on these pictures, but my brain is still fried from school. Maybe I will write some kind of opinion on them later. Oh yeah, I can't forget about these... And finally something that has distracted me from playing simcity. It should be 1x8 when it is finished, if it is finished. What I have left to do with this station is to add lamposts, and signs, I do not plan on adding advertising signs though, and then it should be textured, although the color of it now is nice. So mostly pictures and little caption in this update. 5 pictures total, 13 if you count each part of the mosaics as a different picture. I am just trying to waste time and put more into this post, since I can't think of anything else to write. I believe this is my 10th post. That is about 3 posts per year. I will admit that I am a serious lurker. My favorite CJ currently is Billiardsley Lite, by psteverific. However it has not been updated in a while and I am beginning to worry. My favorite CJ'ers are Frogface and Louisville327
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School is almost over. I can't wait to be done with finals. My last testing day is April 15. I also have my conference championship track meet next weekend, and then I should be done with the season. Hopefully when I am done with everything and I go home for the summer, I will be able put some work into my region.
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First off, here is an ingame region shot. I haven't made much progress, except for the terraforming I have been doing. I can showcase the changes another time if you want. The Aesthetics of History This image reintroduces us to some of our perceptions of community. At first glance, we focus on the dilapidated buildings and while not exactly immediately, but eventually we begin to question how such a prosperous community turned the corner only to find that the road only goes downhill. As the neighborhood plummeted, it enticed the interests of neglect and darkness. These two foes latched on to our plunging idol. What used to be prosperous is now depressed. What used to be cherished is now neglected. But a neighborhood that is plagued by abandoned buildings, neglect, and darkness should not be deprived of its status as a respectable community. For each neighborhood, regardless of its inhabitants or lack of holds its own history. And what is absent at first glance is history. For history is beautiful. And while it can be expressed through image, History is blessed in that it doesn’t have to be committed to a medium that is aesthetically interpreted. History is flexible in its modes of expression, more examples being oral and written. And History’s limited independence from these modes, its ability to take the street, road, avenue or highway is what makes history beautiful. At a second glance, we look past the characteristics brought by abandonment and neglect, and we are rewarded with history [make one up if you want, but basically this happened after a highway was built nearby, think East Tremont]. And we see that this community is marvelous. Alright that is all for tonight. I am sorry that my thoughts about my image are not as complete as I want, but I have a busy week ahead of me with track meets. Thanks for stopping by and thank you for your marvelous comments: SaltandVinegar capitol1 homeandaway jacqulina Schulmanator Nardo69: That was great advice thank you. I might just download the mod that just stops Pedrianas from growing at all. But I haven’t decided yet, because those large silos don’t bother me much, at least not yet. And my plugins folder isn’t too small 125MB. I will retract my previous statements of “plain.”
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I am working on it... I wish this was the case, but in reality I haven't made any progress in my region so far. I still haven't even decided a name for my region (as of now it is labeled Test Region). I could look for a scapegoat, and I would look no further than the BAT. I swear it can be as addictive as the game itself. But everyone knows that the real cause is myself. My work habits when it comes to video games is counterproductive; it is ALL play and NO work. ...Moving on. Here is a mosaic, that I particularly like. Well at least I like how the two northernmost office buildings fit in with the architectural style of the train station and as you move south, there are more modern but repetitive buildings. This mosaic challenges our perception that the "modern" transcends the "old", while it also discredits an excessive romanticization of the traditional. This is too say, that this picture finds the perfect fusion between perceived modernity and tradition. This is done, by giving the "Old" the upper hand. By this I mean that, the "Old" controls the top of the picture. But to balance out the "Old's" positional dominance, more space is devoted to the "Modern", thus creating an equilibrium between two incongruous forces. These two forces [old and new] are further stabilized by a network of roads that snakes its way through the mosaic. As the road network approaches the sides of the mosaic, it appears that the network might break, thus breaking the tie between the two dominant powers. But the road network holds strong and firmly fuses together the perceived contrasting forces of this mosaic. Alright, that is all I have for my interpretation of this mosaic... IF YOU DIDN'T READ THE ABOVE PLEASE READ [i SWEAR IT'S REALLY GOOD]... and plus it took me forever to write, ultimately forcing me to change what I was going to do in this update. Maybe I'll just do what I had planned next time. The negatives I see in this mosaic, is that there is not any street life whatsoever, and that the southernmost road does not connect properly. But both of these are easy fixes, so it is not that bad. Editors Note: In my CJ's short history [only one page], this happened to be the funnest update. I think that I might continue to do this type of update, but this will most likely depend on your feedback. It would also be greatly appreciated and would add to the feeling of this CJ if people that wanted to, provide their perspective of my pictures or opinions of my own interpretations. In this picture, for example you could mention how the fountains enhance the picture, or whatever. Also, thanks for stopping by and replying: Kippis05 Schulmanator: because of your continuous support in my so far short CJ, I think that this mosaic should be in your name. And it is so that it will be named: "The Schulmanating Balance"
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Responding... Homeandaway: Thank you for your comments. Voulpiotis: Thank you. Yes it is a promising map, maybe too promising. Which is why I have neglected that map and begun work on another region. I don't have a region view of the new region, but it is nothing like the old one. A midweek Mosaic of someplace in Saratague. Mayor's note: It might be evident from this mosaic that i have a plain playing style. It is not so much vanilla, but as you may notice there aren't many custom buildings. I think it is because i like to keep a relatively clean plugin folder. Ok, wow this picture isn't up the quality I expected. Whatever , maybe it might turn out better next time.
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Saratague: Home to the SU Seadonkeys My train passes by some office towers. I have never seen skyscrapers before. There aren't any yet in Wesport. I have never been on a train also. Wait a second. There isn't a train station in Westport? Whatever, it's a capricious world. U]GO SEADONKEYS
