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Kieren Barnett

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About Kieren Barnett

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  • Interests
    Star Wars, Japan, gaming, LEGO, animation, cycling.
  • City-building game(s)
    SimCity 4

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  1. Show us your - Region

    Is that a diagonal airport? I haven't seen many like that.
  2. Old thread. I tested this out a bit, and I think the 'in-game' way, still allowing the player to mass zone, is to not water. It makes sense, to a degree. Think of the pipes as water mains. To my knowledge, there aren't mains going under every street in every suburb, it'd be too expensive for little amount of taxes in return. There would still be pipes coming off the mains, but they'd be a lot smaller, and cater to individual houses. R$ and R$$ do not require water in low density. Typically, you wouldn't mass zone medium or high density on the streets used in suburbs, so this is not an issue to have no water. I placed my pipes down the main roads and avenues, where my commercial districts and higher density residential were. Those who want water get it, mansions don't grow, everyone's happy. The other take away from it, is to consider what's underground in your cities. Just because you only see it in underground mode, doesn't mean you can't put a little planning into it, rather than a massive grid stretching from one corner of the map to the other.
  3. BAT Request Thread

    I'm not very knowledgeable with BATing, and creating custom lots, so I would like to request something that is probably really simple. There is one custom lot that I would like to include in my vanilla city, if possible, I'd like to request someone to change the 'Hollywood' landmark to 'Clearo Heights'. I don't need any landmark effect changes, just a visual change. Thanks in advance.
  4. Show Us What You're Working On

    I was working in Clearo Heights, specifically on the 'French Corner', just off of downtown, and all these red roofed buildings popped up, just perfectly how I imagined it.
  5. Scenes From Hong Kong

    Your work continues to amaze me, Korver. I'm not sure if you'd ever be willing to share any BTS content, like if it's some industry secret of yours, and I'd fully understand. If you don't mind the request though, maybe showing some region shots of what the True Earth looks like, before photoshop if that's even a thing (it's always hard to tell: SimCity 4, photoshop, or a HD photograph). Just BTS content in general. I'm just overall curious the sheer amount of work you put in to get it all looking this good.
  6. Tribute to A Nonny Moose

    I haven't formally expressed my condolences. I stopped playing SimCity 4 and frequenting the Simtropolis forums a while back, when I moved out of my parents. I have recently came back to Simtropolis, and am deeply saddened by the loss to the community. John was indeed active on the community, and he was incredibly friendly, encouraging, and supportive. I was hardly the most active, but when I did need a hand, John was more often than not there. He didn't judge, he would help out no matter how silly the question may have been. He was truly what the Simtropolis community represented in a nutshell. I remember first getting into the game, and sharing my 'grid' cities, along with others at the time, he seemed influential to me in the movement to realism in the game. He would very humbly recommend playing the game naturally, and just to enjoy building a complex city. I remember he once said something along the lines that he rarely sped the game up. He would let the city build itself, and take pleasure in the animation playing out of a city growing before his eyes. This to me is what SimCity 4 is about, and why it is such a loved game by many. Yes, it's very easy to build a large grid city, but when you start getting into the chaotic nature of city building, it's otherworldly to be able to sit back and watch a unique city grow and develop before your eyes. John understood the game. He loved the game, and his love for the game followed through to the community. He loved the community the game created, and the community loved him. We still do, and it truly is a huge loss to not have him around anymore.
  7. If there's enough demand of travel between the islands, maybe a bridge would work when comparing it to real world examples. There are some long real world bridges, plenty around the 20-30km mark, as well as one as long as 164km in China. For the most part, these bridges are simple bridges, and don't have incredibly high pylons (ie: no ferry clearance), to save on costs. The bridge may have a couple of artificial islands created in the middle somewhere, to allow for a 'feature' bridge to be created part way along, and allow for boating traffic. The decision is up to you if you want to connect the islands by a bridge, but if you choose not to, then no there isn't a way to UDI between the islands. Well, there is the option of downloading the NAM and constructing a 'route under transparent ground' tunnel under water. These are UDI compatible.
  8. Excuse my complete ignorance to computer science and how this all works. Couldn't a computer geek (not even a SC4 fan) create a 32-bit emulator that allows you to run emulator 'roms' on them? Practically code a shell program to make the machine think you're running any of the uploaded 32-bit games as 64-bit? I don't know how complex this would be, but I know that there are emulators out there for cross consoles (ie: N64, Gameboy, Playstation, etc. onto a PC/Mac). Would this work for running older programs that run a supposedly foreign format to what the machine runs?
  9. Welcome to Aeroes City: Part II

