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City-building game(s)

Found 4 results

  1. Beginning the Map

    Well, against my better judgement I have decided to do something I've never done before with creating a map for a city, and this is import a height map. In the past I've always been opposed to the idea because I wanted to create some unique that isn't found anywhere else in the world. Unfortunately, the C:SL map editor lacks a key feature that the SC4 map editor has and that is an erode tool. When I created the original Crystal Junction Map in SC4, the erode tool was essential, otherwise I am stuck with manually raising and lowering the terrain practically in every tile to get it to look somewhat realistic, a process that could take months. So instead of starting the map entirely from scratch, I imported a height map and will just customize it to fit the city's landscape. Below are a few pics of what is going to be the base map. I used a height map of the little Colorado river in northern central Arizona, which was was a canyon of just the perfect size and depth for what I was looking for. Still I need to modify it some. I have ideas on a few key terrain features, and need to add vegetation, rocks, and other props to perfect it. I am stuck on deciding a theme for the map. I was going to use the Arrowhead Junction theme, but then I found OWLs Tropcity/Desert theme, which I also really like. Below are a few pics. As I mentioned before I would like this journal to be interactive, so maybe you guys could give me some input on which theme you like better. Tropcity/Desert Theme Closeup of the canyon with the Tropcity/Desert theme. Arrowhead Junction theme. Closeup of the arrowhead junction theme. Let me know your thoughts on which one you like better.
  2. Three rivers map

