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City-building game(s)

Found 21 results

  1. Some More New Areas

    Replies: feyss: Thank you very much! Simmer2: Thanks for your comment. Also please tell me how add MMPs onto transit tiles? Tyberius06: Cheers! They're a most welcome addition, I tried the MMP versions though they are not quite as versatile... SC4L0ver: What really made me like Simmer2's new walls were the gated sections and the ruined walls- perfect for breaking up orthogonal and diagonal walls. _Michael: Thank you! I use a few different layers to make the tracks more rougher and organic. sejr99999: Correction- painting with MMPs. kschmidt: Thanks! What do you mean by the stone side road? tonyr: Sure! JP Schriefer: Thanks a lot! Sciurus: I used the LE to take a simple grass park texture lot and add a prop family of C.P.'s houses. Then I went to ILive's Reader to make the new lot have a transparent texture. As for the pictures, yes they are a little darker than usual, it is something I noticed a few days after posting the entry. I guess I overdid the contrast a little... Entry 16: Some More New Areas Here is one more small visual feast. Giving how things are getting busier this half term with the teaching then it will be four-five weeks to finish off Pololomia and there are only three city tile corners which need to be completed. Anyway- enjoy! 1. In the centre of this picture there was this blank area to be filled in. 2. By adding Simmer2's Bricks and Blocks Building Supplies I realised how I could complete the area: mixed light industrial/commercial combined with a small park. 3. 4. And yet more fields finished off. 5. Given the large areas to MMP, each finished field feels like a marathon. 6. And now it takes longer to finish off the field edges/walls/fences. 7. When I create these fields the first things I include are the fences/walls and the tracks. 8. This helps tell me exactly where everything should go. 9. I also try not to repeat myself when creating fields. Sometimes there will be areas with similar MMP combos, other times each field has a different MMP combo. 10. 11. MOAR grid-busting! 12. The Maxis Highway Override FA pieces are surprisingly MMP friendly! 13. The boundary between the urban and the rural... 14. Some time in late March Pololomia will be fully completed. And then the complete city tile tour can commence! Thanks a lot for the comments and the suggestions. I'll see you in late March!
  2. The Village

    Replies: Kim Sunwoo: It get's a little better in this entry. Urban Constanta: Thank you very much! Krasner: This old dog is still learning new tricks. kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs. kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs. Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river. Simmer2: And those dry stone walls have already been put to good use. Thanks! MiCephia: Thank you. Also good luck with your MMP experiments. Tyberius06: SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project. Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes. Entry 15: The Village About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village. 1. The area in question. 2. More track grid-busting. 3. I used girafe's bushes for hedgerows. 4. 5. Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566. 6. The village- off the grid and filled with MMPs! 7. Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land. 8. Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops ). 9. A little mosaic for today! 10. Here is the northern route into the village. It is the main one. 11. Minus the stone wall at the bottom right corner, everything you see here is 100% MMP. 12. Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP! 13. Despite this limitation I am happy with the final result. 14. Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice. 15. Dem details! Right now I am working my ass off finishing off as many fields as I can during my one week holiday. There will be another entry next week. After that Pololomia should be done and the grand tour can commence.
  3. More Rural Development!