    This is the second entry in a series of entries covering Aeroes City. The previous entry covered the dirty roots of the city region that was initially discovered by industrialists. As industry boomed in the city, the population flooded in. Setting up tent, and dropping their anchors, the population needed something a little more permanent. So forth Aeroes City became a city. Suburbs were built, and before long, towering apartment blocks appeared. The township of Aeroes was officially awarded city status with the deceleration of its first downtown district. Part II: Downtown Initially, the heart of Aeroes City followed a narrow corridor branching from the Athena Straight Industrial District, through what is today the Northern District. Even today, remnants of the past remain along the busy avenue, that remains skirted by towers to this day. The downtown location in the Northern District had little space to grow, however, and quickly became quite long. With so much population relying on one major artery in and out of town, traffic built up. Commutes became long. Too many buildings relied on the avenue. It couldn't become a highway. The nearby suburbs also opposed the idea of a highway cutting them in half. Eventually, a railway was built through the district, alleviating some traffic issues, and creating others in the process. Level crossings were the only space saving option.The Northern District had outgrown its shoes. Old, rotting residential towers in the old downtown in the Northern District are a reminder of the undesirable location. Despite the rot, sims still choose to live here. This intersection is the heart of Northern, with this train station one of the busiest in Aeroes City. A new addition to the old downtown - a row of commercial offices border the high-tech industry and a suburb of the Northern District. The avenue is a now major transport route with the decision to build a traffic tunnel under the river from Northern to Central. An overview of the east-west downtown of old. The downtown area followed the avenue from Athena Straight in the west to the diagonal avenue in the east. It was largely a residential downtown, with the population boom from Athena Straight. Aeroes City was at breaking point, and needed room to grow when the floodgates were opened. From here came the birth of the Central District on the opposite banks of the Aeroes River. By now, the commercial business was paying close attention to the city. A north-south highway was built connecting the banks, and exits placed in prime location for commercial industry. Close to the first exit, the public radio station AM-FM (Aeroes Metropolitan-FM), promoted the initial growth of downtown. Grew it did, the peninsular quickly became a sea of high rise apartments and office space. Boasting all the modern amenities needed to host a growing office population, the Central Region of Aeroes City will go down in history as Downtown. A snapshot of Central, bounded by Aeroes River, the railway in the West, and the avenues in the South and East. Unofficially, the South and East stretches to the nearby roads. AM-FM in amongst the eastern commercial offices of Central, at the foot of the first of 3 highway off ramps feeding into Central. The city zoo overlooks the oldest highway bridge in the region. The heart of Central is home to the Stock Exchange and the Bureau of Bureaucracy. A stones throw away is the minor-league soccer/football stadium, and the major-league baseball stadium. The city wharf is home to high class retail and office space. At the northernmost tip of the Central District is the convention center. A high-value commercial district has sprawled countless boutique offices at its doorstep. The civic center of town in the late afternoon. Home to city hall, the courthouse, the central library, and the central firehouse. As the sun goes down on another busy day in Aeroes City, many sims, region wide, are tuning into AM-TV-9: one of the national TV stations of the Flatlands. I hope part II of Welcome to Aeroes City has been as entertaining to see as it was to build. The city is still a work in progress, and someday I may have to revisit the downtown area(s). Lookout for part III, coming soon.
  10. Show Us What You're Working On

