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Found 28 results

  1. Fusion Freeway Interchange

    Got to have 4 of them so when one shuts down for maintenance, still got 3 for the grid, and if 3 have to be shut down, still have 1 to power back up the 3. Did you know that with 3 things you can combine 2 things 3 times?
  2. I've been trying to figure this out. I downloaded NAM 35 so i could use the highways, but i don't know how to add exits and entrances to the normal SimCity 4 default roads. I recorded a video of what i mean.. Could someone please help me figure out how to do that please?
  3. So, Entry I... I should probably detail the ambition - a semi-realistic recreation of Phoenix, Arizona. Of course, it won't be identical due to the limitations of SimCity 4 and such, but I will try and keep it as truthful to real life as possible. On a second side note, I have never been to Phoenix myself, so everything I do will be based off what I see on google maps. It may be outdated and henceforth wrong, but oh well, we're just trying to have fun. I decided to start around the Phoenix Sky Harbor International Airport, building from the I-10 interchange with I-14 and slowly filling in the surrounding area, including the airport. The very first thing I did however, was Junction (?) 149 of I-10, which includes a basic turn off to E Buckeye Road and a slightly more complex turn off to E Sky Harbor Blvd, the main road into the airport. As you can see from the image, I have also fleshed out some of the nearby roads with S 24th Street running beneath the Sky Harbor Blvd, parallel to I-10, and the Sky Harbor Cir at the top of the image. One of the initial challenges was the intersection between Sky Harbor Cir and S 24th Street as the game would not allow for an extremely compact junction with the MIS, so I had to make it larger than the real life equivalent. The small road on the right hand side is the entrance to the UPS parking lot which I have yet to build. Following that construction, I decided to plough north along I-10 to the interchange with Route 51 and Route 202. It is by far the most complex interchange I will have ever attempted in SimCity 4, and I have yet to fully start on the beast. I have, however, completed junction 148 and begun 147C. The limitations of SC4 begun bugging me here as I struggled to begin the Mini Stack interchange, so I decided to leave it be for later and returned south to I-10's interchange with I-17. Due to the recurring limitations of SimCity 4, the interchange is not an identical replica. The movements of the RHW-4 exits are highly emphasised and not as compact as I would like them to be, but I can return to that later if I have the time and willpower to take a better short. Finally, I begun work on the airport. It is my first attempt to build an airport with all the correct addons and using the modular system, so I'm fairly please with how the runways turned out. There are modifications of course, mainly the length and difference in lengths between the two runways but also the headings of the runways and the exact locations of turnoffs. I also completed a private jet area along with a cheap, knock-off version of the Fed-Ex Ship centre. Finally, a current overview of the two tiles I have built on. I chose the positioning based on the possibility that I may start zoning before the road construction is all completed, so I would use the neighbouring connections to spark demand if need be. And that brings Entry I to a close... thanks for taking the time to read it and if you have any opinions or criticisms I can tackle, throw them at me. I will try to post updates at least once a week with my progress, but I don't know how much I will make, especially with the rest of the airport to complete.
  4. I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer. Anyway onto my questions. I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange: Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics: The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
  5. Version 1.9 / 1.7

    282,456 Downloads

    One Way Roads and Freeways Elevated and Ground Level NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER. Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode) 9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix. 2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions. 8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand. 8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with. 8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues. Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update. Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain. Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues. OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use Connections can be tricky. HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN. 10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen. AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend. THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE --------------------------------------- CREATIVITY is key.. how you build and what order you build things is what matters There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect 10.1 added new paths to the game that allowed this to be possible. As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it. 2 Lane Roundabout 4 Lane Roundabout 2 Lane, Low Density One Way Street 4 Lane, Medium Density One Way Street 4 Lane, High Density One Way Road 1 Lane Freeway Ramp 1 Lange Ground to Elevated Freeway Ramp 1 Lane Elevated Freeway Ramp 2 Lane Freeway Ramp 2 Lane Ground to Elevated Freeway Ramp 2 Lane Elevated Freeway Ramp 2 Lane Freeway 2 Lane Ground to Elevated Freeway 2 Lane Elevated Freeway 4 Lange Freeway 4 Lane Ground to Elevated Freeway 4 Lane Elevated Freeway If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick) TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function. XoXiDe UdoN Connection Chart.pdf
  6. I have tons of onramps and offramps but my highways are virtually empty. However, since I am trying to build a city similar to Los Angeles, this isn't going to fly. Are tips? Also, are there any mods that encourage sims to take highways instead of roads to work? Thanks
  7. Freeway Overcast