    Replies: kschmidt: Cheers! rathefalcon: Everything I do with these city tiles is to create rural/urban transitions. Prophet42: UrbanConstanta: Did you manage to download those fields? TekindusT: Worth the price of admission! Kim Sunwoo: I call that mosaic the city centre to rural transition. simbasc4: Thank you very much! Entry 14: More Rural Development So this month has been a busy one, but in the last two days I have been working some more on Pololomia and finishing off areas to the north. I reckon finishing every area could take anywhere between a month and six weeks given all the MMPs I am using, but it is slowly coming together. 1. Gridbusting on a MASSIVE scale. 2. I'm experimenting with mixed field/woodland areas. 3. Rural areas in England often have many fields with patches of woodland throw in the middle. 4. While Diggis river extension pieces form great boundaries for the fields. 5. And the river banks are SO MMP-able. 6. Another feature of English farmland is the line of trees bordering fields. 7. The other thing I am developing is a better blending of tracks with the dirt perimeter of fields. 8. And a new MMP farm combo (using Chrisadams3997's RRP MMPs): wild white flowers combined with clover textures. Throw in ionionion's OMCo brown dirt and we have a rich, organic field! 9. And a close-up of that field. 10. Rivers make for the most interesting boundaries... Sometimes the fields will be bordering the river banks and other times there is a clear separation between river banks and fields. 11. By using the wide version of Heblem's gravel MMPs, and placing it in the centre between two lines of gravel MMPs, it gives the tracks a rough boundary- which helps them better blend into the landscape. 12. While the field edges look dirty and as messy as possible, which is just the look I'm going for with plowed fields. 13. Another overview of the area I'm working on. 14. 15. Simmer2's stone paths MMPs are SO good! Plus this is another exercise in varying MMP densities: high to the left, medium by the river and low to the right. 16. Blending the street, river, diagonal fillers and MMPs all together in one cohesive package. 17. Fields must be YUGE! 18. And with that I will end this entry. Next entry- next week? Two weeks from now? See you then.
  4. The New Year's Entry

    Replies: kschmidt: Thank you very much! sejr99999: Cheers! matias93: MMP textures can compliment terrain sometimes but I am currently sticking with Gobias' Sudden Valley terrain mod. kingofsimcity: Thanks! Expect more of those cross-town mosaics in future entries. SC4L0ver: Thanks! Last year I finally got the field dimensions and the field transitions/boundaries/fillers correct. I also nailed the urban/rural transition with a combined MMP/lot approach. This year there will be a lot more of that. Krasner: Bipin: Your BATs and LOTs have been invalueable for my industrial and rural areas. Akallan: The circular fields are an incredible piece of texture work! Urban Constanta: I think you need to be a member of SC4D to be able to download the circular fields. The New Year's Entry Propelling the URS firmly into 2018 we shall start with a special entry which features the latest areas I have been developing in Pololomia, it combines two of my favourite things: farms and industry. And what does 2018 hold? Well the first two or three months will be covering Pololomia. There will be some smaller side projects during Spring and early Summer where I will experiment even further with MMPs, LOTs and BATs. During the Summer Holidays I will be working on a new large city tile; perhaps something intensely urban but throwing in a lot of MMPs to an urban setting... With that said let us start with... 1. The top half of the picture contains the new areas I have been working on. 2. 3. 4. Mixing old and new. 5. The new is Simmer2's fantastic Royal Flush business / (industrial building)- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3556. 6. Mid-rise or low-rise sprawling industrial units are so important for getting industrial density right. 7. I have shown something similar in this area before, but now I've added the perimeter of dirt around the MMP fields. It's adds an important messy element to fields which is lacking from ploppable fields. 8. And this is the new industrial area I completed. This was tricky as I needed to blend large-scale industry with rural buildings, woodland and fields. 9. 10. 11. A return of the threshold photoshopped pictures! 12. The urban/rural transition can be summed up as follows: a line of trees/lots, some kind of fencing, a dirt perimeter and then MMP fields. 13. A small village just north of the new industrial area I created. 14. Another thing I was working on last year was the rural intersection and rural turnoffs to tracks and dirt paths... 15. Bipin's grunge industrial roads (found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086) are really useful because their pavement textures consist of concrete which enables more realistic road/driveway transitions. 16. I am now experimenting with MMP bushes to border fields- this is a very British feature of rural areas. 17. The rural track. Using Bipin's grunge roads makes the transition between the track and the road almost seamless. 18. The first large mosaic. Most of my efforts go towards seamless transitions from urban to rural areas, villages to fields, industrial sites to rural/farm areas. 19. The MEGA mosaic. This is the complete transition from city centre, to inner city area, to suburbs, to city outskirts to eventually fields and countryside. 20. And one final picture. Next weekend there will be another entry!
  5. A Special Christmas Present

