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Found 24 results

  1. Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami
  2. From the album A World of Subways

    Currently my "home metro"! I really like how this pictured turned out!
  3. Version 1.0.0

    408 Downloads

    The Berlin Palace (German: Berliner Schloss or Stadtschloss) is a building in the centre of Berlin, located on the Museum Island at Schlossplatz, opposite the Lustgarten park. It was a royal and imperial palace and served as the winter residence of the Electors of Brandenburg, the Kings of Prussia and the German Emperors. The palace was heavily damaged by Allied bombing in World War II. Although it could have been repaired, the palace was demolished in 1950 by the German Democratic Republic authorities, despite criticism. The palace is currently being rebuilt, with completion expected in 2018. The reconstructed palace will be the seat of the Humboldt Forum, a museum for world culture which is a successor museum of the Ancient Prussian Art Chamber, which was also located in the Berlin Palace. The Humboldt Forum has been described as the German equivalent of the British Museum. Menu position: Landmarks Lot size: 8 x 13 Plop cost: 70,000 Bulldoze cost: 3,000 Monthly cost: 1,000 Dependences: None
  4. And the day gets even grimmer. A lorry deliberately crashed into a street market in Berlin. http://www.bbc.co.uk/news/world-europe-38373867 UPDATE: And a manhunt is under for the terrorist who drove the lorry, or hijacked it. http://www.zerohedge.com/news/2016-12-20/we-are-state-war-berlin-london-high-alert-terrorism-suspect-said-be-large UPDATE 2: ISIS claim responsibility for the attack, was wondering when they would say so. http://www.bbc.co.uk/news/world-europe-38385961
  5. Bahnhof Hackescher Markt

    From the album Railroads (S3-16-W)

    Open in 1882, Berlin Hackescher Markt is a railway station in the Mitte district of Berlin, Germany. It is named after the adjacent Hackescher Markt square. Hope you enjoys it. More pictures of this side project soon

    © feyss 2016

  6. Blick auf Berlin

    From the album Realistic Recreation (S3-08-M)

    A view of Berlin, featuring the Fernsehturm and the Berliner Dom. Quite an interesting challenge that gave me some ideas. Not always easy to build landmarks and respecting their actual location. Hope you enjoyed it Larger picture below

    © feyss 2016

  7. Spark-2015-11-10-22-34-29.png

    From the album Neo-Berlin

    Hello, again fellow city planners. Just to show that I'm not always about fictional cities, I'm showing off my attempt to create a small city representing more or less what the real-life area surrounding the Brandenburg Gate looks like. I figured this was the least popular landmark out of the three European set ones, but I found it very appealing, and the perfect one to start with. Below are some images of the real Brandenburg Gate in Berlin, Germany. I realize that there’s a mod out there for the Fernsehturm, and I can’t wait to use it, but I just haven’t gotten around to it yet.
  8. WmLu Berlin Roadside Mod

