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Found 5 results

  1. There Will Be Diagonals!

    Replies: TowerDude: Some entries will have commentaries as I explain certain key things. nos. 17: The apple doesn't fall far from the tree... Anyway, thanks for your comment! Talla 2XLC: Just keeping a low profile and focusing on the cities. And yes I use the building plop cheat extensively in my cities. sucram17: Thank you very much! kscmidt: Virtually every RCI building has been plopped- there is a trick to get residential buildings plopped without them becoming abandoned. IL.: Thank you! Abrams124: Cheers! And I will keep going... Entry 3: There Will Be Diagonals! I have developed Pololomia considerably and I am finding it very easy to expand the city and infill areas. So without further adieu here are 16 more pictures to feast your eyes on! 1. Here is Pololomia so far. 2. I am gradually stitching together the various areas. 3. Piece by piece... 4. Diagonal by diagonal. 5. 6. 7. 8. 9. 10. This area came out something special... 11. 12. 13. 14. 15. I'm now going to start developing the outskirts and the rural/urban city borders. 16. MMPs are love. MMPs are life. Next week there will be another update from Pololomia. Enjoy and have a great weekend!
  2. Developing the City of Pololomia

    Replies: Urban Constanta: Thank you! Odainsaker: I didn't know that- so thanks for that brief slice of urban history. I basically went for a style that is green, takes up space and has paths/parks running through these neighbourhoods. RandyE: It is harder to build extensively with diagonals because there are fewer buildings to use, but I have worked out ways of creating diagonal city blocks. As for the industry and commerce a lot of that style you were talking must be because I used Mattb325's buildings which are spacey, have green spaces and look rather modern. kschmidt: It means a lot of use of the "Make Historical" button! I used the No Maxis buildings mod and I have in my head a list of buildings which suit various themes. The "standard" you were talking about is actually growable for the green suburbs. licoricebomb: The horses can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2862. Entry 2: Developing the City of Pololomia In this entry I show you the current state of Pololomia and finished areas. This is a large city tile I'm working on and one which is a basic template for the style I go for when playing SC4. Enjoy! 1. So this is the city of Pololomia as it stands. In the southwest corner is the city centre, then the city fans outwards and decreases in density... 2. The W2W buildings I have used are mainly Jasoncw, NoFunk and Goofyguytpa creations which can be found on the STEX. 3. While I have found that Mattb325's creations are great for filling in city blocks which aren't necessarily W2W. 4. The W2W Buddhist temple is zero7's Z7 Temple and Stupa. 5. Every city block I create has parking in the middle, back alleys or gardens at the back which connect together. It's easy to place buildings down but it is a lot harder connecting them together- so I use car parking, trees, parks and other fillers to make each city block unique. Also MMPs are useful too for adding variety to blank texture tiles! 6. An even trickier thing to pull off is density transitions. Ideally in the centre of cities and the inner city area the buildings are at least several floors high with higher buildings dotted around. But in mid-rise areas this can be anywhere between 10 to 4 floors high with the occasional tower block. While for low-rise areas it can be anywhere from ground floor height to four floors high. 7. The secret to diagonal city building is hiding the jagged square edges of the textures. In this picture I have hidden/disguised most of the jagged square edges so that it all blends together. SFBT Diagonal Fillers and Simcoug's Diagonal Tenements are some of my preferred methods for building diagonally. 8. And now back to the inner city area and this time railways. Now railways really need to separate and divide a city. So that means walls, tunnels and bridges. Having road crossings on a railway in an inner city area is not very common. So in this picture I used FLUPS to really emphasise the railway splitting up the city, lastly every bit of the railway is bordered with fences and walls. 9. Little roundabouts can be a great cosmetic addon or architectural addon even if it's a little unrealistic. Also tight FLUPs in urban areas are some of the coolest things this game has to offer. 10. Roundabouts can also prove to be a useful means of separating streets and SAM streets... 11. In this neighbourhood I used KingOfSimCity's Maxis Mansion Overhaul mod which is incredibly cool stuff. Large lots, green areas and those FA tennis courts! 12. But it's also important to break up a themed area with other fillers: for instance WorkingManProductions Allotment set and FrankU's parks (tree fillers). 13. The next entry will show further development from Pololomia and more finished city scenes. I think this city will take four or five weeks to finish. In the north and east I want to create rural areas and farmland and THAT is the trickiest transition of them all - urban to rural! So see you then! And thanks a lot for your comments!
  3. Mont-Valin : Agrestan

    Time to resume our little journey in the Mont-Valin region. North-East of Middletown, Agrestan has become a suburb of Mont-Valin, like Middleton and the other towns of the region, now amalgamated under the name of Mont-Valin, with only one Mayor, Arielle Brownstone (remember her ? the anti-grid Mayor.) Like the other cities, it was a quiet agricultural town, more like several hamlets separating big farms. That time has passed. it is now a bona fide town. 1. 2. Agrestan has taken to Mayor Brownstone's policies when building new neighborhoods. 3. 4. Some big farms did survive the onslaught of urbanisation : 5. 6. Not much industry but flourishing commerce : 7. 8. it's mostly East Agrestan that has stayed agricultural (the following picture will be from East to West) 9. 10. 10. Next time : A few shots of the other little towns, Fieldsborough, Aldergrove and Elmsborough.
  4. Krio Megapack

    Version 1.0.0

    173 Downloads

    TG Krio Megapack is a proppack for my uploads. Bats and models by Krio, modding by various BSC guys and gals, mostly RippleJet and barbyw.
  5. I duly visited the diagonals' forum, but am not really finding an answer (I'm not very good at skimming thru the forums, though). Considering all the progress that has been made in SC4 modding, and the fact that there have been diagonal buildings (and ploppable, too !) for a while now (do I hear “glenni” ?), I am always wondering why we don't have more of them, and more of stuff like parks. It would be so great to be able to place diagonal parks... Yes, we can fake them, up to a point, but that's not what I am thinking about. I confess : one of the things that I found delicious in CitySkylines when I explored it was the possibility of placing parks (and buildings...) at whatever angle I wanted. I don't mind the fact that diagonal roads and streets etc. are more limited in SC4 (I do prefer SC4 to CS anyway ; oldtimer), but those parks !... We can do diag. parkings (SFBT, for instance) why not parks ? And yes, we have Prepo's nifty triangular parks, but why not MOAR ? and why not more diagonal buildings ? What is so terribly hard about making them ? (I guess this is a technical question.) Enlighten me ?
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