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City-building game(s)

Found 42 results

  1. Porphyri islet

    Porphyri islet is a mini project that makes our area to get that med vibe. The how to build tutorial is available on youtube and you are more than welcome to have a look of the process: A slender strip of land separates Argento village from Porphyri Island. 1. 2. 3. Porphyri, considered one of the most beautiful islets in the region, is home to the ancient Temple of Neptune and lush orchards. Just a short walk from Argento’s cafés lies a stunning pebble beach with crystal-clear waters. 4. 5.6. Nearby, the old fishing harbor now stands abandoned, adding a touch of history to the landscape. The breathtaking views make the journey truly rewarding for visitors. 7. 8.9.10.11.12.13.14. I hope you enjoyed another Agrophilia V2.0 entry !
  2. Farm field

    Hello again, Some created lots fields need water (aparently CSX lots fields or something like that), I tried to remove water consumed and some properties, give the 0x00004100 cohorte but the problem remain the same, is there a solution to no need water for lots fields ?
  3. Farm tiles

    Hi! I'm looking for stock SimCity 4 farm tiles. I've looked around and found the Plopable farm field pack but it did not show up in my game. I am also unable to use Lot Editor. Does anyone have ploppable stock farm fields? Thanks, Jesse
  4. Entry 63 -- Madison Plains (South-east)

    Replies: SIMCITYPLIS: Thank you very much! ledthug1983: Sadly this building came from the now-defunct SimCity Polska website, this building may possibly be found on the STEX in the SimCity Polska section in its respective industrial section. Maybe. Silur: Thanks! It'll be some months until I finish off The Big Mango, in the meantime I'm working on Travis City and will soon be finishing off the rural areas of Cindersville. Krasner: Good Will Hunting is an incredible film, one of the best of the 1990s, and yeah some of the city shots and neighbourhood shots may have been an unconsciousness inspiration for The Big Mango. JP Schriefer: The Big Mango is probably by last foray into big cities, after that I'm going for rural settlements, the countryside and perhaps some foreign builds (Italy, Japan, etc.). Some parts of The Big Mango couldn't have been done without your NYBT BATs and general W2W, so it keep it coming, they're very good and useful! {---} Entry 63: Madison Plains (Southeast) This is the final entry from Madison Plains, it's a bit of a special one as it features some experiments with MMPs and removing the base textures of certain oil production buildings. {---} 1. 2. 3. 4. 5. 6. 7. 8. 9. So far so good, but we've seen this kind of thing before... 10. Where it gets interesting is from this point onwards. 11. Last year I was experimenting with PIMX and removing the textures and base textures from certain lots. Deadwood's Oil Fields caught my attention for I realised those were wide lots, with small props and models, which could allow for plenty of MMPing! 12. 13. 14. It was the building of diagonal houses against FA roads in Madison Plains which inspired me to do the same for Cindersville- but on a much larger scale. 15. 16. 17. 18. 19. {---} For the next entry we go to Travis City as I've made MEGA progress with developing this latest city tile.
  5. So I'm hoping this question is placed in the correct forum. I am currently working on placing farms all over my region. I often zoom right out (zoom 1, I believe) to marvel at my fields layout and half the fields don't show in the farthest zoom. So here's the question. Is there a way to get information for what level of zoom a farm field will/will not show properly? Maybe there's a way to find this info in a reader property or another Sc4 tool or program? My guess is that if there is not I will have to assign a farm building with all field lots I have. Eventually removing ids to get them all to appear and collecting the info the old fashioned way, in game. Thanks Adam
  6. The 50th Entry Special