    Version 1.0.0 Beta

    419 Downloads

    Hello everybody! Please take some time to read this description! I know it is long but I promise it'll be WORTHWHILE. This mod automatically adds roadside decoration to Maxis roads in the game (so it doesn't affect streets, avenues, OWR, NWM, RHW, etc.). In additional to other details, it adds trees and bike parking to roads adjacent to commercial zones or ploppables, and car parking to residential or industrial zones. I carefully modeled it after the real life roadsides in Berlin but it should look great in any city. It is really beautiful but it has a lot of dependencies. So please go through them one by one (all the url links are up to date) and make sure you have all of them in your plugin folder. Each one of them provides one or more items for the mod (trees/ lamps/ parking meters/ etc.), so if a dependency is missing its corresponding items would be missing in the game, but the mod would otherwise function properly. Nevertheless, the download and installation of all dependencies listed are highly recommended. ALSO JUST A NOTE, even though sandstone and euro textures are in the screenshots provided above, they have absolutely nothing to do with this mod. THIS MOD FUNCTIONS PROPERLY REGARDLESS OF WHAT ROAD TEXTURE YOU USE OR IF YOU USE ANY TEXTURE AT ALL. BSC MEGA Props - CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Murimk_Bicycle_Props http://www.simtropolis.com/forum/files/file/25681-murimk-bicycle-props-with-mmp-bikers/ SFBT_Temroc_Props zzz_SFBT_Temroc_Props.rar BLaM-Glenni props http://www.simtropolis.com/forum/files/file/17578-blam-glenni-prop-pack/ LRM Prop Pack 01 http://www.simtropolis.com/forum/files/file/24502-lrm-prop-pack-01/ Porkie Props-Vol1 http://www.simtropolis.com/forum/files/file/11421-porkie-props-vol1-european-street-accessories/ BSC MEGA Props - DAE Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475 I altered this dependency file slightly to group together some bike props for them to occur randomly, giving therefore more variation. I did my best to contact the author to get permission, but for now what you could do is to EITHER download the file from the LEX link above and have some glitches with bike parking OR go to the site below and scroll down to the middle of the page to see my alterations and get full support for this mod. http://www.SimCity.cn/thread-103084-1-1.html (google translate recommended) JRJ Street side mod http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=115 This dependency is a mod itself. I used the props in it to make car parking lanes.I made this mod four years ago when I still understood T21 (a technique most decoration mod is based on) pretty well. I only uploaded it to an obscure foreign website and didn't intend to put it on STEX or LEX due to the alterations I made to one of the dependency files. But yesterday I saw someone asking for my mod and went through great lengths and language barriers to get it. I feel like it is only fit and proper that I make it easier for SimCity lovers like him to use my mod by uploading it here. The game has been out for more than a decade but it is still as great as ever. I don't know for how long it is still going to stay in the spotlight and I know even the most devoted players couldn't play it forever. But I'm sure SimCity will always be a memory to cherish and a game to revisit and reexperience time and again. So for this reason let's keep both STEX and LEX well and alive. I will keep an eye on this mod and update it as soon as I have more free time. In the meanwhile, enjoy! zzz_SFBT_Temroc_Props.rar zzz_SFBT_Temroc_Props.rar
  9. Version 1.1

    18,633 Downloads

    Version 1.1 new item in the Landmark menu The Berlin TV tower or "Berliner Fernsehturm" are a television tower in central Berlin, Germany. The TV Tower is easily visible throughout the central and some suburban districts of Berlin. With its height of 368 meters, it is the tallest structure and a very famous landmark in Germany. see: http://en.wikipedia.org/wiki/Fernsehturm_Berlin see also the needed properties for other new landmarks http://i.imgur.com/ux3GeOm.jpg FEATURES - new Landmark item - all LOD support - new Lot size - new layout of the ground texture - new Light settings I created the TV tower Mod before the modern small fire station Mod. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ SimValera Review: <iframe width="560" height="315" src="//www.youtube.com/embed/cyNktUQOssg" frameborder="0" allowfullscreen></iframe> CapTons Review: <iframe width="560" height="315" src="//www.youtube.com/embed/y-zAM2cKZao" frameborder="0" allowfullscreen></iframe>
  10. Berlin Reichstag

    Version

    6,699 Downloads

    (Re-Upload) The Reichstag building is a historical edifice in Berlin, Germany, constructed to house the Imperial Diet, of the German Empire. Designed by Paul Wallot in a neo-baroque ecclectic style, It was opened in 1894 and housed the Diet until 1933, when it was severely damaged in a fire. This version will sit in a 9x10 Located under Landmarks section Requires no dependencies
  11. Version 2.0

