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Version 1.0.0
108 Downloads
Cieszyn Silesia is a balanced, highly playable 5x5 region designed for both beginners and long-term builders. The terrain combines defined river systems, coastal access, workable hills, and generous flat land, giving you structure without limiting creativity. The region features: A natural river valley with multiple development corridors A detailed coastal delta with islands and strong port locations Defined coastal start points Elevated ridge terrain suitable for scenic towns or resource builds Large, usable plains ideal for early expansion Because it’s a compact 5x5 layout, you can: Make visible progress quickly Manage the entire region without overwhelm Easily capture full-region screenshots Develop organically over the long to mid term This map is ready to work with — simply download, extract, and place it into your Documents\SimCity 4\Regions folder. No additional setup required. Whether you're building a dense European-style corridor, a port-industrial powerhouse, or a mixed rural region, Cieszyn Silesia offers clear advantageous starting positions along the coasts, islands, and valley floor. Designed for structure. Built for growth. -
"Wer: History & Modernity" Wer is a touristic city of Metzú Republic. Is situated some 12 kilometres of Bahía Azul and 332 Km of Yuti, capital city. Founded in 1825 by european colonists. Today is a historical heritage. There are a lot of antique buildings of european architecture of 19th Century. Many structures have been destroyed by State negligence. Wer is a mixture of modern and old buildings, creating the silhouette of Wer City. Full Map Population: 57.632 Main Activities: Tourism, Manufactured Industries Wer Stories... We hope you visit our cities, See you on the next article, Stranger.
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Version 1.0.0
301 Downloads
This is a set of growable low density residential lots for SHK Villas, and 3 CS$ low density growable lots. I found SHK Villas a nice Italian/Mediterranian style houses addition to the game, but unfortunately the autor (shokthrpy) only looted them as eyecandy lots. That's usefull for a MMP scenario but not for a growable city. Back in 2013 I decided to lot a growable package for my cities but never uploaded the pack. I think it's time to upload them. The set includes 20 residential lots combining different sizes (1x1, 1x2, 1x3, 2x2 and 2x3), and 3 CS$ lots (1x1 and 1x2) Low Density Residential Building style: Euro (In the future I want to change it to Mediterranean style or whatever when the new building styles will be fully implemented) R$ - 6 Lots R$$ - 12 Lots R$$$ - 2 Lots Dependencies: SHK Villas (For Models) Nams PROPS PACK Vol 1.dat Nams PROPS PACK Vol 2.dat BSC MEGA Props - CP Vol01.dat BSC MEGA Props - Misc Vol02.dat BSC MEGA Props - SG Vol 01.dat BSC Mega Props - CP Vol02.dat All 4 BSC MEGA Props Included in: BSC Common Dependencies Pack Hope you enjoy!- 3 Reviews
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- european
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Version 1.0.0
236 Downloads
About: Lot 3x3 R$$ providing 74 residents at stage 4. Any comments are welcome. Dependencies: https://community.simtropolis.com/files/file/35560-agc-casual-sims-dlc/ https://community.simtropolis.com/files/file/28522-bnl-was-dutch-prop-pack/ https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/27-sc4d-LEX-legacy-bsc-vip-girafe-flora https://community.simtropolis.com/files/file/35572-bsc-vip-girafe-urbanpack-vol01/ https://community.simtropolis.com/files/file/36421-bsc-vip-girafe-plane-trees/ https://community.simtropolis.com/files/file/33965-girafe-maxis-fence-hd-replacement-mod/ https://www.toutsimcities.com/downloads/view/1882 https://community.simtropolis.com/files/file/36297-scoty-textures-packs/ https://community.simtropolis.com/files/file/33635-scoty-mp-textures/ https://community.simtropolis.com/files/file/33621-wmp-mega-props-vol-01-misc-general-props/ Installation: Copy/extract the parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards.- 2 Reviews
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- 15
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- residential
- growable