    Replies: Vigilante1987: Thanks for that! For the parks I use FrankU's Dutch Parks (found on Simtropolis). mattb325: Cheers! For some reason the city centre part of Pololomia is really prone to CTDs. Tyberius06: Thanks a lot! PaPa-J: Yeah there were quite a few CTDs. It was even more annoying when building the area and then infilling certain pavements with MMP Sims; plus there were CTDs when saving! {---} The 50th Entry Special For this entry I showcase the last area of Pololomia; the village of Skeeby. I used a very different approach and instead plopped in relotted parks which contained houses to thus give me more flexibility with designing the area around the houses. {---} 1. The area being show in this entry is at the top of the picture; the village of Skeeby. 2. 3. 4. This village was surprisingly quick to make and it only took four or five hours. 5. 6. 7. Making use of the extended Diggis streams set. 8. 9. For the house property perimeter walls I largely used Simmer2's stone wall set. This gives Skeeby a very distinct appearance. 10. The fun part was deciding the layout of each property: clumps of woodland, gardens, greenhouses, waste areas, play areas, etc. 11. 12. 13. For the various random mmps such as sheds, planters, swings, playparks, bikesheds, gazebos, etc. I used Ernestmaxis' MMP Project which has a massive amount of MMPs extracted from props (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493). There are dozens and dozens of dependencies but it's well worth getting! 14. I also plopped in 1x1 farm tiles for vineyards and large vegetable patches. 15. 16. An inflatable pool by the gravel and waste... 17. 18. Sheep pens! 19. 20. And of course the substation which powers the village (centre of picture). Next to the substation I even added a public toilet MMP (part of Ernestmaxis' MMP Project). 21. I plopped in all of the gravestones. Most of them came in rows so it was easy to plop in. The harder part was laying out an aesthetically pleasing spread of gravestones... 22. Nearly every village, at least in the UK, has a church. Skeeby here is no exception. 23. The church is actually a park lot which I relotted. 24. And here's a mosaic to indicate just how far Skeeby is from the west main road. 25. And another mosaic showing how the countryside emerges from beyond Pololomia's outskirts... 26. Since Simmer2's stone walls are really MMP friendly, then it's easy to bunch up bushes next to the walls. 27. 28. Nearly all of the flora MMPs are HD, all of the gravel MMPs are HD too. Thus we get a really clear superzoom picture. 29. Another overview of the area and of Skeeby. 30. And an even larger overview showing how these areas are connected. 31. 32. And a few final pictures to end this entry! 33. 34. And that's it! The last entry from Pololomia! {---} For the next entry there will be a montage of the three best pictures from each of Entries 1 to 50 PLUS a video montage too. After that there are further entries from Madison Plains. Beyond that any future entries will be from either Cindersville or Thirlmere; whilst a future project I'm planning is the Big Mango- a loose recreation of Manhatten.
  7. Entry 48 -- Pololomia- M7 Highway plus MMP Fields Tutorial!

    Replies: mattb325: Thanks for that! Also keep on churning out those BATs; it makes my life easier when I infill cities. Vigilante1987: Cheers! Yeah, this next entry I'll explain in brief how to use MMPs to create fields. raynev1: It's a good slope mod and the fact it comes with three different maximum slope adds flexibility. I personally use the middle one. This mod is a must-have for creating sloping city areas. Garbanzo: Ha ha! Thanks for your comment. PaPa-J: Thanks again for the comments! The houses are largely a mixture of C.P.'s Early 19th Century Residential Housing and Victorian Houses plus Simcoug's Diagonal houses. {---} Entry 48: Pololomia- M7 Highway This entry is largely a rural entry and I explain once again the basics of using MMPs for the creation of farms and fields. Please keep in mind that creating fields with MMPs is a slow process, each field takes about 15 to 30 minutes to complete. This also takes a lot of practice, and a steady hand, and this method does not come naturally. It took me two years to work out how to use flora MMPs for fields and pastures and forests; even now I'm still learning new techniques and new combinations. But when done right... You get great grid-busting rural scenes! Enjoy! {---} 1. For MMPs I reccomend downloading all of girafe's flora and Chrisadams3997's Pasture Flora (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886). 2. Most of the fields you see here use girafe's and Chrisadams3997's flora MMPs. 3. This field is created by first laying down White Flowers (Chrisadams3997), then green grass (Chrisadams3997) and then dirt (Ionionion's OMCO gravel- https://community.simtropolis.com/files/file/25709-omco-filling-gravel/ 4. You can place the MMPs right next to the road without any soil and it will look good. 5. The olive yard is created using kergelen's Mediterranean trees (https://community.simtropolis.com/files/file/27973-mmp-mediterranean-cp-trees-krg-selection/); next I add in Heblem gravel (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3102)to make the olive yard more distinctive. 6. 7. Sometimes the original Maxis fields can be used by plopping them in; just make sure to MMP over the edges if you're creating a grid-busting field! 8. The wide gravel paths use the original Heblem gravel MMPs (https://community.simtropolis.com/files/file/24399-hbs-tropical-flora-pack-mayor-mode/), then Heblem's small gravel MMPs (see the link below picture 5); the overlap of Ionionion's OMCO gravel is an added bonus! 9. The secret to MMP fields is mixing two or more flora MMPs together and then adding in some MMP dirt for the earth textures. 10. 11. 12. Rose fields are easy to create: first lay down grass (Chrisadams3997) and then start painting in Girafe's rose MMPs. Add in some dirt and the job is done. 13. 14. The field to the left is created using green grass (larger grass MMP and Chrisadams3997) and then yellow flowers (Chrisadams3997) and then OMCO dirt. 15. There are dozens of different combinations of flora MMPs and thus dozens of different kind of fields. 16. It is slow-going though but the end result is that organic look! 17. Another MMP technique I use is the creating of dirt field perimeters. First I lay down some bushes (Girafe) and berry bushes (Girafe) I use Heblem gravel and OMCO dirt to complete the scene. 18. There also ways of bringing to life the bush MMPs. 19. For the darker green and red bushes I use sparaxis (Girafe) flowers, which are red and purple, to improve the look; for the lighter green berry bushes I use narcissus (Girafe), these are white and yellow. 20. For the pasture land for the sheep I use simply Chrisadams3997's grass and then OMCO brown dirt; plus some sheep MMPs! 21. {---} Well I hope that was informative! This Saturday, for the next entry, I take you to Pololomia's city centre. See you then!
  8. Entry 47 -- Pololomia- Mowden (East Pololomia)