    Replies: _Michael: Thanks for that! I did what you said for my mosaics and it worked! SC4L0ver: There's A LOT more rural scenes coming! Prophet42: I am on a roll and I still find new ways to make these rural scenes and still find little improvements to better the quality. Anyway, ErnestMaxis created this MMP set which has all sorts- the gazebo is actually an MMP. The set can be found here, but DEPENDENCIES galore! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493 Bluthlucidity: To answer your question I plop in some RCI buildings and grow others. Though nearly all commercial and industrial buildings are plopped, while some of the residential buildings are plopped. Though I'm not sure how to answer your second question- do you want me to make my plugins available to download??? Anyway, thanks for your comment! buckbeach47: Thank you very much for your comments and for showing me the 3RR Exchange- this entry came about thanks to those circular fields. So thanks! gunkz32: Cheers! There's a lot more where that came from. aegian: To answer your question- no. But there are several SC4 Gods who produce scenes like this but with a very different style- Korver, Huston, SimCoug, Paeng, Fasan, Vortext, etc. A few times you will see people make the Google Maps comment for the bunch I mentioned! Entry 12: A Special Christmas Present!!! Note: this entry is dedicated to buckbeach47 for showing me the 3RR Exchange and these amazing circular irrigation fields. It's Christmas Day and since I now have a two-week Christmas Holiday (one of the perks of being a teacher) I have some time to finish off Pololomia and the surrounding rural areas. In this entry I show you the latest areas I have been working on and there are some goodies- including two MEGA-Mosaics. 1. To immediately answer your question about the circular fields, they can be found on the 3RR Exchange on SC4D. (Link here- http://sc4devotion.com/forums/index.php?topic=5603.0) 2. This circular field comes on a 24x24 lot, the outsides have this dirt texture which can be MMPed over. 3. 4. There is also a smaller 12x12 version. 5. 6. Here I go full-on 100% MMP saturation. 7. 8. 9. I have redone the area around the petrol station; small buildings by the intersection. 10. As a new feature I now add a small dirt perimeter around my MMP fields. It makes them a little messier but in a good way I think. 11. Beyond Pololomia are a series of small villages close to the outskirts. 12. In the last two years I have become more and more interested in creating smaller scenes, rural scenes, village scenes... 13. Big skyscrapers and all that jazz now bores me. 14. I am much more interested in rural/urban transitions, villages and of course mid-rise scenes (such as the city centre in Pololomia). 15. The idea behind this field is that it has been heavily used by farm animals- the grass has been completely devoured in places but the farmer keeps on using it for convenience. 16. The same field but nearly all of the grass is intact. 17. And here is my attempt at minimal MMP saturation- which is surprising hard to get right! Moderate MMP saturation is even harder because there can never be enough MMPs... 18. This picture shows part of two dedicated animal herding routes- the ones that are all dirty, dusty and brown. I would say this is moderate MMP saturation. 19. MEGA-Mosaic 1. All of my time and effort goes towards creating realistic rural/urban transitions. 20. MEGA-Mosaic 2. If you ever wonder why I take so long to finish my cities it's only because I want to show you scenes like this! 21. Anyway, next week I will show you some more updates. But right now I am loving the rural areas I'm creating; I would say I love creating rural areas more than creating industrial areas. Enjoy this entry and enjoy the Christmas Holidays!
  6. Back to Rural Again!