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

    The Higgins Expressway, going right through Teufort... Original: http://i.imgur.com/Gqvq4oq.jpg
  8. Barnabus Fwy. Teufort, IL

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

    An emergence of the enormous Chicago-like skyline of Teufort from the Barnabus Freeway... Original: http://i.imgur.com/zNb70xs.jpg
  9. Los Rico

    Okay so, I've been playing skylines for about 900 hours and I've never really come online until now so, forgive me if I post in the wrong spot or something hahaha. Anyway, this is Los Rico... It has nothing to do with Plopable RICO because I started this city before RICO was even a published, just a crazy coincidence. I really like building cities that resemble and 'urban sprawl.' Something like Los Angeles, Dallas and other similar American, car based cities with wide freeways, lots of grid neighbourhoods and heavy traffic (but flowing of course). But here it is! Los Rico! Liam
  10. I'm trying to make a sunken diamond interchange with 8 lane RHW i need help!
  11. Two views of the G2 line along the Northern Peripheral Freeway, first passing under the Crescent Lake exit bridge, then departing West Crescent Station towards Fawn Park and East Portal, with the CBD in the background.
  12. 1 - Airport Special District (Part 1)

    RAY ISLANDS CITY JOURNAL BY RAIKIP 1 - Airport Special District (Part 1) Hello everybody and welcome to the Ray Islands! In this post we will be exploring the Airport Special District, a suburb of Summerdale in this post. For the sake of convenience I will be referring the Airport Special District as the District as that's easier to type. Airport Special District stats: (Current) Population: 20,094 sims Major roads passing through: Freeway 1, Toll Freeway 14, Freeway 314, National Highways 45 and 10 Map / Overview: Yeah, I have to admit that map was badly photoshopped... On to the Journal! First let's take a look at one of the island's biggest freeway interchanges, the Airport Interchange between Freeways 1 and 14. (here is a version of the photo without signs) \/ click here This massive interchange contains 3 levels, 7 ramps, and at its widest point a total of 14 lanes! It was built to handle incoming traffic headed toward the future airport as well as commuters getting off and on Freeways 1 and 14, both major roads within the Greater Summerdale Area. Another major attraction within the District is the Gateway Mall! Taking advantage of the District's very low commerce taxes, this large mall draws in a very large crowd from across the entire island. Along with a super regional shopping mall, within the surrounding areas many large chain stores have set up shop within the area such as Target, Home Depot, Ikea, and many more! Here's a picture of the mall and its surrounding shopping centers. If your wondering why there is a brown box in the middle of the Super Target shopping center, yeah I don't know either. (I have figured out the source of the problem but cannot fix it for some reason.) Click here for a more close look at some miscellaneous shopping centers. \/ Here is a more closer look at the transit center for the Gateway Mall area. I'm going to leave you all with a picture of some of the more residential areas of the city. click this to see more pictures \/ Well that's it for today everyone! Opinions on the city are GREATLY appreciated. See you all later!
  13. Canalside District

    From the album NAM Showcase - Monthly Challenge #5

    A nighttime photograph of New Concorde's Canalside district, showing the eastern reaches of the Central Concorde Expressway (top to bottom in image) within megalopolitan New Concorde, Trifort before it crosses part of the Vivec Ocean to reach the man-made Trifort Ocean City and the distant continent of Atmora. This district's most prominent skyscrapers can be seen along Hurricos Avenue on the narrow strip of land between the canal and the Glass River (right). Also of note are the main railway station in the Canalside district (top left) and parts of the monorail loop in Canalside (far right), which is one of two monorail systems in the Lower Trifort region.
  14. Small Town Get's A New Freeway, and Sick

    Today, we expand the city a little bit, making a freeway that goes around the city. While in the process, forgetting to move my water pumping station, so everyone got sick. So... Population: 749 Deathaltion: 34
  15. Real-life inspired interchange

    From the album NAM Showcase - Monthly Challenge #5

    This is a Real Highway interchange I have created using NAM 33 inspired by the 400 / 401 junction in Toronto, Canada. View a large mosaic of the interchange here: https://c1.staticflickr.com/1/779/23269149944_398dc3de30_o.jpg
  16. Solitude Proper Interchange