    Replies: mattb325: That's all I do- use what's given from the content creators. I don't use the Lot Editor you see and that's my motto. Anyway, thanks for your comment and I'm looking forward to more of those FA buildings, they're a <real> gamechanger! Tyberius06: Thanks! Just wait until I've added a sprinkling of small rocks and wildflowers in those forests! raynev1: Thanks for that. FYI I use Ennedi's slope mod; it comes with three different maximum gradients and I use the middle one. Link here- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512 kschmidt: Thank you! The rock and dirt textures in the Sudden Valley mod are gorgeous and mattb325's houses are gorgeous too; I carefully designed the areas so that there wasn't any retaining walls to be seen. You are right about the industrial retaining walls; I will explore some more natural looking cobblestone ones, unfortunately these retaining walls don't have fences which adapt to the slope and so it makes it look weird. Garbanzo: Thank you! The core city of Cindersville is almost done; the last half is sprucing up the forests with a sprinkling of small rocks, wildflowers and forest scenes. Bayyne23: Thanks for that! Also- welcome to Simtropolis! VicRusty: Cheers! But it will be even more beautiful once the city is complete and I've finished putting into the forests all those little details: rocks, flowers, etc. Vigilante1987: Most of that fencing comes from the retaining walls next to the road; I use them to hide the cliff face. I like to think they're there for safety and to prevent rock falls onto the road. BlueCloud: It's my most ambitious city because I usually build on flat tiles, it's also ambitious because of: fractionally angled city blocks, buildings and roads; massive sloped suburbs; every single building plopped in and/or carefully selected to give each area that right look. Thanks for your comment! 911Diva: Thanks! And... That's Mr. The British Sausage! {---} Entry 47: Pololomia- Mowden (East Pololomia) In this entry we go back to Pololomia and to one last suburb which hasn't been shown yet. This suburb is on the outskirts of East Pololomia and on the fringes there emerge farm fields and pasture land; so this entry is chock full of greenery! {---} 1. And this is the Mowden suburb. 2. I named it Mowden because there is an area in my home town of Darlington called Mowden. 3. Most of the zones are 3 by 3 squares wide or 3 by 4 squares wide. 4. Where there are gaps in the zoning I use tree fillers. 5. With each suburb I lay out a large city block and it is defined by the main roads (in black). 6. And most of the main roads link up to the cities transport "arteries": avenues, motorways or two-laned roads (like the one in the bottom of this picture). 7. 8. 9. Railway lines are one of the main ways I divide up cities- just like in real life. 9. These 5x5 apartment blocks are lots created by T Wrecks: they are very useful and very slope-tolerant! 11. The trick with creating varied suburbs is creating an interesting street layout within the suburban city block. 12. It's not enough to lay down a grid of residential zones... 13. One way is to go diagonal, but there are other more subtle ways too... 14. A realistic feature to add is cul-de-sacs; streets which lead to dead ends. 15. Diagonals and Simcoug's Diagonal Houses can help break the grid-like monotony too if one is feeling adventurous. 16. But the best suburbs should have a real labyrinth of streets and dead-ends... 17. The next tricky thing about suburbs is when they bump into the countryside. 18. But there are ways of creating realistic transitions from suburbs to countryside. 19. The most obvious way is to create farms and large fields. 20. Now the zoneable farm fields are decent, however I am often put off by how uniform they look. 21. Thus I use MMPs: I plop in various plants/flowers to create farm fields. I'll explain more about the advantages of this method in the next entry where you can see this method in full action! {---} This Saturday we're having a look at the M7 motorway which runs into south-eastern Pololomia. Along the way there are plenty of fields and MMPs! Enjoy, and thanks again for all the comments and interest in the last entry. From here on outwards the next several entries are going to be very interesting and very different from each other: I've got a city centre entry to show, a rather unique countryside village, the 50th entry milestone of this CJ, the 51st entry being a best-of where I select the best three pictures from each entry and talk a bit about them, then four more entries from a newer city tile called Madison Plains. Once I'm done with all that then Cindersville should be ready. And after Cindersville what then? Two projects: one is Thirlmere and a Lake District inspired area, the other is what I call "The Big Mango"- a loose recreation of New York where I go 100% urban; this ain't Korver-style uber-realistic, but, you'll see in a few months time... That's the schedule!
  9. Entry 44 -- The North of Madison Plains