    Replies: Namiko: Thanks a lot! Prophet42: Those would be the backalley / centre-of-the-city-block pictures- I'm glad you get great ideas for your cities. Akallan: I will be posting the odd montage video every two months or so... JP Schriefer: Thanks! Also, one can never go wrong with Ennio Morricone. Wallibuk: Thanks! The buildings are a mixture of American, European and British buildings. Urban Constanta: Cheers! Entry 11: Back to Rural Again! So as promised here are some more rural scenes. I managed to find a diagonal version of Diggis river set and combined with the orthogonal set makes for some great-looking small rivers! 1. The idea is a stream cutting through the fields, with some areas being fenced off to create wildlife habitats. 2. Combined with orthogonal corners and diagonal corners, creating a river becomes an exercise in grid-busting. 3. The path splits in two... One branches off towards a small tourist spot. 4. Another thing I'm working on is wild areas with a medium saturation of MMPs. It's not 100% saturation and it ain't a light saturation either... Medium! 5. I always enjoy painting in MMP gravel paths. 6. At first I was just planning on creating MMP fields, but throwing in a river adds a bit of much needed variety. 7. Full-sized image can be found here- http://imagizer.imageshack.us/a/img923/1006/x8Hb1c.jpg 8. One of my favourite scenes to create is the rail siding in the middle of the countryside. 9. I also throw in some SPAM fence sets in as well- brown, white and barbed wire. 10. And a bit above the bridge is the field which hugs around the river's edge... 11. Using Heblem's tropical grass I get this dark-green field which looks decent. Another <small> addition is a dirt-lined perimeter around some fields. 12. The petrol station faces out into the sea of dark green. 13. 14. As mentioned earlier the tourist spot is this small gazebo by the river. 15. Now my plans for this river is that it will run across the northeast corner of the city tile. LARGE VERSION: http://imagizer.imageshack.us/a/img924/772/YZVYC7.jpg 16. And here is the picture of the playground. I posted this several days ago but here is the all-dolled-up version! Now then, the next entry will be something similar- more rural scenes. Enjoy! Lastly- WHY doesn't this site properly show mosaics?
  7. Highlights of Pololomia

    Replies: Akallan: Thank you! Anyway the URS is what I wanted from SC4 a year or two ago; 2016 had some great stuff but I can now go even further than that with residential plopping and creating lots with transparent tiles with buildings upon them. Prophet42: Cheers! It's getting easier and easier to detail city areas and give them a certain character to them. BC Canuck: Steal those ideas! If you're wondering the British Sausage is a famous joke from the British TV series Yes Minister. tariely: Oh yeah! Michelle Yukimura: I go to GIMP and use the horizontal flip tool. sejr99999: Thanks! And good luck with your search. metarvo: Yeah the diagonals were a give-away; I am a madman when it comes to creating seamless diagonals and removing jagged texture edges on roads. kelistmac: Make some - ahem! - contributions for the mayor and that house is yours. feyss: Thanks! Entry 9: Highlights from Pololomia In this entry there are some more pictures from Pololomia. I think I can get the whole city tile done by Christmas holiday time. Thanks a lot for the comments- it is good to be back. Anyway, enjoy the pictures and the enjoy the weekend. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.
  8. Dealing with Prop Pox!

    Replies: Akallan: Thanks a lot for your comment! Entry 7: Dealing With Prop Pox So all of those great pictures and scenes you saw in the previous have been lost. The reason why is that a week ago Pololomia suffered from Prop Pox. So I had to use an old back-up which is prop pox free- unfortunately it was dated three weeks ago. I haven't added too much in those three weeks, but still... All of those MMP scenes are gone. Oh well... But it did give me a chance to redo the outskirts of Pololomia and I believe I have found a better layout! Anyway enjoy the pictures! 1. Let's start off with a MEGA mosaic! Link to see the big version- https://imagizer.imageshack.us/v2/147x907q90/922/Eq1rSx.png 2. More sneak peaks of the city centre. 3. 4. 5. 6. And here is the new layout- look to the top of the picture and the outskirts look WAY better as they have now become less dense and there is more green space between them. Note some of these spaces have now been filled in with MMPs. 7. And now some more MMP goodiness! 8. I redid the FA neighbourhood and made it strictly attached to the road- there are no diagonal streets shooting off. 9. 10. 11. When I went to the Lake District a week ago, I was driving along the A66 and I noticed the layout of the trees amongst the fields: lines of trees for field perimetres, small clumps of woodland in the centre of fields, grassy areas marking the perimeter of a field, etc. 12. This got me thinking about how I could add woodland in the middle of my large MMP fields... 13. 14. A new development in my MMP farm/rural quest- wild meadows! 15. 16. Now THIS is what the rural/urban perimeter of Pololomia is going to look like- the grid meets organic MMPs, diagonal roads and FA roads! There will be another update next week!
  9. Creating realistic rural settings