    From the album NAM Showcase - Monthly Challenge #5

    A picture of the interchange between highways T6N (top-bottom) and T5 (left-right) within Solitude Proper, an urban area on the island of Solitude south of New Concorde and across the Ebony River from the megalopolis. Within the interior of the interchange lie some of the largest residential superstructures in Lower Trifort. Off the left side of the image, the highway T5 crosses the Ebony River in two long double-decker spans to reach Division Island and New Concorde.
  17. New Concorde Downtown

    From the album NAM Showcase - Monthly Challenge #5

    A mosaic shot of the Trifort region's largest city, New Concorde, showing parts of the Central District and Old Quarter. The highway T1, also called the Cross-Island Skyway, runs left to right in the picture. The bridges on T1 that can be seen in the image are the Adamantine Bridge (left), which spans the Ebony River, and the Baar Dau Bridge (right), which crosses the Glass River. New Concorde's most heavily-used freeway, the Central Concorde Expressway (T2), runs top to bottom on the right side of the picture. Also of note is the main rail terminus in New Concorde, near the center of the image, which is surrounded by the tallest skyscrapers in all of Trifort.
  18. R-3/R-150 Interchange, Northern Nyhaven

    From the album NAM Showcase - Monthly Challenge #5

    Link to full-size image: HERE Further north on the R-3 from my previous image, we come to the new northern terminus of the R-150. Drivers approaching from the south (top of this picture) can now choose whether to exit the freeway at Yule Avenue or continue onto the southbound R-150. I had to do quite a bit more demolition than I wanted to in the neighborhood surrounding the interchange, but such is the nature of trial-and-error construction.
  19. R-3 through Central Nyhaven

    From the album NAM Showcase - Monthly Challenge #5

    Link to full-size image: HERE Thanks to some of the new features in NAM 33, I was finally able to finish the R-3/R-50 interchange in midtown Nyhaven. Unfortunately, technical limitations prevent me from running 16th Street right under the flyovers, so I've had to improvise to keep traffic flowing.
  20. SMFP-Spanish Median Fillers Pack

    Version 1.0.0

    421 Downloads

    Spanish Median Fillers Pack (SMFP) by Peperodriguez2710 - English Hi, because some members asked me to release a filler pack for S RHW networks that I did for myself, here it is! It's made to be like the medians found all around Spain, especially like the ones found in the arid areas of Castile and the Meseta, known as secarrales, so all the pieces with Weeds and the pieces with Bushes have dry-looking weeds like the vegetation found there. Because I know that you may not want to see that dry weeds, I used seasonal props that only appear on summer. All pieces have reflecting posts. The pack consists of 18 fillers located in the Misc. Transport menu, with three different types of vegetation: Weeds, Bushes and Flowers, and two types of barriers: Guardrails and Concrete separators. There are pieces with freeway lighting too, but it's merely cosmetic so them don't light actually. Then there are some turning area pieces and some ending pieces. Almost all lots are neutral, except the turning area radar lots, that provide some money because of the fines. The lots are classified with letters: W: Fillers with only dry weeds on summer B: Fillers with bushes and dry weeds on summer F: Fillers with flowers G: Fillers with guardrails C: Fillers with concrete dividers L: Fillers with freeway lighting Because of it was made for personal use, there's a lot of dependencies: ·Rush Hour Expansion ·BSC - VIP girafe wheat (v1.0) linkie ·BSC MEGA Props - MJB Vol02 (v1.0) linkie ·BSC MEGA Props - SG Vol 01 (v1.0) linkie ·BSC - VIP girafe carpack vol. 1 & 2 (v1.0) linkie ·Light Replacement Mod (LRM) v4.0 Mega Pack (Only the props) linkie ·RHW-6C Steel Barriers Mod v1.0 (Only the props) linkie ·Overhanging Parkings 1.01 (Only Grfe_Cars_family_props.dat is needed) linkie ·Nams Props Pack Vol 2 linkie ·R6 - TSC - Prop Pack Vol.1 v V2 linkie ·NAM RHW Props (Included with NAM installation) The installer and readme are available in both English and Spanish For further information, read the Readme provided after the installation, and if you have any issue or suggestion, ask here or by Message. Enjoy! ----------------------- Pack Español de Fillers para Medianas (SMFP) por Peperodriguez2710 - Español Hola, como algunos miembros me pidieron que pusiera en el STEX mi pack de fillers para las redes RHW S que me creé para mí, ¡y aquí están! Los he creado para que sean similares a las medianas que se encuentran a los largo y ancho de España, especialmente los encontrados en las áreas áridas de Castilla y la Meseta, conocidas como secarrales, por lo que todas las piezas con hierbajos utilizan matojos secos como los encontrados allí. Como sé que probablemente alguien no quiere ver esos hierbajos, he utilizado props estacionales que sólo aparecen en verano. Todas las piezas tienen reflectores. El pack consiste en 18 fillers localizados en el menú de Transporte Misceláneo, con tres tipos diferentes de vegetación: Weeds (hierbajos), Bushes (arbustos) y Flowers (flores), y dos tipos de barreras: Guardrails (guardarrailes) y Concrete separators (separadores de hormigón). Hay piezas con farolas, pero son decorativas y no iluminan realmente. También hay piezas para áreas de giro y para piezas finales. Casi todos los lots son neutrales, excepto los lots con radar, que dan algo de dinero por las multas. Los lots se clasifican con letras: W: Fillers con hierbajos secos en verano B: Fillers con arbustos y hierbajos secos en verano F: Fillers con flores G: Fillers con guardarrailes C: Fillers con separadores de hormigón L: Fillers con farolas Como los creé para mi uso personal, las dependencias abundan: ·Expansión de Hora Punta ·BSC - VIP girafe wheat (v1.0) link ·BSC MEGA Props - MJB Vol02 (v1.0) link ·BSC MEGA Props - SG Vol 01 (v1.0) link ·BSC - VIP girafe carpack vol. 1 & 2 (v1.0) link ·Light Replacement Mod (LRM) v4.0 Mega Pack (Sólo se necesita los props) link ·RHW-6C Steel Barriers Mod v1.0 (Sólo se necesita los props) link ·Overhanging Parkings 1.01 (Sólo se necesita Grfe_Cars_family_props.dat) link ·Nams Props Pack Vol 2 link ·R6 - TSC - Prop Pack Vol.1 v V2 link ·NAM RHW Props (Vienen con la instalación del RHW en el NAM) El instalador y el Leéme están disponibles en inglés y español Para más información, lee el Léeme proporcionado tras la instalación ¡Disfruta!
  21. Devilspine Canyon