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Hello all! I've loved SimCity 4 ever since I was a kid picking it up from Best Buy in the early 2000s (and The Sims even before that), and the incredible creativity of the mod community has always awed me, albeit maybe lead to a bit of carpal tunnel. Real life distracted me from city-building for a bit, but the bug bit me again recently, combined with the incredible recent DLL mods, both the ones I've installed that have increased stability about 1000%, and the mind-blowing 3D mod I'll install later as my cities grow bigger. I thought to help the hype train out, catalogue my newest city, and work on my writing, I'd put out a journal of my newest city, New Armonia, inspired by Zurich, Buenos Aires, and Cologne. We'll start humble, but if anyone could help out with a question I'll post later in either it's own thread or general, I'll be able to use SC4 Cartographer at least, and maybe more later! Let's begin. (OOC comments will be in italics.) The Black Mountains off the Seren Coast had long been a blockade against the expansion of the Germanian people towards its lucrative shoreline, in the year XX01 as New Armonia's chronicle begins, an isolated trading port only of use as a stopping point by Brazonian and Franzosich trade ships (and, in its unsavory past, pirates). A lack of ambition and technological advancement by the eastern Germanians would be amended, as our record will exhibit, in their push eastwards, and the founding of New Armonia on that very coast, which would later become the primate city of its country. To tell the tale of New Armonia, we must first speak of Armonia, the village furthest east which would later lend its name to the metropolis we inhabit, and which represents perhaps the soul, if not the success, the city and its leaders have lost in the face of its inevitable expansion. An artist's overview of Armonia in the year XX01 (Fareman). The old entrance to the village. A newcomer to Armonia would be immediately greeted by its crisp, unspoiled air, a village of abundant trees and covered paths. Indeed, its founders had emphasized the necessity of living in harmony with nature, and accepting it not as an obstacle, but a benefit to continued human habitation. The auto lot, though more an exhibition by "beloved" local peddlers for rich visitors at the time than a shop for locals, was still a popular gathering spot for its novelty. In the western foothills, across the River Bergama, laid a cradle of farms that at that time mainly supplied food for locals, rather than for export. A small collection of farmers' dwellings, where they both kept permanent house and sheltered workers during the most grueling months of labor, were considered a part of Armonia rather than a separate community. Without access to the sea, Armonia kept mostly subsistence farmers, limiting its growth. Assuming one did not cross this bridge, their path across the river's coast and Harmonia's outermost street would lead to a fork, as the dense trees to one's left gave way to mostly squat, brown brick or timber houses cross-hatched in the Germanian style. Once could either travel straight, keeping the forest to their left as they entered the city's dense network of forest pathways, or continue right towards the auto lot and the main crux of the village's urban habitation. The founders took great pride that the entire village could be traversed horizontally by foot, a vision that mostly survived even with the advent of early automobiles. A ranger's tower protected against dangerous local wildlife, mainly bears, though such threats had faded in recent years. A traveler following the street south-southeast would come to the village's main core, nestled either in the forests and paths or huddled by the coastline. This was where the village's other farmers, and those few those worked in its scant commerce at the time, resided, with a beautiful view of the river and forest on the cliff beyond. Those under the forests' canopy were the richest in the village, those who had helped found or otherwise funded Armonia. Armonia's urban core. The local bratwurst and beer stands were a village necessity. The main street leading northwards towards the village's chapel, centerpiece of the community, was traversable by sidewalk as well. It led to the city's monument to the known and unknown alike who had fallen in Armonia's founding and defense, called Remembrance Park. Two Angels of Remembrance watched over the shrines and multicolored flowers, to remind the Germanians of their due diligence towards vigilance and faith. The Angels of Remembrance. Armonia's chapel, where all would gather by foot on Sunday. Though a visitor would have little reason, as they approached the eastern edge of the city they could cross a bridge east and walk up a couple of hills to the local industrial core, unfortunately and inevitably very polluting with an exclusive use of imported coal. A local landfill had also been built too close to the factory, and had created even more noxious fumes. Luckily, the growth was halted before too much damage was caused, and serious effect on air and water pollution for the village was avoided. A carpool system transported workers with one automobile to the factories; this would evolve into the town's bus line. A new, more efficient landfill was constructed in the dense trees between the coal factory and the western farms, to minimize its impact. As one reached the eastern-most edge of the town, they'd