    20,435 Downloads

    NEW UPDATES+NEW CAPACITY I have now the shuttle bus and the bus Municipal revised. The textures I have completely re- done and the interior also. The display panel will light up as well. Package Features -New Bus Capacity (install in ...\Origin\SimCity\SimCityUserData\Packages) - Municipal Bus Capacity from 80 to 130 - Shuttle Bus Capacity from 40 to 100 - New Bus Capacity Offline only! -Minucipal Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below -Shuttle Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below I have therefore chosen these brands of vehicles, because they are represented very much in Germany. !DO NOT! install no more than one file per bus station or bus depot, otherwise the mod will not work! If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Thanks also to Parkerwyoung, for the Capacity Mod #KNOWN ISSUES If you have trouble with the Capacity-Mod or the Mod don't work. Present Fix: 1.Be sure you're copied the Capacity-Mod to the Packages-Folder (\Origin\SimCity\SimCityUserData\Packages) 2.If you load the SimCity-Game a second time on a day without restart your Computer, the Capacity-Mod will not loaded in the game. Remove the existing Capacity-Mod files and copied again or copy another Script-Mod file to the Folder. Change the Content of your Packages-Folder, than will SimCity load the content again. Present Fix: Copy the file "SimCity Scripts_287520926.package" ( \SimCity\SimCityUserData\EcoGame ) from the SimCityUserData\EcoGame-folder in the SimCityUserData\Packages folder. This file must be present in both folders.
  12. Tobse_Bus2

    Version 1.0

    2,030 Downloads

    NEW UPDATES follow link: http://community.simtropolis.com/files/file/29255-tobse-bus-set/ NEW Shuttle Bus. This mod replace the model and texture of the shuttle bus by the BVG bus (Citaro) Citaro Euro III BVG (puplic transport) Origin: Berlin, Germany If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
  13. Tobse_Bus3*FIX

    Version 1.1

    2,868 Downloads

    NEW UPDATES follow link: http://community.simtropolis.com/files/file/29255-tobse-bus-set/ This little mod (my first one) replaces the regional bus by the double-decker bus of the BVG (Berlin public transport Services). Double-decker NEOMAN (public transport) Origin: Berlin, Germany If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
  14. little something ;)

    Some parts are still work in progress. -------------------------- More in the next days
  15. Welcome to Kreuzberg

    This is the first time for me posting a city journal on Simtropolis even though I registered 6 years ago and playing SC4 for seven or eight years. Maybe because I'm not a native english speaker and I'm not that fluent but I will try my best. ---------------------------- The City I present to you is called Kreuzberg. It's inspired by Berlin, the city I live in. Kreuzberg is a City with many w2w-'Gründerzeit'-houses (http://en.wikipedia.org/wiki/Gr%C3%BCnderzeit) build for the working class. . . Between the Houses is a small park giving the residents an opportunity to recreate. Sundays the small streets at the park are closed for a street market. . In the last years many parts of Kreuzberg got upgraded, poor people had to move because they could not afford the rent anymore. Today gentrification has changed the look of this district, only some parts are still like ten years ago. Literally translated : "stop displacement affordable rent for all". . The elementary school. . In the top of this picture is the Bethlehem-Church. In the middle you can see the elevated 'U-Bahn' tracks. At the bottom there is the secondary school. . . . ---------------------------- In the next update I show you another district of Kreuzberg, great for tourists visiting Kreuzberg because of all the museums and parks. I hope you liked the first entry about SC4-Kreuzberg. Please feel free to comment and give me some feedback.
  16. Main railway station