    Version 1.0

    8,512 Downloads

    Devilspine Canyon is a map with many elevation challenges but also a few areas for a rather large sprawl. It has beautiful vistas, waterfalls, creek beds, towering bridges, lush forest land, tons of resources, long winding freeways and rail, all built with painstaking detail. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=445766639 IMPORTANT! If you use the Steam version of the map, you will need to subscribe to these tree assets for the full effect. http://steamcommunity.com/sharedfiles/filedetails/?id=429084748 http://steamcommunity.com/sharedfiles/filedetails/?id=418579973 http://steamcommunity.com/sharedfiles/filedetails/?id=418579675 If you choose not to, you will have a pretty barren landscape with just a few patches of default trees. Credit to Djelle on Steam workshop for making these. There are 232,086 placed trees on this map.. To install the map: 1. Download the zip file. 2. Unzip the contents to the folder: AppData\Local\Colossal Order\Cities_Skylines\Maps To install the tree assets: 1. Download the zip file. 2. Unzip the contents of the folder, copy the 3 .crp tree files and place them in: AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets 3. Play! For those new to the game. There are several areas that have highway off ramps acting as roads. These are just placeholders to show where the roads can go. You can choose to upgrade them where they are to any other type of road or just bulldoze and make your own. This color correction http://steamcommunity.com/sharedfiles/filedetails/?id=417935657 is used in a few screenshots. All of my maps are hand crafted with loving care and designed with the city builder in mind. Let me know if you spot any issues and I would love to see any cities made on this map so shoot me a link or leave it in the comments. Enjoy!
  22. Three level interchange

    Version 1.0

    4,407 Downloads

    A three level interchange to link two freeways with a roundabout (made with freeways parts). Once installed, like any mod, you can find it with the name "Echangeur trois niveaux" (in French). It helps fluidifize traffic with a reduced obstruction of the ground, tested and approved in a 300k inhabitants city. (I just saw that a nearly identical interchange was posted yesterday, I didn't copied it, mine was created like two weeks ago)
  23. Yeah: why isn't anyone? I mean: all the workers are either: A) Using the subway/ElRail (a 35% of'em) B) Coming from OUT OF TOWN!!! (the rest of the workforce) I should point out that the freeway is the only thing that connects the city to the industrial zone and only eventually I added the ElRail network: before that, every worker just came from out of town! I did the "drawpaths" thing and everything seems to be in order... Clueless!
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