    Replies: Silur: Thank you! Thank you very much. PaPa-J: The house's are part of C.P.'s Early 19th Century Housing set. The street texture is part of the SAM (Street Addon Mod) which comes with the NAM. I'm glad you're liking the pictures! AndisArt: Thanks! Tonraq: Thanks for that! {---} Entry 44: The North of Madison Plains It's been a little longer because during the last weekend I was getting into my story-writing, watching films and getting inspiration to write. But I'm back today with yet more from Madison Plains! For those wondering, the Ikea store is one of Mattb325's recent creations: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3738 {---} 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. {---} This Friday it's back to Pololomia!
  10. Welcome to Madison Plains

    Replies: 89James89: Thanks! That's just small scale though. Perhaps some point next year I will create a city tile which is virtually all industry, throw in some MMPs, grassland and wasteland... TekindusT: Thank you! Takingyouthere: Yeah, Simmer2's garbage facilities really add to the trashy feel. PaPa-J: Cheers! {---} Entry 43: Welcome to Madison Plains At the end of last month I completed a medium-sized city tile: Madison Plains. I used Madison Plains to experiment with further grid-busting, Bipin's concrete roads and fractionally-angled buildings. Enjoy! {---} 1. 2. 3. The area being explored today is the north-east part of Madison Plains. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. {---} Next entry will be posted this Friday.
  11. Entry 41 -- North-east Pololomia

    Replies: dmn: Thank you! necroshine123: There's a lot more to come, plus I'm working on other new projects such as the hilly and mountainous Cindersville. TowerDude: I would move into one of those villas if there was a back garden skatepark, then again, if I had the money to afford a villa then I could quite easily build my own backyard skatepark! Altec: From the distance each suburb and city block blends in well. But each city block usually takes 10-30 minutes and the suburbs take about 2 to 8 hours to complete, because of all those details and fillers. A lot of the details also come from the suburb lotting of those who created the buildings and fillers. Takingyouthere: Thanks! Paeng's bike paths are very versatile fillers! {---} Entry 41: North-east Pololomia This entry has yet more suburbs and details the north-east outskirts of Pololomia, outskirts which give way to fields and small village rows. There's some diagonals, a bit of FA, a shopping mall and even a small racecourse (horse racing). 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Mattb325's Pine Valley Mall -- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2570 11. This mall has several transit-enabled entrances. 12. And dragging a perimeter of roads around the mall is too easy; what is required is fillers and a bit of spacing from the main roads to make this mall really stand out! 13. 14. Bipin's gas stations (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3238) can be placed just about anywhere and still fit in! 15. To the far right is the outskirts of Mowden- an eastern suburb of Pololomia. 16. This is either Kingofsimcity's or rsc204's tennis court... 17. 18. 19. Someone make a new diagonal housing set before I overuse Simcoug's diagonal houses! 20. 21. 22. 23. 24. And now the suburbs give way to fields and village rows. 25. 26. 27. All the fields are made using MMPs- it's a slow process! 28. 29. Orthogonal meets fractionally-angled. 30. 31. Still waiting for the fractionally-angled houses though! 32. And here is the racecourse. 33. 34. 35. I added in Kingofsimcity's car parks and a few path pieces from Paeng's parks to flesh out the racecourse lot. 36. 37. 38. 39. {---} This Friday, or Saturday, I will be posting another entry which shows the industry in north-west Pololomia. After that we're going to Madison Plains- a new city tile I have very recently completed. Believe it or not, I finished off Pololomia almost a year ago! Anyway, a preview of the next entry: Until then, have a good week! Bonus: A little recap of Pololomia!
  12. Entry 39 -- Pololomia- Langley Plains East

    Entry 39: Pololomia- Langley Plains East This is an agricultural entry and since it's a big area and since the fields are so big, this entry will be a bit more shorter than usual. Anyway- enjoy plenty of massive greenery! 1. The area being viewed. 2. All the fields are created using MMPs. 3. A small field takes about ten minutes to create. 4. While a large field can take up to twenty minutes to create. 5. I add in fencing and dirt which adds time to the process. 6. The MMP fields are strictly themed- that is they are made with a certain combination of MMPs. 7. This creates organic repetition! 8. The fencing and dirt is crucial to ensure the urban/rural transition looks convincing. 9. Mosaics are the only way to best show how these fields connect together. 10. A lone cabin by the woodland. 11. 12. A neighbourhood so small it may even be considered a village on the outskirts of Pololomia's suburbs... 13. Another overview. 14. 15. In the next entry we explore a rather wealthy suburb, called Kendal, which is north-east of Pololomia's city centre. That will be for Friday! The area being explored this Friday:
  13. Granger Industrial Estate