    Version 1.0

    1,679 Downloads

    Where the three rivers meet. All connections avaiable in this map
  3. I was playing around with the dams trying to make my city drown, but I discovered that I can empty a river with it, I tried few times with no luck, the pressure would accumulate and then spill over the sides and the emptied area is filled again. So instead of only blocking it, I tried to empty the water somewhere else, and this is what I got. All those random-looking dams are important to direct the water and disperse it so it doesn't spill everywhere or spill over the dam to the next dam. I cleared an area so far, the spilled water became almost permanent, and even started to show the current arrows when starting to build a new dam, the spilled water goes back to the river again at the upper left corner of the image, I added another small dam there to make it spill there more easilly, it took some time for the water to fill all that land, but now it's almost constant, it doesn't go back and forth. See the rest of the images here: https://imgur.com/OBbljwg,V15XHeU,M8Zghxd,2fYKidM,XE68dHX,PM3UvZd,UyYmaEl,GUYTH4m,4BfxXCP,9QbtUsK,NDq6ei9,dQciUiy,CgJ8lml,BD3QaUU#0 The area on the left of the emptied river part, is also being emptied. It does look messy though
  4. Hey guys! I'm talking with Jonathan, a community manager for Paradox Interactive to answer questions we might have about the upcoming Cities: Skylines. First, thanks for taking the time to talk with us! I'm going to kick things off with a few of my own burning questions... Dirktator: Was there a deliberate intent to address feedback and criticism of EA's SimCity 2013 with Cities: Skylines? How closely were the developers following and listening to the SimCity community? Jon: Our intent wasn’t necessarily a reaction to the success or lack of success of SimCity 2013, but rather a response to the overwhelming amount of passion and interest we saw from fans of the city building genre. When Colossal Order started development of Cities: Skylines, they weren’t just trying to make a better game. CO wants to make the best city building game possible, regardless of what other games in the genre are doing. In order to do so, Paradox and CO are actively reviewing feedback from city building fans wherever it can be found. That’s part of the reason why we’re reaching out to Simtropolis, a community primarily dedicated to the SimCity series. TL:DR - We hear you! Dirktator: What do you think is the biggest demand for a city-building game today? What's missing from current city-building games? What do you think city-building players desire most? Jon: In one word: flexibility. The freedom to create. We’re working with a sandbox type game, one that taunts your imagination and creativity. Players in this genre are builders and creators, and they all have unique ideas on how they want to make their own city. A lot of game developers think it’s about the shiny features. But we knew from the beginning that we could never compete with the creativity, innovativeness, and sheer numbers of community content. So the goal of Paradox Interactive and Colossal Order was to make Cities: Skylines into a platform that was sturdy, yet flexible enough for you to build off of and make it yours. This is your game, play it your way. Dirktator: How much will Cities: Skylines cater to simulation players and to those who just want to craft beautiful cities? Jon: Cities: Skylines offers a rich and engaging simulation that really makes your cities feel alive. We think this is important to gameplay even if you are more of a creative builder type who just wants to make a utopia. And when it comes to making the city of your dreams, well, we’re not going to get in your way. Paradox Interactive and Colossal Order have provided a solid set of systems and tools that should cater to your creative needs. With the community’s help, Cities: Skylines will become more and more diverse when it comes to buildings, decorations, and styles. Dirktator: As a total city-building experience, what would you say is the one thing Cities: Skyline hopes to get right with the players? Jon: A smooth launch that leaves you happy with your purchase, and excited for what lies ahead. Buying a new game can be a bit of a gamble. Sometimes you aren’t sure if you’re getting a polished product that you can enjoy right from the start. That’s why Paradox and CO strive to make sure “what you see is what you get.” We want you to get the game and think: “This is an enjoyable game, and it will be even more enjoyable as improvements are made and new features are added.” Not: “This game is broken, and will only be enjoyable once it is fixed and content is added in that was intentionally left out at release.” There will certainly be things that you don’t like in the game. But Paradox and CO feel confident that you’ll enjoy the game at release. And we’ll be following feedback closely so that improvements can be made. A lot of hard work has gone into making Cities: Skylines a great game from the start, because we know that we’re pitted against a decade’s worth of devotion to Simcity 4. We’re just starting our race, but I think you’ll like our starting point and the energy we’re bringing to this race! Dirktator: Historically, SimCity players tend to get the shaft with post-release support. How does Colossal Order and Paradox plan to keep interest in the title alive and to support the players that want more from the game? Jon: I think the best answer to this question is to review our track record with our other games. Paradox Interactive has a long history of providing continual upgrades and improvements to our games. I’m not just talking about DLC and expansions. We are constantly making free patches, content, and additions. Cities: Skylines is just going to get better and better the more we all put into it. Dirktator: How committed are the developers to provide tools for modders? Will modding be tied to just Steam Workshop or will places like our STEX (Simtropolis's Exchange) be able to share creations as well? Jon: The phrase “will support modding” seems to be used over-generously by game developers these days. As you are probably aware, the term ‘support’ could mean as little as not getting banned if you modify things, so long as it doesn’t change the game too much. So let’s use some different terminology and paint a clear picture of what Paradox Interactive and Colossal Order mean by this phrase: Fully functional modding tools will launch with the game. Sharing mods and content is highly encouraged, and has been made simple and easy through the use of Steam Workshop. Paradox Interactive and Colossal Order actively encourage modding, and our community management staff strives to answer all questions with straightforward transparency. We can’t promise that you can modify everything, but we won’t hide the facts from you. Our developers are continually working with modders to make modding easier and better. It’s not plausible to get it all right the first time, but we love working with modders to open up new possibilities. Or, if you want to hear directly from Colossal Order’s CEO, Mariina Hallikainen, check out this article: http://www.digitalspy.com/gaming/news/a617010/how-city-builder-cities-skylines-is-being-made-with-player-freedom-in-mind.html#~p4Glbs9EtQLbfS We’ll be releasing a lot of detailed information about modding and our asset creation tools very soon, so stay tuned for even more information! As to the second part of the question: Yes, you can host and share your mods and creations on the STEX. Dirktator: And lastly before I hand the thread over to the community for questions of their own, what might be something you would say to SimCity players feeling a little disenchanted with SimCity 2013 that might get them pumped for Cities: Skyline? Jon: Paradox Interactive and Colossal Order are committed to making this the best city builder game ever. We’re out to prove it too! Our community managers are devoted to addressing your concerns and feedback. We believe in transparency, honesty, and open communication with our communities. You’ll be hard pressed to find a community team that operates the way we do at Paradox Interactive. So in conclusion… Bring it on! PS - For more information about Cities: Skylines, visit our FAQ Guide at: http://forum.paradoxplaza.com/forum/showthread.php?836421-FAQ-Guide Dirktator: Thanks! I'll hand the thread over to the community for questions they might have, please post your questions below!
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