be confronted with the River, where development had ceased on its opposite shoreline due to lack of will for another bridge. Thus, they'd be advised to take the sloping path north, where a new collection of farms dotted the gently sloping hill to the chapel's left as the River's path righted itself straightward. An inn was available on the eastern end of town for visitors. The couple of fields on the hill left of the chapel are tilled by church members; they will rise, attend to worship, and then work with the sun lighting the chapel under them. In the very north of this stretch of farms had sprouted a new community, almost isolated enough to be its own hamlet. The farmers that resided here would spread their fields and houses farther east, as far as the mountains would allow; this event, which we will record in the next entry, played large part in the founding of the Port of Armonia, and then New Armonia itself. A humble farming community, whose push east for more land would portend much greater things. North: Farm Road. South: Gothic Road. Two roads lead to the very eastern edge of Germanian expansion in the foothills of the mountains, the former leading to the farmers' lots. The visitor taking the main road would take the southernmost way, the Gothic Road, and be led a few last hamlets before the sublimation of civilization by scarcely-mapped forest and rock. The unification of these two roads, and the events that would lead to the founding of the Port of Armonia and a beginning shift towards an export-based economy, will be chronicled in our following two chapters.
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Version 1.0.1
761 Downloads
EBLTeam proudly presents, European house Add-on's latest addition: Four Square Block A addition to the European House Add-On(EHA), in this case to the R$30x26 family. EHA is my own project to make some new houses, and maybe in future commercial buildings too, using both size, specs, families and lots from Maxis homes. This building was made in accordance with the size of the Maxi's original building and it's occupant capacity. The rest of the values were archived using the PIM-X, which provides the best balanced values possible at the moment. This building is also multi-language, supporting at least Portuguese, Spanish, French, Italian, English (UK and USA) and German. But other languages may be included. For further information see the enclosed Readme file. Installation: Copy/extract the EBLT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: NONE Rates and Comments are welcome. Enjoy, Gn_Leugim NOTE: This content has been uploaded by Tyberius06 on the behalf of Gn_Leugim. It was updated for Project ZIP (aka. the former *.exe installer have been removed and replaced by a simple ZIP) and the readme file got updated but the other contents of this upload are unchanged. UPDATE: 28.09.2024 - fixed ILS issue, thanks for memo noticing and fixing it. - Tyberius06 -
Version 1.0.0
673 Downloads
EBLTeam proudly presents, European house Add-on's latest addition: Apartment with View An addition to the European House Add-On(EHA), in this case to the R$$28x26 family. EHA is my own project to make some new houses, and maybe in future commercial buildings too, using both size, specs, families and lots from Maxis homes. This building was made in accordance with the size of the Maxi's original building and it's occupant capacity. The rest of the values were archived using the PIM-X, which provides the best balanced values possible at the moment. This building is also multi-language, supporting at least Portuguese, Spanish, French, Italian, English (UK and USA) and German. But other languages may be included. For further information see the enclosed Readme file. Installation: Copy/extract the EBLT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: NONE Rates and Comments are welcome. Enjoy, Gn_Leugim NOTE: This content has been uploaded by Tyberius06 on the behalf of Gn_Leugim. It was updated for Project ZIP (aka. the former *.exe installer have been removed and replaced by a simple ZIP) and the readme file got updated but the other contents of this upload are unchanged. -
Version 1.0.0
723 Downloads
This is a L1 RRW station based on Hamburg's Dammtor station. It sits on a 22x4 Lot and includes elevated approaches on avenue on either side. Read the placement instructions below for correct functioning. Installation: Copy/extract the Debussyman parent folder into your plugins. CHOOSE ONLY ONE FILE FROM THE “PATHS” FOLDER, EITHER RHD OR LHD ACCORDING TO YOUR GAME INSTALLATION AND DELETE THE OTHER. Use in game: For correct functioning place the Lot in your desired location, connect to your L1 RRW network, drag railway network under each approach track inside the lot and then drag one way roads in the correct direction on both avenues under the L1 rail approaches. Known bugs: the trains may visually jump tracks while approaching the station. Dependencies: Network Addon Mod BSC MEGA Props - CP Vol01.dat BSC Textures Vol02.dat Many thanks to Tyberius06 for the Modding and Pathing. -
