Jump to content

Map Guy

Member
  • Content Count

    46
  • Joined

  • Last Visited

Everything posted by Map Guy

  1. Penthesili general developments

    Superb! I like how clean it all looks, you've done a great job!
  2. Show us your Airports!

    That's a nice looking airport - I like the industry in particular in the third image - it fits very well with the rest of the airport infrastructure. I would suggest Flickr - the free plan isn't bad. The uploader and most of the website is archaic now, but for just sticking images on it's not too bad.
  3. Entry 4 - Käkisalmi (Part 1; The City)

    Wow! This looks amazing! And kudos for plopping everything, that must've taken a lot of work. It is a work of art!
  4. Show Us your Highways!

    I'll be adding a seaport, but not there
  5. Show us What you're Working On

    That is incredible! Excellent work - it could almost be a real-life satellite image!
  6. Show Us your Highways!

    Last couple of days' work has been on this stretch. The junction in the far left was the one I posted in the interchanges thread. It's had a bit of work done around it since with some additional local-access slip roads. I had to reclaim some land from the sea for that curvy section of highway, if it wasn't obvious!
  7. Show us What you're Working On

    I love this! Never done it myself but often wanted to, and my current region is all coastlines and islands so I might get the chance! Good work!
  8. Show Us Your Suburbs

    That looks really nice. I agree with you, I've often struggled with realistic low density. Even with larger lot sizes, I've felt my low density areas doesn't feel 'spaced out' enough. Admittedly I've not spent too long looking for low density lots/mods though so there might be some good stuff out there I don't know about!
  9. Show us your Ghettos

    I did this a few times in some old cities, and my trick was to zone medium density 1x2 residential in long rows, hit fast forward and wait. Every time something was built, I'd either mark it historical if it was a rowhouse, to protect it, or bulldoze if it was anything else. Over time (if demand is high, it doesn't take long) you're left with lots of long rows of rowhouses! Of course, it helps if you have a few different rowhouse lots that can generate, like these:
  10. Show us Your Interchanges!

    Hi everyone, here's one I've been working on today. Would normally be a simple directional T or trumpet but the proximity of the rail lines was a fun challenge to work around. Quite happy with the curves, although the lengthy sliproad in the upper left isn't ideal. But it was the best I could think of without excessive height transitions and screwing up the rest of the layout. This will be the western end of a dense urban area with the route heading off to the left forming a 'spine' road straight through it (images are oriented looking south). I'm looking forward to adding some fun exits off the spine! And here's a few close-ups:
  11. Show us Your Interchanges!

    Thanks! That looks great! I'm looking forward to getting stuck into some cities and creating some designs that get proper use. I love that about your work - you get full value from your layouts! The diagonal ramps didn't work for me as I wanted RHW4 ramps all round, but it would've given me more compact outer loops, but I like how you've used that to get the 90 degree turn over the top of the 270 inner loop.
  12. Show us Your Interchanges!

    How do you like your partially unrolled cloverleafs? Enormous? Just practising and getting used to the NAM again. Took me longer than it should've! Comments and feedback welcome - are there any mistakes I've made? The initial plan was to try and build one on the smallest footprint possible, but as I got into it, I was enjoying using the various 45 degree curves and making it look pretty instead!
  13. Network Addon Mod (NAM) - Cross-Platform

    For me, the transport networks are a huge part of the game, so I've always loved what the NAM has added. But the frequent updates in recent years to the NAM have made an already essential and fantastic addition to the game even more important. No-one playing SC4 should be without this!
  14. NAM General Support

    Yeah it was the overplopping that was causing the issue - I hadn't noticed it before as the other pieces I'd used had gone down fine. Re-did both sides as you instructed and no problems at all. Thanks for the help!
  15. NAM General Support

    Ah this is my bad then. I didn't realise the cosmetic pieces were in effect replacements - I always assumed they had to be plopped over the existing piece (in this case the transition). I'll have another play with it and report back!
  16. Show us Your Interchanges!