    I've been fleshing out Aeroes City into the suburbs a bit lately, and traffic is becoming an issue in some places of town. I have added a new circular subway route through Central District with branches into Southern and Northern. Phase 1 of the tram line that will eventually connect Eastern to the Northern subway branch is complete, after major road closures to construct the line. I'm not too concerned with the congestion through Central, as the commercial loves this, and honestly there's not a lot I can do without destroying the entire district.
  11. Australia - The Outback & Natural Wonders

    If I can suggest some places, being WA born and raised, there's wave rock, the south west coast including the beaches of the Leeuwin-Naturaliste National park, and perhaps one of WA's best kept secret, the Ningaloo reef (not as big as the great barrier reef, but arguably better, relatively untouched, and easily accessible). There's also the horizontal falls, kings park (the largest inner city park in the world), Lake Hillier. Also, from the rest of Australia, there's the 3 sisters and the blue mountains, the Victorian alps, the great australian bight, the 12 apostles. Just to name a few, Australia is full of natural wonder.
  12. Welcome to Aeroes City: Part I

    Yeah, I just do so much mayor work any moment I have to go on. Whenever I take a screenshot, I always forget that button. Mostly I wanted to create a region using the game terrain tools, which I've never seen a decent one made from them alone.
  13. Australia - The Outback & Natural Wonders

    This entry is both awesome and overwhelming at the same time to consider that even the spectacular natural beauty presented here barely even touches the vast landscape of Australia.
  14. Welcome to Aeroes City: Part I

    A long overdue update to The Flatlands, I welcome you all to Aeroes City. The last few weeks have had me busy, wrapping up big assignments for end of semester, and life in general limiting my time to SimCity 4. The last couple of days, I have started fleshing out some inner city and southern suburbs of Aeroes City, so before I get much further, I figured it's finally time for the long awaited tour of Aeroes City. This update will be long, so I can bring you all up to speed with the mess of a city I've created. Firstly, an overview. the Greater Aeroes City has passed 180,000 population, as I move to open up the Eastern and Southern districts [map], formally connecting them to the city. You can already see in the region overview that the suburbs of Southern are creeping up to Central, and Eastern to Northern. Teaser alert: I have also done some work on the Promethius Agricultural community, with the farmlands overtaking Demeter Valley and Hermes Connection. There's also a new township in the area, which I will explore in a future update. I am taking to naming my cities after Greek gods, where the name suits. Coincidentally, Athena Straight was named because I like the name, but I guess Athena is the god of war, and there was a battle between the industrialists and the agriculturalists in the area, so the name fits. Demeter and Hermes were more researched, and fittingly for agriculture and the traveler/merchant subsequently. Back in Aeroes City, I have also started adding the arteries connecting Southern, Western, and Central. Suburbs in this area are not far off, but there's lots of work to do. Now we're up to speed, lets take a closer look at the distinct regions in the city. Part I: Dirty Money Home to 10,000 jobs, mostly low-income dirty industry, Athena Straight is often considered names such as the power house, the dump, smog city, and boom town. All these names are equally accurate. Athena Straight is the gold mine (or oil, more accurately), that Aeroes was founded on. Before the business expansion, Aeroes City was an industrialists paradise. Oil, smog, pollution. Factories as far as the eye can see have damaged the landscape to line the pockets of a few greedy investors. A ferry comes into dock, bringing a boat load of factory workers with it. When the factory workers get hungry, lunch isn't far away. The orange trim retail stores actually have similar architecture to a local fry up near where I live. Athena tried recycling. Tickets please. Rail is a popular transport in Athena Straight. Across the other side of Aeroes City lies the 'port city' of Cobbers Harbour. Home to 4,000 industrial jobs, the city acts as the gateway of materials and goods in and out of Aeroes City. It is conveniently located nearby the city center, and has road and rail connections to the other industrial districts located throughout the city and the region. The port is slated to undergo further development as the Southern District is developed. The industrial hub is on the road to becoming a satellite city to Aeroes City. The Port City is nestled between the slopes at the eastern end of the Ridge Valley National Park. The 'gateway' to the Port City. Anchors aweigh: A ship leaves port after unloading an import of goods. The lighthouse provides clear way for ships at night, as well as security throughout the industrial estate. Part II, and more, to come.