Version 1.0.0
268 Downloads
Hello , Here are a set of complex with 3 stores / shops. In each building you can find a different type of stores. Kitchen company Inside home Clothes Sports Low cost All brands are : Cuisinella Kreabel Lapeyre Maison Du Monde Bo Concept Poltron & Sofa Roche Bobois Mobalpa SCHMIDT Socooc Hygena Zeeman L'Incroyable Stockomani Hema Kruidvat Action B&m (fromly Babou) Fila Nike Addidas Puma Reebok Rip Curl Quiksilver Levi's Gap Zara C&A Lacoste Thanks to RRetail for the share of structure of building , to create this concept of buildings. All brands are globalized , essentially in Europe (BE, FR, ES, PT, etc ...) dependencies : Art128 car props pack : https://community.simtropolis.com/files/file/35470-pre-2000-car-props-pack/ BSC Textures Vol 01 : https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 BSC Textures Vol 03 : https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806 BSC MEGA Props CP Vol01 : https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 LBT Mega Prop Pack v.01 : https://community.simtropolis.com/files/file/21770-lbt-mega-prop-pack-vol-01/ R6_Prop_Pack_2010_Vol2_1702 : http://www.toutsimcities.com/downloads/view/1702 SCF_European Truck Pack vol.1 : https://community.simtropolis.com/files/file/25607-european-truck-prop-pack-vol-1/- 1 Comment
- 3 Reviews
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- 13
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- commercial
- stores
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Version 1.0.0
384 Downloads
Hello , Here is Metro . A european store / shop for professsionnals. This brand is a concept of supermarket for professionnals. For exemple when a professionnal own a restaurant or a specialised store / shop. The brand of Metro it's a German group. You can find this brand in Europe and Asia . The lot is foundable in park menu . dependencies : BSC Textures Vol 03 : https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806 LBT Mega Prop Pack v.01 : https://community.simtropolis.com/files/file/21770-lbt-mega-prop-pack-vol-01/ Orange_MegaProp_V.01_1147 : http://www.toutsimcities.com/downloads/view/1147 R6_Prop_Pack_2010_Vol1_1686 : http://www.toutsimcities.com/downloads/view/1686 R6_Prop_Pack_2010_Vol2_1702 : http://www.toutsimcities.com/downloads/view/1702 R6_TSC_PropPack_Vol1_V2_1584 : http://www.toutsimcities.com/downloads/view/1584 SHK Parking Pack : https://community.simtropolis.com/files/file/27563-shk-parking-pack/ -
Version 1.0.0
543 Downloads
Another old BLaM release I wanted to touch up on. Based on a real school building in my hometown - Haugesund, Norway. Using the same name. I wasn't quite happy with the old model, the windows were too dark, I made the wall textures a little too plain, etc. One of the main issues were that the dark windows blended into the red window frames, making the entire window look burgundy. Ew. it was also infamous for having an immortal building bug, meaning it couldn't be demolished properly, even if you tried. The game screams for more urban schools. So here's my second attempt, more details, and more of an effort to make it fit with the Maxis buildings. Even with the graininess everything from maxis tends to have. Comes in two variants, elementary school, and a high school. Elementary School: Lot Size: 3x2 Plop Cost: 1550 Bulldoze Cost: 150 Monthly Cost: 1200 400 Pollution at Center and radii: Air: 3/2, Water: 2/3, Garbage:1/0, Flammability: 32 Max Fire Stage: 4 Power Consumed: 7 Water Consumed: 24 Student Capacity: 2300 School Coverage Radius: 624 School EQ boost: 24 Demand Created: 65$ 21$$ 0$$$ High School: Lot Size: 3x3 Plop Cost: 1800 Bulldoze Cost: 130 Monthly Cost: 1300 200 Pollution at Center and radii: Air: 3/2, Water: 2/3, Garbage:1/0, Flammability: 32 Max Fire Stage: 4 Power Consumed: 7 Water Consumed: 25 Student Capacity: 1250 School Coverage Radius: 576 School EQ boost: 24 Demand Created: 36$ 12$$ 0$$$ Dependencies: BSC MEGA Props - DAE Vol01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475 - or - https://community.simtropolis.com/files/file/14973-bsc-mega-props-dae-vol01 Credits: Tyberius06 for modding. I just don't feel confident with putting stuff in the game, and possibly breaking it (after all, that happened last time) So it helps to have people that don't mind helping. ^^ -
Version 1.0.0
1,286 Downloads