    Some great inspiration in this thread! Here's a few more from me, on the same road as the trumpet further up, a couple of T interchanges. The first one I think must be the most compact you can currently make with the RHW. Flexfly is a beauty! And the second one has added avenue fun thrown in too. Enjoy!
  17. NAM General Support

    Something I noticed while fiddling today, was a problem with the RHW-8 transition cosmetic pieces. Both lane 1 and lane 2 dashed line pieces don't show up when plopped in lane gain situations. Lane merges work fine. In the attached image you can see the lane 2 dashed line merge piece displaying correctly, but the lane gain equivalent is missing. The pieces show fine when plopped on their own, but not over a RHW6 to 8 transition. I've not noticed any other issues with other cosmetic pieces I've used on RHW-4 or 6. Could it just be a Euro texture issue perhaps? Nonetheless, I'm a BIG fan of the cosmetic pieces, is there any plans in the roadmap for including L1 versions in future?
  18. Show us Your Interchanges!

    @Lucario Boricua I'm a big fan of that T interchange. Nice work getting it compact! I need some practice on those. Here's one I made earlier: a little trumpet junction in a new city I'm planning out. I snapped the wide shot before realising I hadn't added the cosmetic pieces in! I find it odd that all the RHW-2 wye ramps and other oddities are marked as "deprecated" now, but seemingly aren't anywhere else in the NAM? Unless I'm missing something? Are there some unholy DRI formulas that I've yet to uncover that will yield them? The only one I'm aware of is the type D1 folded. Either way, those puzzle pieces are my bread and butter for nice compact interchanges. Long may they remain available!
  19. SC4Fix: third-party patches for SC4

    Thank you! I've just given it a whirl in a blank new city and it seemed like it had solved the issue, but I changed to another puzzle piece (45 degree DTR curve) and that caused a CTD, so I guess it's back to the drawing board. Really appreciate you taking a look at it though! I've attached the minidump and exception report for this latest CTD below. SimCity Exception Report 2020.12.03 08.41.36.txt SimCity Exception Minidump 2020.12.03 08.41.36.mdmp
  20. SC4Fix: third-party patches for SC4

    Thanks @mattb325! Forgive my ignorance, but how do I go about amending the values for those categories? I have SC4Tool and have viewed the affected lots but I don't see anything different between those and the unaffected ones - I've attached a couple of screengrabs to explain - there doesn't appear to be anything different between the 1x5 DTR end and the 1x7 STR end for instance on the LotConfigPropertyMinSlopeAllowed. Have I missed something there? I'm a complete rookie with SC4Tool so that might explain it!
  21. SC4Fix: third-party patches for SC4

    @rsc204 Thanks, appreciate the heads up! I'll pull the audio to avoid it getting hammered by the Youtube police. The CTD feels like a rare occurrence, maybe just something unusual with that TE lot. I'm continuing to play with no changes to my game and everything else is working perfectly. I've been messing about with all sorts of NAM bits and had no other issues whatsoever. A rare anomaly perhaps!
  22. Laguna Shores: Part 2

    Nice job with all the development on that uneven terrain. That shot of Fort Majorta State Park in the third-last image looks particularly good!
  23. CHAPTER 09 -- THE COALING COMPLEX

    Loved the history lesson - those loading docks are something else. It's very enjoyable to see how much detail and care you take with the history, keep up the good work!
  24. Mount Olympus

    Very good! The work on the landscapes is amazing.
  25. SC4Fix: third-party patches for SC4

    I left a comment on the download page on the STEX: It seems I'm getting a CTD in certain situations when hovering the NAM 3x1 DTR to STR puzzle piece over Simmer2's RRW Spurs and Siding Vol1. I first replicated the problem on an existing, part-built city tile, and I've since managed it on a brand new one as well. Not sure if it's something I've done wrong or maybe an exception to the rule? It seems to happen when the end of puzzle piece connects to the end of the siding lot. The exception report and minidump are attached if anyone fancies taking a look. I've also recorded that specific CTD in the Youtube video below. It shows me testing other TE lots and different puzzle pieces. The fix takes care of those just fine. But connecting the end of the 3x1 DTR to STR puzzle piece to the siding lot causes the CTD. The very end of the video is the CTD - the video capture feature in the Win10 Xbox game bar doesn't record desktop so ends as soon as the application does. I'm not too bothered about the problem - seems like a pretty rare exception and the fix has already made things massively easier for me, so I'm not complaining! But if others are troubleshooting or working on a further improvement down the line, then hopefully this helps. SimCity Exception Minidump 2020.11.29 18.51.03.mdmp SimCity Exception Report 2020.11.29 18.51.03.txt
×