    Replies: RobertLM78: Thank you! Takingyouthere: Each diagonal city block took less than ten minutes to complete. I lay down the zones, let the simulator run a bit and about 10% to 20% of the zones had the diagonal houses, so I clicked on the "make historical" box for those houses. Then I plopped in, using the building plop cheat, the rest of the diagonal houses. As long as demand is good, desirability is sufficient, there are jobs and commute time is good, then plopped residential buildings will not go abandoned! Last year and this year I have used this method as the defacto way to create residential themes, I write down the lot names of the residential buildings I want to use and then focus on those buildings to create a certain residential theme. Entry 37: Pololomia- Granger Industrial Estate This entry is mid-sized industry, not the large stuff but the density is reasonably low since I spread out the car parks and add green areas between industrial blocks. 1. Granger Industrial Estate is quite different to my previous industrial builds for two reasons. 2. The first reason is adding green areas between various industrial blocks, this helps to create the city to rural transition. 3. You would be surprised how much green space there actually is in heavy industrial areas! 4. The second reason is my use of Bipin's Industrial Roads and rsc204's industrial streets (SAM 11). 5. These roads and streets are concrete in nature and look a little run down- perfect for industrial areas! 6. 7. 8. C.P.'s mills are old school industry but great medium-sized filler! 9. 10. 11. 12. Speaking of fillers- Kingofsimcity's Industrial Revolution Mod addons are really cool. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. Here is the link to that FA factory for those curious, another one of C.P.'s more recent and quite astonishing creations! (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3298) 27. 28. 29. What better way than a mosaic to show how everything ties together? 30. 31. 32. 33. 34. 35. This mosaic would have been longer but then the game crashed as I was taken the next picture below the graveyard!
  14. Entry 35 -- Finishing off Madison Plains

    Replies: Goldman Sachs: Hmm... Can the HD grass textures be topped? Dead_End: Cheers! raynev1: Some mid-rise small town goodiness. Takingyouthere: You spotted it! I realised the weeds MMP makes a good substitute for cannabis plants! And yeah- if C.P. releases everything it would be possible to create an entire region of New England styled cities. Scribosilyn: I'm not sure where Simmer2 got his idea to relot the circular fields, perhaps he saw my entry where I showcased some fields -- some files -- which were very obscure but very unique, I dunno. The roads are part of Bipin's Industrial Essentials pack. Entry 35: Finishing off Madison Plains So a smaller project is coming close to completion, over the next few weeks there will be six or seven entries from Madison Plains to pad out the entries I'm creating from Pololomia. With Madison Plains soon to be done, by focus will be on Cindersville (a rather hilly city tile) and a loose recreation of Manhatten which I shall title "The Big Mango". 1. Nearly all of Madison Plains is made of buildings either two or three floors high- this is a mid-rise town. 2. Building skyscrapers is boring, mid-rise and low-rise is where it's at! 3. Trying out new residential/commercial mixes: C.P.'s tenement housing with Spa's commercial buildings with T Wrecks' residential relots. 4. 5. Now I create entire city blocks which are bound by Bipin's grungy roads which can be found in his Industrial Essentials file. 6. Making use of Kingofsimcity's Community Parks- awesome stuff and great suburban fillers! 7. Once upon a time I would plop in Diggis' pond pieces and create parks around them- now it all comes in one lot! 8. 9. 10. Infilling the roundabout was tricky since the wide corners don't have any textures nor are they draggable. Thus I had to improvise substantially! 11. 12. 13. 14. Mattb325's Whoop Ass Factory, a great 8x8 medium-sized industrial lot! https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3736 15. 16. The good old main road lined with commercial buildings with residential behind these buildings! Very British! 17. 18. 19. Approaching the northern outskirts of Madison Plains. 20. Having c.p.'s Early 19th Century R$$ Homes and R$$ Victorian Homes packed in 1x1 lots makes the area look a bit more poorer... 21. 22. Madison Plains is more than 80% complete. I just have to finish off the town centre (by the FA buildings), add a few more suburbs and create some more MMP fields on the outskirts... 23. The complete overview! 24. This Friday it's back to Pololomia and the south-eastern part of its city centre!
  15. Entry 34 -- The Village of Stokesley