    Version

    15,881 Downloads

    This is main railway station i made for my city based on Berlin Hauptbahnhoff, it works as elevated heavy rail and subway station, sits on 14x8 transit enabled lot. - BSC MEGA Props - CP Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 - CP_PropPack_Vol01.dat http://community.simtropolis.com/files/file/14842-bsc-prop-pack-cycledogg-no-1/ - latest Network Addon Mod THIS IS NEW VERSION OF STATION, MODDED BY Z1. He put a lot of effort to tweak all the details that I couldn't figure myself: The transit switch point was replaced with the NAM standard transit switch point for this type of station. This change took only a few seconds, requiring a simple copy and paste operation, but it results in the biggest change to the station. There should be at least several times as many Sims using this station now, if not more, depending on your city. The station now has the capability of acting as a true transportation hub for your city. According to NAM standards, a station this size would undoubtedly be connected to one or more bus lines, so I added bus service. Previously, no paths were included for the trains in the station. This means that automata and UDI would not work properly within this station, since all stations connected to puzzle-piece networks require internal paths. This has been fixed. Previously, freight trains could not pass through this station. This has been fixed, although only passengers can get on and off trains, since this is not a freight station. A station this size will have people arriving and departing by taxi, so I added a taxi generator. The information for the menu tooltip had never been filled in, so the station wasn't even properly identified in the menu. This has been fixed, and a small amount of info about the station has been included. The menu icon was replaced by the one that PIM-X generates, which is much more distinctive. The station was moved from the Misc Transit menu to the Rail menu, since it is primarily a rail station. One of the implications of the new transit switches is that a subway line will work equally well regardless of where it passes under the lot. You don't need to connect up to the subway square, or even have the line pass under the main building. As the station is primarily a rail station, and subway access is secondary, the game no longer enters the Subway Building View when you select the station from the menu. All of this comes at a cost, of course. The previous plop cost of this station was §100 - the same as a single-tile Maxis bus stop. Using PIM-X, the new plop cost is calculated to be §8700 for a station and lot covering 112 tiles. Bulldoze cost went from §100 to §834. And the monthly cost went from §20 to §480. (For reference, the monthly cost of the far smaller Maxis Grand Rail Station is §300.) Jobs were distributed more realistically by PIM-X. Old: R$: 95, R$$: 5, R$$$: 0. New: R$: 69, R$$: 33, R$$$: 6. The original building emitted no pollution of any kind. Now, at the center, air pollution is 38, water pollution is 19, and garbage output is 76. The radii for these pollution types is 1, 2, and 0, respectively. The building emits no radiation. Power consumption is unchanged at 61. However, the previous building consumed no water; the water consumption of the new building is 77. The transit switch entry cost was changed from zero, which allowed everything to pass through the station at infinite speed, to .0069, which is the standard passenger train speed. The station capacity was raised from 100,000 to 240,000. A lot more Sims are going to be using this station.
  17. Version

    8,127 Downloads

    W2W buildings based on a similar one in Budapest. 3 Color variations: Yellow, White and Brick/Stucco. These are overhanging props that work only as Eye Candy to fill the corners on avenue roundabouts. Located under the Parks Menu.
  18. Mitte environs

    My next goal was to build a couple of towns adjacent to Mitte, each connected by rail with a village on the outskirts of Mitte itself, to help drive a functional layout for Mitte itself. The first adjacent town was to the north-northwest, which I named Reinckendorf. I decided to make this a farm-heavy city. I may later develop to the State Fair and revamp it as a kind of amusement park area. This connected to an existing village in Mitte. Next was the town to the north-northeast, which I named Heilersdorf. This I structure as a more linear town stretching out along the rail line. The line will later continue along a series of lakes to the north. I connected this to a new village in Mitte, which I envisioned as a lower-rent industrial district. Planning the village to come next I realized they'd merge and so I did them both together. I did this village with a tight grid, different from what I've been doing. To the east-northeast there was a nearby lake so I designed the town here, Biesdorf, with the idea of later developing large residential buildings on the cliffs. I added industrial zones going out on the rail as my industrial demand was starting to get high. I powered this with windmills only to get a green town feel. Finally I added Kopenick to the east-southeast. I decided to use this as the regional dump but I went ahead and added two villages along a rail line heading just inland from the river. The first village nearer to Mitte was intended as the nicer section of town. I put in some diagonals for variety but building around them resulted in a real traffic mess. At present it doesn't matter but later I may have to do some serious redevelopment. The second village is more industrial and may end up bordering the landfill eventually. I added a village in Mitte connected to Kopenick by rail and let Mitte run for a while. At the end the region around Mitte looked like this. Next will be to start on a center for Mitte.
  19. Adventures in Upzoning