Once again, I redid a legacy BAT from my BLaM days. This is Steinsås Tårnet, or translated from Norwegian, Stone Ridge Tower a typical smaller midrise that curves nicely around a corner lot in your dense wall to wall environments! The original building was from 2006 - while the model itself looked solid enough, it did lack in a few areas. I redid the paraphet walls, adding more detail, making them a nice oxidised copper finnish. Completely redone nightlights, now the large visible interior spaces have omnis, not just nightmaps. All new glass textures, and I removed the modeled base for it, making it easier for anyone to relot. Redone interiors, more detail, more furniture. Textures are now lighter, and there's more detail in them. The roof was redone from a simple copy and paste of roof junk, to more purposeful, and realistic looking items. The bare rear and side walls of the tower have now been changed to be more mechanical looking, given that most of the tower won't be visible from street level. it now includes fans, ducts, pipes, aircondition units, cell phone equipment, etc. You can still keep the original if you wish, this new version will not override it. =) Former version from 2006: https://community.simtropolis.com/files/file/17076-blam-steinsaas-taarnet/ Stats: Glenni - Steinsaas Taarnet v2022 lot size... 4x3 Co$$ Growable Commercial Office Grow Stage: 7 Jobs: Co$$ - 1647 Pollution at Center and radii: Air: 6/5, Water: 6/5, Garbage:4/0, Flammability: 40 Max Fire Stage: 4 Power Consumed: 33 Water Consumed: 339 Construction Time: 85 Bulldoze Cost: 859 Building Styles: Euro, Houston Co$$$ Growable Commercial Office Grow Stage: 6 Jobs: Co$$$ - 1153 Pollution at Center and radii: Air: 6/6, Water: 6/7, Garbage:4/0, Flammability: 35 Max Fire Stage: 4 Power Consumed: 47 Water Consumed: 509 Construction Time: 88 Bulldoze Cost: 886 Building Styles: Euro, Houston Co$$ Ploppable Landmark (you can find it in the Landmark Menu) Commercial Office Jobs: Co$$ - 1647 Plop Cost: 4000 Bulldoze Cost: 859 Pollution at Center and radii: Air: 6/5, Water: 6/5, Garbage:4/0, Flammability: 40 Max Fire Stage: 4 Power Consumed: 33 Water Consumed: 339 Install instructions: Place the files/folder into mydocuments/simcity4/plugins I recommend just simply placing the "Glenni" folder as it is in your plugins folder. That way you can easily organise my content. As these are GMAX renders, there is no Darknite version. There are extra images in the archive, no need to keep these if you don't wish to do so. Dependencies: None. Custom trees and parked cars visible in the screenshots are from override mods on existing maxis props in my game. without these, the props will just simply be default props within maxis prop families. Credits: Thank you to Tyberius06 for modding; making the growable lots, ploppable lots with jobs, and for starting the process of getting me to remaking this building to begin with. =) -
Version 1.0.0
1,022 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading The Willbright Building by Ohdude. This is a 2x2 (corner) nighlighted eyecandy Landmark Building (ploppable). It is based on the mirror version of The Chatelmay Haus which is available for download as well: https://community.simtropolis.com/files/file/35202-the-chatelmay-haus/ IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of these, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: Just Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ No other dependencies needed. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. Commercialization of this download is not allowed. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
Version 1.0.0
1,771 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading The Chatelmay Haus by Ohdude. This is a 2x2 (corner) nighlighted eyecandy Landmark Building (ploppable). IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of these, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: Just Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ No other dependencies needed. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. Commercialization of this download is not allowed. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
I don't like the asphalt texture currently used in both the vanilla game and NAM and want to replace it. My English is pretty bad so I'm going to try to be as schematic as possible. As you can see I redid the texture of the road from scratch (Based on the maxis one obviously). You can download my photoshop project here: file00000000_2.psd In my opinion the result is acceptable and I think that users may have an interest in this reskin. I have the following questions for @rivit and @rsc204 and anyone else who wants to help me: 1. I read in the GoFSH readme that this process can be automated, it seems that you only need the texture of the asphalt, sidewalk and road lines and the masks colors will take care of determining where each one goes but where can you download those mask textures? No need to explain the theory behind using alpha masking as I use it every day in Substance Painter to map out dirt, scratches, etc. The only thing I want to know is if I have to do it from scratch (it would take forever) or can I download them from somewhere?