    Replies: TowerDude: Thank you! Madison Plains has come together surprising quickly! The FA stuff definitely inspired me. Takingyouthere: There is an even greater treasure trove of FA and diagonal buildings with the various building sets C.P. has been steadily working on, he has only released the Victorian housing set but he has created at least two dozen different batches of buildings. He just needs to finish off the lotting! When he has released everything this game will look like Cities: Skylines, well more like SimCity: New England! Check out this link here to see what I mean! Check out page 41 of his thread- https://www.sc4devotion.com/forums/index.php?topic=15318.800 Simcoug: There will be more grid-busting work to come, the FA buildings are small in number but sufficient enough to have a few FA roads cut through that grid! Within a year or two I think the grid could be busted! Entry 34 -- The Village of Stokesley The URS has now been renamed, My SC4 CJ Scrapbook has now been resurrected! And there is plenty of content to show! Still a dozen or so entries from Pololomia, plus the projects I'm working on with Cindersville and Madison Plains. Since I've left teaching and I'm now focusing on accountancy, this has freed up a significant amount of time and also helped to unleash my creative energies. I can work on SC4 and story-writing at the same time and I have lot more to show for SC4- especially with the steady release of Mattb325's FA buildings! There are other ideas too and this year and next is going to be a busy one for this CJ. Without further adieu, this next entry is an interesting fusion of MMP work and the standard plopping of various lots/buidlings/fillers. A mix of grid-based work with anti-grid work. Enjoy! 1. The village of Stokesley is split in two halves: west and east. The bottom is the west halve and the top is the east halve. 2. Using Bipin's gas stations. 3. 4. 5. Stokesley West. 6. 7. 8. 9. 10. 11. 12. 13. The rural-industrial transition! 14. West Stokesley is very close to the industry! 15. 16. 17. The circular fields are a rare find, I believe it was Chrisadams3997 (or someone else from SC4D), commenting on one of my CJ entries (or given me a private message), who suggested I take a look at some additional Three Rivers content whose files can only be found on an obscure SC4D post. That's how I found the circular fields, though Simmer2 has relotted the fields himself so there's that version too. 18. 19. 20. FrankU's greenhouses always come in handy! 21. 22. 23. 24. It takes hours to create several of these MMP fields! 25. 26. 27. 28. 29. 30. 31. MMP playground and truckstop. 32. Lay down some Heblem gravel and some MMP trucks and voila! Cheap and quick truck stop! 33. Here I was experimenting with minimal MMP saturation, it's tricky though I go on the tree shadows and allowing as much of the shadows to be shown as is possible. 34. 35. MMP playgrounds is a new feature I've been working on for the last two years, this is the first MMP playground where I place it all on the terrain and not on a grass filler. 36. Of course the HD textures from the Sudden Valley terrain mod can give an almost 3D-appearance to the flat ground textures. 37. Big, open and rural... Some of my projects will be increasingly rural and far more MMP-based. 38. Previously I've gone for the MMP oversaturation method which does look good but is very time-consuming, the minimal approach is something that I'm still working on and exploring... 39. Increasingly I've replaced just about everything vanilla in SC4 with alternatives: different terrain textures, custom lots, MMP flora, custom road textures and of course ploppable rivers. The base game is barely visible! 40. 41. Sometimes tree and bush MMPs are that's required because the terrain mod is so good and can convey so much detail and texture! 42. One last overview of the area explored. 43. And this is how the village of Stokesley fits into the greater area! This Tuesday I have another entry- the very latest from Madison Plains and new city-building techniques I'm working on! See you then!
  16. Version 1.0

    1,358 Downloads

    SM2 Center Pivot Irrigation Fields SM2 Center Pivot Irrigation Fields Center pivot irrigation fields are still widely used all over the world. This one is model based and it changes 4 times a year following the seasons therefore its considered a seasonal lot. The lot is 1x1 and covers a 9x9 game grid. I suggest the usage of MMP around the field so as to make it blend better. I plopped it over an existing farm field and it looks good!. When you plop it you may get an empty tile at first, it may take time for it to sync with the game clock. Be patient. The lot is completely neutral and it also needs no adjacent road therefore it can be plopped anywhere on the map as long as you pick a flat spot. You will find it in your Park Menu. NO Dependencies Enjoy it Simmer2
  17. Entry 32 -- Pololoma- The Village of Clotsley