    Replies: _Michael: Thanks! I spend a lot of my time expanding the city based on density transitions: high to medium, medium to low, low to medium, etc. kschmidt: Diagonals zones coming off FA roads was done to a limited extent by someone else- they however zones diagonal houses on an FA road but I took a perpendicular approach. FrankU's Dutch Parks are highly versatile and can provide posh fencing, low density tree fillers and cool looking paths. The horse race is a bit small and the diagonal downtown section has a little too much repetition but... It passes muster! I do love slotting in railyards into my industry. kelistmac: Cheers! I always go for large and gridbusting where possible- it's even possible to gridbust using strictly orthogonal streets and roads. Simmer2: Thank you! Your LOTs and BATs go some way to filling in my railways, industrial zones and rural areas. Entry 6- Creating Realistic Rural Settings Building urban areas is one speciality of mine and I do love industrial areas, but where I flourish in is with rural areas. Using MMPs I can create an organic look to a grid system of fields, or do some immense grid-busting. Listen up as I reveal some methods for creating highly realistic rural areas. 1. The 101 of Realistic Rural Scenes is rural/urban transitions and vice versa. 2. You will need fences bordering the fields, woodland filler tiles (or MMP trees), low density areas and of course the grunge roads found in Bipin's Industrial Essentials help too! 3. The city border can be all sorts: housing, light industry, a school, a large facility, a utility complex, etc. What matters though is there being a clear division between where the urban ends and the rural begins. 4. One method is mixing in fields with RCI zones. So when you move to the city outskirts there are fields either penetrating into the city area or there are fields surrounded by city blocks, etc. 5. The other crucial thing to consider is SPACE. 6. The smallest field needs to be at a minimum approximately 200 metres wide. Like the field above its width is 12 tiles across- or 192m. 7. In the North of Pololomia I mixed in fields with industrial blocks. This can make building to the grid very interesting and thus rather Americanized. Remember: SPACE, fillers and clear rural/urban divisions. 8. It's perfectly normal to have an industrial estate or business park to suddenly emerge from the countryside and farmland. But these kind of areas often have a lot of green space, trees and again SPACE. 9. Rural/urban transitions come in all shapes and sizes. For instance the railway marks the separation between an outer city suburb and the countryside. 10. In the future I will show the full area and you will appreciate the layout, size and detail involved. In these teaser pics though and in this one we have a bit of MMP gridbusting. Gravel/tarmac MMPs can go in any direction, as can walls and flora- EXPLOIT THIS to the max! 11. The next big challenge of rural/countryside scenes are the fields themselves. DO NOT use plopped field/crop lots. These have little to no variation and so make the grid stand out like a sore thumb. Because of the fields variation/(organic irregularity) your eyes are drawn to the fields, thus rendering the orthogonal roads less obvious and intrusive. 12. But MMP fields -- and I have taken great inspiration and artistic license from Ln X here -- make fields realistic. Why? Fields are organic and plants are sprouting in a chaotic fashion. Laying down MMPs emulates this chaotic distribution and so the entire field becomes this large painting- subtle variation of one theme. 13. I will explain more about MMPing fields in a future entry- but the basic process is usually mixing two flora MMPs together to create a thick, detailed look. 14. MMPs can also extend lots which seem very confined. The industrial buildings in the centre have more presence because of the dirt truck stop. This is just one small example of how texture MMPs and vehicle MMPs can produce incredibly realistic scenes with only three or four MMPs being used. 15. Using Ilive's Reader and the Lot Editor, 1x1 residential buildings can be changed into parks with no base texture. 16. I'm only just beginning to explore this technique but the results produce astonishing off-the-grid images. The buildings are surrounded by MMPs which create the illusion of a large lot, but the reality is this- these are 1x1 park tiles which have a house in the centre and a transparent texture. For the longest time I have always wanted to do something like the above and finally my dreams are coming true! Well... That wraps up this entry. And next week another entry. Stay tuned.
  10. Mayon Ocean