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Version 1.0.0
810 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Atardecer Building by Ohdude (green version). It is a nighlighted ploppable Landmark CS$$ Building and all style R$$ growable residencial building. You can find the ploppable landmark version in the Landmark menu as Atardecer Building. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: BSC Texture Pack - Cycledogg V01.dat: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 Optional (if you want to see HD fences and HD bush over the fence but is not necessary): -Fences: Girafe Maxis Fence HD Replacement Mod: https://community.simtropolis.com/files/file/33965-girafe-maxis-fence-hd-replacement-mod/ -Bush: Mattb325 Urban Civics Vol1 DN or MN: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3709 INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
Version 1.0.0
828 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Atardecer Building by Ohdude. It is a nighlighted ploppable Landmark CS$$$ Building and all style R$$ growable residencial building. You can find the ploppable landmark version in the Landmark menu as Atardecer Building. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: BSC Texture Pack - Cycledogg V01.dat: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 Optional (if you want to see HD fences and HD bush over the fence but is not necessary) -Fences: Girafe Maxis Fence HD Replacement Mod: https://community.simtropolis.com/files/file/33965-girafe-maxis-fence-hd-replacement-mod/ -Bush: Mattb325 Urban Civics Vol1 DN or MN: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3709 INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
Version 1.0.0
538 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading FAR-2 Cornelia Corner Landmark It is a nighlighted ploppable FAR-2 road-2x1-corneable-Landmark Building. You can find the ploppable landmark version in the Landmark menu. DEPENDENCIES: -BSC Texture Pack - Cycledogg V01.dat: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 -Cornelia Corner by Ohdude: https://community.simtropolis.com/files/file/34569-cornelia-corner-by-ohdude/ -NAM 40-42 https://community.simtropolis.com/forums/topic/761017-NAM-42-now-available/ -OPTIONAL: Maxis Tree HD Replacement Mod: https://community.simtropolis.com/files/file/31898-maxis-tree-hd-replacement-mod/ IMPORTANT: it is compatible with Dark night or Maxis night version of Cornelia Corner by Ohdude. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude.- 3 Comments
- 6 Reviews
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- 20
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Version 1.0.0
906 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Cornerbox Hotel by Ohdude. It is a 2x1 nighlighted CS$$ Ploppable Landmark Building. You can find it in the Landmark menu as Cornerbox Hotel. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. **** No Mac Compatibility **** -
Version 1.0.0
1,285 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Cornelia Corner by Ohdude. It is a nighlighted 2x2 CO$$$ Ploppable Landmark Building. You can find it in the Landmark menu as Cornelia Corner. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude.- 3 Comments
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Tunare (S1 E2) - Modern glimpses in Old town district
adam_SVK posted a City Journal entry in Costanian republic
Hello and welcome to Tunare, the capital of Costanian republic. In this episode you'll see the examples of modern architecture in wider Old town district area. In last episode you may have seen TuMMA, which is just 10 minutes of walk away from the St. Nicholas Cathedral. Many local and international artists have had their exhibition installed in this museum. But there is more to show. This is the Government district. In the upper corner you can see the building of National Council of Costanian republic (Natelet konsil in local language) and in the lower corner you can see the building of Government Office of Costanian republic. Yet unfinished, but Riverside Office Park is the home for many national and international companies. This area has one of the most expensive spaces in whole country, as it lays next to the Klisa River. And speaking of offices, this is the main financial district of Tunare. Galdetkvart for Tunare is, what 5th Avenue is for New York. The dark-blue building in the front is Costanian Central Bank (Mitelet Bank te Kostania in local language). We're going south now. Down the stream of river Klisa you'll find ExpoKos, the largest exhibition hall in Costania. This multi-purpose structure was open