    Replies: Silur: Thanks for the well wishes! Now that I know how to properly apply concrete MMPs, they are going to be cropping up a lot more in new projects... Krasner: I've used xannepan's texture overrides before, but I've never combined the textures together. I'm glad you enjoyed the entry. Tyberius06: I combined all sorts to get that area looking right: mmps, texture overrides, FAR lots, gridbusting and of course Simmer2's fabulous additions to industry and all things grimy and dirty. Entry 32: Pololomia- The Village of Clotsley Pololomia has several small villages dotted around the outskirts. One such village is Clotsley and we will be looking at the village and the areas surrounding it. / 1. To the top right is the village of Clotsley. 2. And another perspective; Clotsley is at the top left. 3. Diggis river extension pieces are a great substitute for MMP rivers. 4. The mosaics make a small return in this entry too. 5. The basic grassy field, but it makes for an excellent filler of blank, empty terrain. 6. Moving westwards (beyond the railway line and towards the top of the picture) there is the village of Stokesley which will be featured in the next entry. 7. 8. The wind blows against the grassy field... 9. Pasture land which has degraded, hence all the dustiness and dirt on the ground. 10. The rural road leading to Clotsley. 11. Another view of the area south of Clotsley (note: Clotsley is to the bottom left of the picture). 12. At the top right of the picture is a carpark which is part of the small horse-racing business- this is in the north-eastern outskirts of Pololomia. 13. This mega mosaic goes from West (top of the picture) to East (bottom of the picture). 14. I use an FA road and zone diagonal housing. I sure wish there was FA housing... 15. Again we just on the north-eastern outskirts of Pololomia. 16. A farmer feeding is cows with hay. 17. A lot of these scenes are almost entirely comprised of MMPs with some lotted: fences, rivers and diagonal fillers. 18. MMPing the sides of the river was tough, I decided to go for moderate MMP saturation so as to let some of the terrain be visible. 19. This area is where cows are taking from the field and walk down walled corridors to a gathering point for livestock collection. 20. It was also a chance to use Simmer2's MMP stone walls. 21. The dirt and dust on the ground is where the cows have milled around, en masse, and scuffed away the grass... 22. Cows belonging to this herd which has gathered around the farmer and his assistant. 23. The river features heavily in this entry since it snakes and meanders around everywhere! 24. The trick to my MMP work is to use MMP themes: fields have one or two flora MMPs and dirt MMPs, river banks have bushes, limited flowers and occasional crops of woodland, etc. 25. I also have MMP farm field themes too, I probably have at least a dozen different types of MMP fields. I try to keep the selection limited in areas to ensure a reasonably homogeneous look. 26. Going from North to South... 27. This roundabout marks the north-eastern most tip of Pololomia! 28. I suppose the rural/urban divisions/perimeters are inspired by driving into and out of various English cities and towns. 29. We are slowly circling around to the village of Clotsley. 30. One thing I discovered this year was how to lay down convincing, and thick-looking, MMP gravel paths. By merging framley's gravel MMPs (see the darker gray gravel tracks in this picture) with Heblem's MMP paths (the dirt outside of the paths) I created a thicker texture and ensured the paths looked less like MMPs plastered onto the terrain! 31. This strip of trees between fields is a VERY English-looking feature. If you ever go to England you will see this all the time: rows of trees emerging from nowhere which divide fields. 32. And now we return to Clotsley (the village at the bottom of the picture). 33. The design is very simple: use C.P.'s Early 19th Century and Victorian houses, add in Dutch Park textures (FrankU's Dutch Parks + Farms) and woodland around the houses and, finally, throw in either SPAM fences or Chrisadams3997's wooden fences. Job done! 34. A small little feature I add is the fake T-junction from which a gravel track emerges. 35. Links for those curious: FrankU parks and fields (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3212 , https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3068); C.P.'s houses (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686, https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498) and please note that his Victorian houses are a MUST-HAVE filler for low to medium density areas; fences (SPAM- https://community.simtropolis.com/files/file/26124-paengs-spam-addon-pack-vol01/, Chrisadams3997- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1888). Just with these links alone you could probably build an entire city tile just with the content here! 36. The tracks go their separate ways... 37. / Next entry is going to focus on the village of Stokesley- so more farming, rural areas and lots of MMPs!
  18. Do you just plop schools on their own or do you add any other lots with them? For Elementary Schools, I sometimes put a Playground adjacent to it. For High Schools, in my previous game, I would usually do something like this - add a Basketball Court and a couple of small Open Paved Areas, or a Tennis Court. Then I'd surround them with Grass and plant trees to make an enclosed space. A Soccer Field would be cheaper actually - do Americans have Softball Fields in schools? Maybe I should build some communal playing fields around the city with Soccer Fields and Softball Fields within distance of inner-city schools. What do you do in your city? ETA: Large inner-city high school in my previous city:
  19. Langley Plains -- Northeast

    Replies: Haljackey: It's like poetry... They rhyme... nicoliani: Thanks a lot! tonyr: Cheers! dabadon5: Thanks a lot for your kind comment! fighterfungus: Thank you for liking the previous entry! feyss: Thanks! And yeah- they are olive trees. lemonLemon: Thanks for your comment. Though I don't understand your question about the shadow graphics... I mean I photoshop my pictures... ? Entry 23: Pololomia -- Langley Plains (Northeast) Yes it's been a while since the last entry but I've been busy with that teaching and also focusing on story-writing. Anyway here are some more rural pictures. No captions, no comments. Enjoy! 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. For the next entry we go to the east part of Pololomia's city centre...
  20. Welcome to Pololomia