    From the album Mayon Province !

  11. Petrol Station in Faverdale

    From the album City Showcase (S3-23-M)

    A petrol station in the city tile of Faverdale.
  12. Everybody need Corn! Have a look into my VID
  13. I would like to block some farm fields from growing. Yes, I know you can edit each farm building lot individually and remove the instances to the undesired fields, but that's going to be a really tedious process given how many farm building lots I have installed. I tried changing the growth stage on the 1x1 field lots to 255, but unfortunately the fields I don't want still grows. So as growth stage doesn't seem to work, is there any other way to prevent field lots from growing?
  14. Fields of Ruin

    From the album Tourist Attractions (S3-04-W)

    A good while ago, scientists discovered some ruins in a grove close to a river delta. It has been assumed since then that these ruins originated from a pre-Calidorian era (you might want to click here for more information), but, according to more recent research, these ruins might be remnants of Calidorian settlers from the early beginnings of the history of Calidores that had to abandon this place for unknown reasons, most likely an immense flood or lack of resources. Since their discovery, these ruins attract more educated Sims from all of the world, to see both the ruins and the way how nature tries to repair the damage humankind has caused by deforesting the area adjacent to the ruins.
  15. Fields of Ruin

    A good while ago, scientists discovered some ruins in a grove close to a river delta. It has been assumed since then that these ruins originated from a pre-Calidorian era (you might want to click here for more information), but, according to more recent research, these ruins might be remnants of Calidorian settlers from the early beginnings of the history of Calidores that had to abandon this place for unknown reasons, most likely an immense flood or lack of resources. Since their discovery, these ruins attract more educated Sims from all of the world, to see both the ruins and the way how nature tries to repair the damage humankind has caused by deforesting the area adjacent to the ruins.
  16. Farms - intersection #2 and flora

    After deliberation on how and where to kick-start the transformation of the road and rail network, mayor Wournos III sent her road builders and landscaping artists to the least used roundabout, located in the South-East area of the county. It would require the least amount of work and would serve as a foundation on how to proceed with the project. Some of the pines in Rural Forest had to be cut down, nearly exposing the abandoned loading bay by the single-track-rail. New trees, mostly tall broad-leaf ones, were planted in and around the intersection to preserve the forest feeling the locals had grown so fond of. One resident was caught in the line of fire and had to have their entire property rebuilt (free of charge) because its original location interfered with a sliproad. The previously open fields South-West of the new intersection now serves as a small community with a few shops and farmland. One large field divided into two segments by a crumbling low stone wall were kept intact due to local demand. The fields serves as a perfect location for Midsummer celebration. Besides, who wants to live close to a highway? Lastly, the road team went ahead and tackled a not so unused roundabout. A few local farmers lost their land and a fairly used train station was demolished. Worst case scenario - more than just a few bits of rail will have to be rebuilt. Best case scenario - the train station is rebuilt a merely 30 metres west of its previous location. It's something for the rail builders to discuss. Meanwhile the flora keeps growing and spreading inside the second intersection.
  17. Farms