    I decided to install an improved traffic model (the NAM Z) although without anything else from the NAM. I wanted to get a simulator that would consider travel times, not basically just distance like the default model, because one of my goals is a functioning region. To me, that means logical traffic setups should get used. The rest of the NAM I left out because, for now at least, I'd like to stay as vanilla as possible. I also added the roadtop transit mod, based on suggestions from the comments. This isn't a necessary mod, but it does mean I can introduce mass transit to existing streets without major reconstruction. In this case I can be freer with village layouts as I don't have to think as much about what I'll do when I get to high density. Armed with my transit improvements, I decided to upzone the denser areas on the east and see how they worked. I started with Schonwalde-Glien. This is a city I plan to eventually put to high density. It's laid out with an avenida grid. The city is mixed-use, unlike Konradshohe, which has residential, industrial, and commercial zones largely separate from each other. At the start, the east bank had denser development. Dirty industry is mostly in the north, and consequently the less-desirable residential development. Regionally I've had a high demand for R$ so I upzoned northern areas. However, although there was some development, the population didn't increase. After running the sim for a while, I went to the southern area to upgrade that. It still didn't have much of an increase. Finally I added some parks and a private school and that got the population up from about 55,000 to about 65,000. I upzoned the commercial areas to get some matching jobs; most of the response was along the southern bridge, which has high traffic. I didn't want to make the west bank too heavily developed as I have not yet put in cities to the west and north and so I need Schonwalde-Glien lightly developed on those sides to look reasonable on the region map. Next I moved to Konradshohe. Unlike Shonwalde-Glien, upzoning the residental areas produced respectable pop growth, from about 75,000 to about 95,000. I was surprised by this, since the traffic in Konradshohe is actually quite a bit worse due to the large single-use blocks inherited from the city in the region start. I put in a commercial zone along a bridge in the south which goes from the residential area in the west to a commercial/industrial zone in the southeast. With my finances and demands looking better than the last time I was here, I extended the rail from Brieselang to the east through the industrial area. The demolished industry did not redevelop as it's too polluted for high-tech and my other industrial demands are negative here. I filled in the area between the original industrial area and the original residential area with greenspace, commercial, and solar plant buffers. Finally the extra development in Konradshohe was making the border with Spandau start to look a little odd since Spandau isn't developed there. I put in a small low-density neighborhood in Spandau for a transition. And finally here's the region shot. The increased density is noticeable in Konradshohe and Schonwalde-Glien.
  20. Eastward Ho!

    Continuing along a rail line to Mitte, I moved on to the next town, Charlottenberg. I planned on two light industry towns along the railroad heading east, and a residential/resort town to the south - basically the same structure as Wilhelmstadt. The first rail town, to the west, ended up with a lot of greenspace: The second town was built similarly to the second resort town in Wilhelmstadt. This time, though, the beaches went on the canal to the north. I had an avenue connecting to the mainland as this would be the primary road access to the island. The net effect was to move the focus of the town north so it partially merged with the first town: The rail line had to jog a bit north for the last town to dodge a pond. I built this town to become more dense than the others I built recently with several north-south avenues. By this time my industrial demand was really low and nobody wanted to build in the industrial areas. All the greenspace does indeed make a difference: I got a news report proclaiming Charlottenberg a green city - in spite of that respectable industrial district. Nice to get a reward for that work. I put a rail museum in for spacing and after some development here's the whole district: In spite of my industry demand problems I decided to go ahead and start with some plans for Mitte. My basic idea is to build a ring of rail towns around a center of "nice stuff" and develop over time into a radially oriented city showcasing a reasonably attractive city center. I haven't yet decided what to put in the middle yet so I'm going to start with the rail town ring. Continuing the rail line over from Charlottenberg the line passes near a small lake so I plan for a village along the edge. The village is mixed use, with some farming to differentiate it from the Charlottenberg towns. After passing through the center of town I split the line into three parts: one northeast, to go clockwise, one south, for counterclockwise, and one east, to connect to the center (eventually). The village isn't quite financially stable, so I continue along the ring to build another rail town, with a connection to the NNW adjoining region. This village is built largely as a farming community. Here's a night shot: And, finally, here's a shot of the region as it stands. I've had to zoom out to accommodate the eastward rail extension.
  21. Extending Wilhelstadt