in 2006 and since then, plenty of exhibitions, conferences, concerts and even sport events have taken place there. This is Markeretkvart - The workers' district. Built in mid 50s with purpose to provide the cheap housing for workers from shipbuillding factories. The statue in the roundabout is dedicated to Iermin Klinser - former Tunare's mayor, who orderd to build this district in relatively short distance from historical centre. In short distance from Markeretkvart you can go shopping in MarkeretMall, former textile factory. Tunare has been an industrial hub since mid 19th century. Football/soccer is the most popular sport in Costania and FC Tunare 53 is the most successful club in the country. This is their home stadium, TalkOne Arena, surrounded with training fields of youth academy. And finally, the transport overview of the city, still in construction. B2 expresway will be extended to future International airport. Satelite view of Tunare. Consider it as a farewell with this episode. See you soon, guys. -
Version 2.0.0
895 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Indica House by Ohdude. It is a nighlighted Cs$$$ Ploppable Landmark Building. You can find it in the Landmark menu as Indica House. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
Hi Friends, Thank you for coming and taking a peek at my latest journal entry. The previous entry was the first tile developed in this region. I have decided to throw the Pacific Northwest trees to the curb (even though they're great and I like them a lot) in favour of the Arden Trees. I've also renounced the 'minty fresh' green of the Gobias Berner Oberland terrain for the 'organic pesto' green of the Sudden Valley terrain. I'm happy with both choices, although swapping the tree controllers did involve nuking all the trees and mmps in my previous tile before switching. I haven't had the heart to open that now sadly bald tile, and have instead decided to develop a nice little seaport nearby which will (in my imagination) create an industrial foothold in the region for the sprawling metropolis that I surely won't be able to resist building 3 tiles away. Anyway. 1. These houses are posh, and overlook the edge of the port area, which must be loud and unpleasant. Still, the sea views seem to make up for it, as many of my high wealth sims have seemingly happily made a little community here. The little commercial building on the left of the block is one of my absolute favourites. It comes from a Japanese site and the query is blank (at least in my English language version). I always have to make it historical before it gets swallowed up by something else. 2. Another angle on the lovely little building on the corner, and a chance to show off the mmp seawall. These are really flexible where the coastline isn't quite flat, or isnt quite straight or whatever, that makes lotted seawalls look a bit strange. Whilst this stretch of coast is straight, you can use it in much more exotic situations, such as: 3. Just a little further around the bay, we see the reclaimed portland start to give way to the natural coastline. The homes nearby mean that the seawall is required. Dog walkers (and their dogs) enjoy a stroll along here with the cranes looming in the distance like giant monsters. 4. Some shots of the more built up areas, building little commercial high streets like this is always quite difficult. Some of the commercial bats here like the petrol (some say gas) station and the Sainsbury's Local next door to it are stage 1 and need to be instantly made historical, some take a fair while longer to grow, but personally I think they all look at home together. 5. This substation in the center of the image i plop everywhere, (mainly places where I am too lazy to lay powerlines) but I think it fits in beautifully in either a city center or a rural village. I'm going to investigate if the walls around it are props rather than part of the model, because they would make perfect, beautiful fillers for a bunch of situations. 6. The final shot of the town center. I don't know about anyone else, but there is a strong urge when playing SimCity to continue to zone everywhere, then to start zoning higher densities. I've tried to resist that and as a reward, some of these stage 1 homes have maintained their foothold here, just one street away from the high street. I think we all deserve a pat on the back for not chasing the medium-density dragon. 