    Entry 20: Welcome to Pololomia Thanks etgilbert for your comment! Now then, this entry shows the various areas of Pololomia. Over the next ten weeks I will be showing these areas one by one. So, all in all, I reckon there are about twenty entries here. Let's begin! And yes, I will be changing the train automata... 1. The whole city tile. The idea behind Pololomia concerns the city centre being placed in the corner of the map, from there we see one quarter of the city as it fans out into suburbs and rural areas. 2. The city centre. 3. South of the city centre. A very dense area. 4. South-east of the city centre. 5. East of the city centre. In Pololomia there are whole stretches filled with naught but diagonals. 6. The area north of the city centre. 7. Kendal- location of the northern suburbs. There are some very wealthy properties here. 8. Shap- this is east of the city centre and has many areas of medium density. 9. Southern Chester- a wealthy suburb and the Chester Housing Project. This is very close to the M7 highway (east of the city centre and south of Shap). 10. Chester- the area is older due to the terraced housing. The terraced housing is the legacy of homes created for industrial workers in times past. Now these are all private properties. 11. The M7 Highway- east of Chester and cuts through the area. 12. Mowden- a suburb east of Shap and Pololomia's city centre. Mowden constitutes the outer suburbs of Pololomia which border the countryside. 13. Langley Plains- an entire stretch of countryside to the east and north of Pololomia. 14. Skeeby- a village east of Pololomia and truly separate from the city. The houses at the bottom of the picture constitute the very outer limits of Pololomia. 15. More of Langley Plains- north of Skeeby. 16. The village of Clotsley- north-east of Pololomia and part of Langley Plains. 17. North-east Pololomia- just north of the Mowden suburbs and north-east of Shap. 18. At the top of the picture is the village of Stokesley- part of Langley Plains and north of Pololomia. 19. At the very north of Pololomia is a small industrial complex. 20. Granger Industrial Estate. As you can see there are a real variety of areas in Pololomia. So some entries will be rural, or urban, or industrial, or suburban, or commercial, etc. The next entry will be posted this Wednesday. The area will be north of Pololomia's city centre. See you then. Oh... And one more thing...
  21. One Final Preview of Pololomia

    Replies: Bipin: Thanks! dabadon5: Cheers! Simmer2: Thanks. I know a lot of combinations to make everything fit together almost seamlessly, the trick is to get the ground textures right. fritzfarlig: I use Gobias Sudden Valley terrain mod and Gobias HD Pavement textures. TekindusT: Without Simmer2 I would have ran out of mileage with railways and railyards. tonyr: Thank you! SC4L0ver: A lot of industry is always surrounded by grassland and fields. kingofsimcity: Thanks a lot! Batman96: You can check previous CJ entries from the URS, plus there will be new ones coming too. raynev1: Thank you very much! Entry 18: One Final Preview of Pololomia Now that the Easter Holidays are around I finally have time to finish off Pololomia very quickly. So this is one final teaser entry. 1. All that is left to do is to complete several outer fields on the corners of the city tile. 2. One of the first areas I created, I had to go back to it to tweak the buildings on the street as some of the houses were getting abandoned due to the "no job" zot. 3. So I added some NYBT ABBT buildings which are great for creating grungy brick settings. 4. NWM gridbusting. 5. I reckon at least a fifth of the urban areas in Pololomia are diagonal. 6 As with any diagonal area the textures must be seamless and they must flow. 7. One of a couple of railyards which are dotted around Pololomia. 8. The railways in Pololomia really divide up the city and the area. 9. I came back to this area to add in a few more tree fillers- also a few squares were empty. 10. The diagonal neighbourhood green. 11. A few more fields I finished off. 12. I used a different combination with blue lillies and clover, throw in some Ionionion OMCo brown dirt to give the top field some earthy texture. 13. Simmer2's stone walls work really well with bushes and other small flora MMPs. 14. Creating the rose field took a while as the girafe rose MMP takes a while to cover squares with dense saturation. 15. Another outer periphery of Pololomia. 16. The biggest feature of Pololomia is the urban/rural transition. 17. You will see it in future mosaics but Pololomia is one of the most... organically flowing cities I have created. Everything fits in, there are clear divisions of areas and a real variety of areas too: heavy industry, retail estates, mini industrial parks, farms, fields, villages, highways, railways, suburbs, W2W apartments, medium-density areas and a few high density areas. Hopefully everything should be ready for this Friday or Saturday. See you then for the grand tour of Pololomia.
  22. 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!
  23. 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. Scribosilyn: 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- https://www.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.
  24. 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.
  25. 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. Scribosilyn: 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)- https://www.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- https://www.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!
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