    I've decided to make the one large city on the region map (roughly Mitte, the center of Berlin in the real world) into a large railroad junction. For this, I'll need a lot of railroads coming into Mitte so building rail towards Mitte will occupy me for quite a while. First I want to extend the line along the river to Berlin. I started with Wilhelstadt. First, I extended the rail and highway to the edge of the map. I planned for the next village to be on the lake in the east. The overall plan was straightforward with industrial areas on the railroad, residential away from rail and avenues, and a mix of commercial and residential inbetween. However, after the endless advisor whining for trees, I decided to conserve some more forested areas to see if it helps. The elemetary school interestingly became an environmental magnet school in between a small forest and the lake. I used some further reward buildings, including City Hall and the minor league stadium, to help buffer the industry from the rest of the town. Here's a picture of the industrial region. I also wanted to expand the resort area to the south. I placed a bunch of beaches along the river. Because I tend to build a mix of low and medium residential but mostly medium density commercial, my demand was mostly residential, so I built most of the village as medium-density residential - a "cheap beach" to complement the nicer area to the west. Again, I tried to conserve trees. The area developed quickly, although more heavily low-income than I expected with all those beaches. Jobs are a problem and I'm going to have to work on the transit soon. Finally, here's a pic of the developing region
  22. Starting Wilhelmstadt

    Starting Wilhelmstadt Here's a pic of the Wilhelmstadt area at start. My plan is to build some light industry towns on the upper land area and some resort towns on the lower. For the start I decided to build just one resort town adjacent to Spandau. I started by extending one of the avenues from Spandau. I saw it was going to run right against a pond so I routed it a little south to go around. Then I decided to put in a little neighborhood in the triangular area between the pond and the canal dividing the land areas, like so: Next I wanted to put in the elementary school so I would know where I could put residential developments (all Sims should have a primary school education; I'm sure it's in the the United Sim Nations Declarations of Sim Rights). But, I found the little neighborhood fit with an elementary school in the north areas, not the southern area I had planned to start with. Whoops. So I have to do the upper town first. I laid in a mostly-residential area at the western tip for the start. Then I had to think about how to do the railroads. I wanted one going east to the one large area on the region map, where I'm thinking of making a railroad nexus. I also needed one going up to Tegel to link up to existing areas. I decided to make the one going east a straight shot while the one to Tegel would be diagonal and then go north. They would both connect to a station on the east side of my first town. I started the game up and things developed pretty well. Here's a pic of the industry town: While that was developing I laid out the resort town. I used avenues and large blocks to continue the adjacent section of Spandau. While I was working I got the Resort Hotel award and I put it next to a beach next to the river. I zoned 2 4x4 commercial areas and they developed into malls, which is a good fit. Otherwise I used a commercial-residential mix. Later I plan to put more beaches along the southern shore. Here's a pic of the resort town: And here's the region pic.
  23. Berlin Zeughaus

    Version

    9,563 Downloads

    The Zeughaus (old Arsenal) in Berlin, Germany is the oldest structure on the Unter den Linden. It was built by the Brandenburg Elector Frederick III between 1695 and 1730 in the baroque style, to be used as an artillery arsenal for the display of cannons from Brandenburg and Prussia. The first building master was Johann Arnold Nering. After his death in 1695, he was followed by Martin Grünberg, then Andreas Schlüter and finally Jean de Bodt. Andreas Schlüter designed the keystones above the round-arch windows in the from of heads of giants. Georg Friedrich Hitzig (1811-1881) constructed the monumental flight of steps to the upper floor of the north wing and also a roof over the courtyard. The building was transformed into a military museum in 1875. Location: Education menu Museum 9x9 Plop cost:3,000 Nightlighted
  24. Version

    632 Downloads

    G'Day Simtropians, Today I am presenting a map of the capital of Germany, Berlin. Requested by Amerikaner at SC4D, Thanks mate. Settled about the end of the 12th century and has been the capital of several German states and nations throughout history. This real world map is accurate in scale and terrain and measures 57.344km x 57.344km. Utilising 16bit mapping techniques it is in .SC4M format and requires Wouanagaine's mapper or terraformer to import it into one's game. Links and instructions as usual are in the readme, along with a pic. I think that's all. Cheers
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