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Everything posted by ____----____
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I had this idea in my last CJ to create a realistic ghetto. -low wealth apartments and tenents -few police stations, schools, ect, -lots of alleys and paved space these are distinctly American in style and appearence... and nearly all R$ with minimal R$$ and CS$ here you can see the only police station and fire station in this city. also lots of alleys and paved parking. I left the trees as abandoned terrain instead of placing plazas, parks, ect. post any of yours here........
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Badi_Dea's Workshop - Post Office Released
____----____ replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
stunner- 129 Replies
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- cities skylines
- custom content
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Haven't made a thread or cj is many years but i'll dump my WIP images here for lack of a better place and an aversion to reddit. Playing on the Fairytale Keys map by Dex that has been leveled and re-worked. I've spent most of my time getting the working port/industrial/utilities into order, p happy with the general layout but i've already re-worked things quite a bit from when these pics were taken and added a bunch of additional details. I'll upload some more as things progress.
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just playing around with ronyx's excellent new cubemap pack, all shots taken with all the usual graphical mods but i really didn't mess with them much beyond using a couple different relight lut's, the skyboxes really add a lot... the build itself is an early lightly detailed WIP
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current overview
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This pretty much completes the general layout of the industrial, rail, container port, oi/gas terminal, power plant, and water management for the city. I'm going to add quite a lot more density, especially in the oil/gas area but i'm going to wait for demand to come up with next residential building wave and upcoming dlc for platforms. May also add a bulk terminal down the line for farm/grain exports. FWIW I'm doing this build as part of a functioning no-zots city and am finding the TPB's customize it mod especially useful for keeping up with freight imports and boosting job numbers for some port/utility buildings. Neighborhood
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Avanya's buildings (Update 7/1: Cargo rail stations released)
____----____ replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
you do great work, thanks- 800 Replies
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- cities skylines
- building
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railway mod looks like an absolute game changer
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Darfs buildings | New releases
____----____ replied to Darf's topic in Cities: Skylines Modding - Open Discussion
you do great work -
Welcome to the first is a set of tutorials designed to help make your cities look more pleasing to the eye! Before getting started it is important that you have some essential downloads: Beaches for Irregular Coastlines Goldiva's Mayor Mode Tropical Sea Set Goldiva's Mayor Mode Tropical Tree Set Ocean River Mod (Water) Note: When installing this mod, follow the readme closely. You can choose two water colors. One will show up in deep water; the other in really shallow water. Some of my favorite Embankments/Walls: Walls Pack 2 Getting Started: The first step is properly terraforming the coastline. As you can see in the picture below, it is important to leave the water directly offshore of where you want your beach to be shallow. There are two reasons for this: 1) The reefs will show up nicer if you do this because of the ocean river mod allowing a different color water. The beach will not have a steep drop off to a strange texture appearance. 2) The second step is to soften the coastline. This is done is god-mode.You can go back into God Mode once in mayor-mode by hitting Ctrl+Alt+Shift and the clicking on the god-mode icon. Also you can change the size of the god-mode tools by hitting Shift+1-9, with 1 being the smallest. I usually use about a 3 or 4. You can also see in this pic that I chose a light green water for my shallow water and the blue for deep water: The next step is placing the actual beaches themselves (they should be in your parks menu). Something you will notice is that the beaches have an ugly line underwater where they stop and the ocean floor begins. We are actually going to use that to our advantage. Use Goldiva's reef pieces to place along that border. Don't be afraid to place a bunch. You should get something that looks something like this: You can see that the reefs act as a border to blend the beach and ocean. Also they will only show up in the shallow water near shore and then fade out as you move deeper. Making it look Nice: Now that you have your beach, there are a number of ways to make it look nicer. One thing that I find looks really nice it place a wall behind the beaches. Since the area should already be sloping down towards the shore from the softening, all that you need to do is level off a flat line using the road tile method: Placing single road tiles next to each other levels the surface to the height of the first. This method is used by many SC4 players to level surfaces for walls, sunken highways, etc. It is easiest to simply level the terrain height for your wall to the height of the flat land inland from the beach. You should get something that looks like this, with a nice flat surface to place your wall on: Now all that is left is adding the wall of your choice and adding trees/boats etc. The trees in fact do serve a purpose of making the transition from wall to beach look more natural, so use lots and mix of the types as well. Goldiva's tropical set contains some great ploppable boat props which can be found in the mayor mode flora menu. Experiment and have some fun. Hopefully you should get something like this: An Additional Example: In this pic a different water mod was used, but again I used tons of trees along the border of the beach and golf links inland. Why you may ask? It allows you to create an impression that the area is not built on a grid by blending the borders. Most of all experiment and have fun! If you have any questions about this article, please PM an admin.
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haven't logged on in ages, what's good?
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Hey, any old timers still lurking?
____----____ replied to ____----____'s topic in General Off-Topic
i lost all my custom stuff, not sure if i have the patience to start over -
- 33 Comments
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- halifax
- residential
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- 46 Comments
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Been working on tons of random cities lately and thought i'd venture back into developing a sprawling and diverse hand terraformed region. Nothing ground breaking here stylistically, just a lot of my same old tricks on a large scale. Going to do all updates from here on out, by committee, so let me know what you want to see, new region shots will be added as things develope/
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Full Med Tile Mosaic please click to zoom.
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i apologize for being late to the party, but this is fantastic work.
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up-to-date region pic img213.imageshack.us/i/newregionee.jpg/
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ummmm......FANTASTIC, the game needs so much more of this, every thing the barry sanders project guys touch is gold.
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you do such great work, talk about an asset to the community.
- 1,973 Replies
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- nofunk
- custom content
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a large bus depot, can't say as i remember where it's from, i believe it's a latin or brazilian BAT.
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i've been doing tons of terraforming and it's a slow go, the region is much larger now, but i'll save that for another time, i have added a second metro area the region and have decided to focus more on parkland and a developed water front. The actual city is done in the same spare no tile, concrete jungle with chicago style grid that i'm so fond of. Tthe cities at border this have extensive seaport development and i'll show that next. Also in the works is a regional airport, as you all know, i don't do airports, so this is a real work in progress.
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How many "ranks" are there on ST?
____----____ replied to pagenotfound's topic in Simtropolis Related
what's going on in here?
