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GMT

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Everything posted by GMT

  1. Show us Your Interchanges!

    sometimes simple answers are the best answers... I was in need of a good-looking yet functional - and for that matter high flow - 4way interchange which had to connect my east-west arterial highway with a north-south part of a perimeter highway. found the inspiring design in this post, just had to spice it up a notch to meet capacity needs:
  2. Steam Key Giveaway

    I bought some random steam key packages the other day ... well actually the other month, like in summer. But never got around to redeem any of them. Mostly because of no time and more interest in other games. Anyways, long story short, I'm giving them away now 1 by 1. 15 keys in total. Not telling which games of course, it's a present wrapped. PM me. First come first served.
  3. Show us Your Interchanges!

    Awesome!I'm curious how did you do that tunnel where the NWM 6 network splits into two. If I'm right, that's two times OWR3, and Rivit's tunnel mod includes a tunnel for OWR3. So I guess that's how he does it. perfectly analyzed
  4. Show us Your Interchanges!

    Not the most beautifullest of trumpets but hey... first one... also, the avenue isn't really good solved
  5. 3rd place Whale Watching

    where can I find that driftwood? Stunning PS action btw, looks really good
  6. while I like the idea, one must think of the consequences for the gameplay and come up with a good balance other than individually grant each and every request. otherwise, once the city reaches a certain size, you end up clicking permits like crazy and get no time to develop your city anymore, because no permits = no growth = no requests = no growth and your city dies from bureaucrazy (typo intended). yes it would be a great addition to realistic simulation, but real cities get thousands upon thousands of requests and therefore have dedicated departments handling this; in C:S, we are everything on our own.
  7. for some reason unknown to mankind, this trick stopped working for me from one day to the other... investigating EDIT: Idk I just can't figure out whats happening. Looks like I gotta create my own tree controller to get the awesome back EDIT2: Lazy me didn't create his own controller. Lazy me continued investigating and found a conflicting plugin. One I had for years and didn't interfere in the first place, but out of the blue now does act up. Got rid of it. Problem solved.
  8. Future cities concept art

    and this, lads n gents, is exactly the reason why sim city and roller coaster tycoon are two differnt games
  9. or maybe that windows update that ruins the game?
  10. Amiibo Craze

    yeah it's these figurines and they unlock certain things in several games pretty much like the skylanders franchise. why so popular? yo no sé nada
  11. Announcing: Project Highrise (indie game)

    Are we talking something like a werewolf, where she becomes a bear? Or a woman in a bear suit? Married to a bear? The result of a fusion dance between woman and bear? Inquiring minds wish to know. hmmmm... that one
  12. Announcing: Project Highrise (indie game)

    actually, add special tenants that boost the quality of certain things. Like an awesome janitor who boosts the quality of the cleaning staff, a great technician who speeds up elevators or increases power output, judge dredd that increases security performance, a beared bearded woman to level up entertainment facilities...
  13. Announcing: Project Highrise (indie game)

    Hmm, maybe we need to reduce shadow contrast a bit... pretty please because this girl looks like she has more facial hair growing than I ever will
  14. Announcing: Project Highrise (indie game)

    women with beards. I love it.
  15. Show us your Airports!

    Thanks. yep I did. minus diagonal taxiways it's a complete set of 3wide runway puzzlepieces. so thanks to art's help with making the train station overhanging, here's the result:
  16. Show us your Airports!

    you're my hero
  17. Show us your Airports!

    I tried but it's still 6x3 even tho I changed the occupant size.
  18. Show us your Airports!

    hm... unable...
  19. Show us your Airports!

    hm right now the hole is 14 long and the station is 6 long. maybe gotta shorten that to do so... problem is, I have no clue how to make overhanging lots
  20. Show us your Airports!

    followed up on that sunken railway station advise and with a bit of editing I guess I can say that's quite ok... still not happy with the embankment of the railway tunnels but meh
  21. Show us your Airports!

    geez... been quite a while since I last posted a picture here... mainly due to the death of majhost and reluctance to find myself a new picture host... anyways the longer I looked at the terminal of my main airport in my region, the more uncomfortable I felt with the only access to the terminal being 2 tunnels, so today I reworked it entirely, keeping the tunnels and adding a new avenue leading towards it: now off to redesigning the junctions of the tunnels which were a mess also in the first version... and to model a train station suiting the needs I see... probably ditching the train thing again in favor of a subway connection... we'll see...
  22. Fallout 4

    Just watched the e3 presentation. well done bethesda, you got me hyped. for the crafting system.
  23. TheoTown - A city-building game app for Android

    I play it on andy on my pc and I'm positively surprised. good game. really like it
  24. the best and easiest way to achieve good looking hillside development is to work WITH the terrain instead of against it. Look at the terrain structure, try to imagine looking at it from ground level and get a general feeling of it. Just plopping down some roads or stretching the zoning tool across the hill is more like forcing your will on the terrain and working AGAINST it, which, in general, leads to unrealistic results. I think what many forget is to consider the dimensions of the game and to apply this to the real world. If we have a road of 1 tile length going up a 15m designed slope, that's almost a 45° slope or 100% incline (42° / 93.75%)... even 7.5m slope over 1 tile ends up at 21° / 47%. The world's steepest street, Baldwin Street, has a maximum slope of about 19° / 35%... If you can't estimate the realism of a slope by looking at it, a usefull tool to get a feeling for the terrain's elevation changes is the terrainquery "cheat" which allows you to see not just the xyz coordinates, but also the elevation of the terrain accurate to 10th of meters. IMHO, familiarizing with the terrain and getting a feeling for what would "feel natural" when done to it is key to create a good looking hillside development. In addition, without using a slope mod to smooth things out, the game creats ugly zigzag spikes in the road network you'll most likely ruin any car on (except maybe monstertrucks and tanks). With a realistic looking road network in hillside areas, realistic looking development is pretty much a sureshot. In addition, some terrain editing to smooth out the worst quirks isn't off the schedule at all. It happens in real life everyday, everywhere and SC4 comes with some great tools for that (reminder: you can adjust tool size and strentgh with ctrl/shift and numbers 1-9). You can also go with plopping single road tiles to flatten terrain precisely at least in some areas and just make some adjustments to the surrounding slopes. maybe if I find the time I'll post some pics of how I do this
  25. one of my favorite tracks at the moment and to complete the list, my favorite track at the moment Life is sooo much better at 150bpm
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