7. I'm really making an effort to try to integrate rail into this region but making the tracks look like part of the city, rather than disconnected from it somehow has always been difficult. Part of this is that if you want to use the wide RRW curves, then there are a lot of 'dead' tiles which cannot contain any zoning or plops. I'm trying to work with some of the great selection of fillers and mmps to sort of blend the rail network more with the city that it's a part of, hopefully there are one or two nice examples of that later on in this entry. 8. Again, resisting the urge to zone everywhere leads to a need to fill those tiles up. Here I've gone with an industrial lot ready for development. I had a scan through to see if I could find billboards advertising "Development Opportunity" or "Call +44 0800 777 666" or whatever, but I came up short, if anyone knows of something like that they'd be a great option as a buffer zone for all our industrial zones across Simnation. Please comment below with information! 9. The only reason for including this image was to celebrate the fact that I've actually got traffic using my RHW after what seems like years of trying! I feel just like @Haljackey! 10. Since this is a port tile, here are some port pictures! @Tyberius06 made a great set a few years ago that I downloaded but never really used (shorelines are intimidating). I'm pretty sure all the seaport lots from this entry are his work, which is in itself a re-imagining of the PEG Seaport. There are just a ridiculous number of options and they have a rail link in many of them, which I've made an effort to integrate into my now sprawling rail network! Also shoutout @Bipin's substation again. 11. More port, more industry, more rail. The truck props are great. Seeing the American style trucks with the long nose rather than the flat fronted cab (I'm sorry, I don't know the technical term) is a real novelty here in the UK, but my sims enjoy a mix of styles. 12. So @Simmer2's 'Aziz used cars' here shown next to the fire station is an amazing little commercial lot. Like my old friend the substation, this thing can exist literally anywhere from central London to rural Mozambique. I love how densely packed the cars on the lot are, it gives the tiny 2x2 an oversized energy. 13. more MMP / railway blending. I think sometimes the trick is giving everything a little more room, just a tile or so on each side, and then filling that tile with MMPs. If you're consistent with how you do it, it starts to look more natural to the eyes maybe. Here @mattb325's ridiculously beautiful cul-de-sac lots have chosen to grow right next to this noisy brewery, which I suppose has it's compensations, maybe the residents are bought-off with free samples? 14. Longshot of the brewery and the giant skyscraping social housing which chose to grow here when I was testing some little amendments I made to the original lots (just making the grass and concrete match my own). I couldn't bring myself to demolish them, and here they stand to this day. They would have an amazing view of the port for sure. 15. Trying to squeeze the wide rail curves in everywhere was not always easy! This picture features the only place where I outright gave up in trying to make it smooth, with a 'kink' in the left hand spur here. It could be that's why no trains ever use any of this painstaking laid rail, or it could be that this region has no other cities, and nowhere to commute from. Still, the train automata has been quite conspicuously absent so far! 16. MMP playground with much required fence between it and the highway. Much needed because, just to re-emphasise it: Traffic on the RHW! So no trains yet, but plenty of RHW use. 1/2 is not too bad. (Thinking about it like that, it is pretty bad). 17. Don't ask me why the person in the house on the bottom left is shouting "Show Toolbars" so loudly that we can here him up here in this helicopter, over the sound of the rotor blades. More rail / city blending, here with an attempt to take the city right up to the rails themselves at the bottom of the image, and an excuse to use the curved NAM station. Still no actual trains though 18. Helloooo? a single commuter? Please?.... No? As you can tell, my penchant for fences, fillers and whatnot remains strong! 19. YES! 20. To finish, 2 overviews of the area, the first showing mainly the port. Today quite quiet because the Ever Given caused a massive traffic jam of 400M containerships, and now all the port workers and their families will starve because no ships, no pay. Just kidding. All the workers get to go home early, and the owners of the port lose money. I mean, come on; this can't be a world with no losers at all. 21. The second showing mainly the town. I hope you enjoyed the entry.
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