    Base on Baardmans Bay map.
  18. Elysian Fields | The Beginning

    Welcome to Elysian Fields Coming soon.
  19. Crockton countryside

    Replies: SimCoug, ggamgus, Lost Realist: Thank you very much to all of you and to all the viewers! I hope you like this bigger update vinlabsc3k: Grazie! This update is even more verdant than the previous ones There are a lot fields and cattle farms around Crockton and finally this is the Regonal Fair see you next week
  20. FrankU Dutch Farm Fields



    Finally it has arrived: Version 2.0 of the Dutch Farm Fields Set. It has taken me one and a half year, but now it's there. This version is not compatible with version 1.0! It is only to be used in tiles that do not contain the Version 1.0 (anymore). The set has grown to 35 farm fields. Some are completely new, some are reworked versions of SPAM fields and Simgoober's farm fields. Almost all fields are seasonal. The crops grow in several stages. It might slow down your computer when you have many farms and a slow CPU. Sorry for that. You can use these fields for your own farms and you will need these definitely for my upcoming set of Dutch Farms. Don't get shocked by the list of dependencies. If you do: just leave this set on the STEX. Here it is: Simgoober Farm Fields Revised PEG_Spam_Super_Resource BSC_TexturePack_Cycledogg_V 01b BSC MEGA Props - SG Vol 01 BSC MEGA Props - CP Vol01 BSC MEGA Props - MJB Vol01 BSC MEGA Props - swi21 Vol01 RFR Maize set 1.1 BSC Essentials You might be interested in the Farms Stage 0 set, which is the first set of farm lots that acutally let these fields grow. Have fun! FrankU, november 2013
  21. Version


    SPAM - Single & Diagonal Ploppable Fields SimCity Mayors can be tricky customers to work with at the best of times, especially if they 'absolutely want' say a tomato field in a certain place for a certain reason. The answer of course is for a friendly lotter to whip up a quick 1x1 lot. You would then be forgiven for thinking that everyone would now be happy... but ooh noo... if only life were so simple! To compound matters further, then of course, inevitably, an even really, really, fussier mayor will come along that now demands that he absolutely wants to put his tomato rows on an irregularly shaped field, ...but on a transparent tile, thank you very much, if you please, because let's face it the the dreaded diagonal zig zag look of base textures is to be absolutely avoided... because well... that looks really really naff... even though SimCity custom content developers have been trying for years to overcome this particular visual scourge. Can these demands be satisfied? Should we even attempt to satisfy them? Well yes.. and yes if it suits us to and if we feel like it... then we would probably come up with something like this: Contents: Crop Singles 1x1 (8 lots) Crop Diagonals 1x1 (10 lots) Tree Singles 1x1 (8 lots)Tree Diagonals 1x1 (8 lots) Important Note: When plopping some of seasonal crops (eg: wheat, rye, barley) they will not appear for a full game year seasonal cycle. The seasonal crop singles will plop with only a base texture, and the seasonal diagonal crops will appear to be initially invisible, (without props) until the first seasonal cycle is complete. To speed up the process, simply put the game on cheetah speed (ctrl - 3) and the crops will appear and then cycle as normal. These lots are ideal for planting certain types of crops in specific areas, making small repairs to zoned and grown crop fields, and also provides a quick fix for the 'no access zot' problem that affects some variable shaped lot (VSL) zones. Stats: Menu - Park (at or towards the end) plop cost - $1-8 Bulldoze - $1 Pollution - 2|1|0|0 Dependencies: SPAM Super Resource Pack Note: If you already have the full core SPAM mod this pack is not required. Installation: Unzip to: Documents/SimCity/Plugins/PEGPROD/SPAM/SPAM_addon/SPAM_abcvs/Ploppable Fields Un-installation: Delete the Ploppable Fields folder and its contents. Credits: Lotting / Modding - abcvs (Screw Pile Developments) SPAM Core Mod, props and textures - Pegasus (Pegprod) Additional Modding Advice - Paeng v_103 Additional Screenies:

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