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Showing results for tags 'grid-busting'.
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Entry 80 -- Maular Valley Thanks a lot for your comments- I knew you'd like an entry full of grid-busting. This entry has further grid-busting but of a rural kind. Since most of these pictures use girafe's roses which come out as a blurry smudge when the image is converted into JPEG, then this entire entry is in PNG form. This is a one-off though. May God have mercy on your CPUs. {---} 1. Maular Valley starts from the north and gradually descends downwards into the Cindersville city centre. 2. It's called Maular after a youtuber who does great (comedic) commentary on recent films, in particular the Star Wars films. 3. The entire dark grey street is MMPed. 4. For those wondering about the sharp RHW-2 corner, it could not be smoothed as the turn was built on both a slope and it was next to an intersection. 5. The winding RHW-2 road is another one of those original features which I first included in Cindersville about two years ago. 6. 7. 8. In this entry we start from the bottom of Maular Valley, in the south, and move northwards all the way towards the top. 9. Sloping suburbs. 10. 11. Going from north to the south. 12. 13. 14. 15. 16. This odd-shaped house was featured in the film Ferris Bueller's Day Off- this has been recreated by Mattb325 and comes in a 6x6 lot. 17. This is why these pictures are in PNG format- due to all the rose meadows. We're starting from the west BTW. 18. Unfortunately in JPEG format the roses look like like a faint red smudge which would destroy the look of these pictures. 19. From north to south. 20. 21. We at last come to this bridge, this is another one of those happy accidents. 22. I was dragging the road across this small valley dip when the placeholder turned green- indicating that a bridge or tunnel can be built. 23. Another mosaic, this one starting from the east and ending in the west. 24. Instead of MMPing a stream, I decided to create a dried flood channel. 25. Everything tainted by the brown had been created by a flash flood. 26. Another happy accident was how MMPs could be placed UNDER the bridge. 27. The houses we see here are the southern-most extent of Kingsley- a village which I'll be showing in the next entry. 28. The village of Kingsley and the surrounding area will be featured next weekend. So until then have a good week!
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Entry 79 -- Grid-busting in East Awnsale
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 79 -- East Awnsale Welcome back to another entry! Thanks a lot for your comments! If there are stretches of time between entries it is simply because I've busy with story-writing and my accountancy course. But you'll like this entry as this is all about grid-busting: diagonally and fractionally angled too! {---} 1. Today's area which this entry will explore. 2. The FA highway, the M6, was the first feature of Cindersville. Thus the first areas developed were right next to this highway. 3. For the FA buildings I used a mixture of C.P.'s and mattb325's FA buildings. 4. Cindersville has the greatest number of grid-busting city blocks of any city I have created thus far. 5. Even orthogonal zoning can have grid-busting if there are diagonal or fractionally angled buildings within the lots. 6. 7. Of course not only is there grid-busting but the countryside is fully MMP-ed up as well! 8. 9. Pure diagonals. 10. 11. The buildings to the right represent the western extent of the southern half of Cindersville's city centre. 12. For the back-alleys I used MMP cobble textures. 13. 14. Further MMPing, this time creating the houses' back gardens. 15. It took a long while MMPing both the street textures and then positioning the cars. 16. Orthogonal, diagonal and fractionally angled! 17. Another overview of Eastern Awnsale. 18. What we are seeing (up top) is the southern half... 19. Now it's time to explore the northern half. 20. But one more look at those FA buildings! 21. This roundabout happened by accident, by chance I realised that there a roundabout could be used to transition from FA-2 to FA-3 roads. 22. It's a great little accident because gives the appearance of the main road splitting in two. 23. The FA buildings here are C.P.'s industrial buildings. 24. Much of the northern half of Eastern Awnsale is built upon the mountain slopes. 25. There are villages further up the slopes yet only trees, ferns and paths separate these two distinct urban areas. 26. As can be seen here: to the bottom is the mountain village, on the top is Eastern Awnsale. This mountain village WILL be explored in a later entry. 27. The bottom of the picture shows the upper slopes of Pillar, one of the three highest mountains dominating the Cindersville skyline, the other two mountains being Mount Hefnall (already explored) and Rock of Heaven. 28. 29. Why use one of the parks from the menu when one can create said park with MMPs and a tree controller? 30. This park came about due to much of the area appearing very dry and rocky. 31. I emphasised the rockiness with gravel and rock cluster MMPs. 32. 33. I deliberately chose to use ferns for the lower elevations. 34. Zooming out we catch a glimpse of the western fringes of the northern half of Cindersville's city centre. 35. And this is where we get to the really good stuff! Note Pillar in the bottom right- that WILL be explored in a future entry. 36. Nearly all of the FA buildings were created by mattb325, they form his FA civic building series. 37. This area was MEGA fun to complete! 38. It's as if SC4 is no longer a grid-based building game! 39. It also took careful use of fillers to give each one of these FA buildings a notable presence. 40. You see these FA buildings usually come in the form of a building or an overhanging building- which leads plenty of space to create building grounds, car parks and other features... 41. This would never have been possible three or four years ago. So it's amazing to see how much this game has evolved thanks to new mods, buildings and fillers! 42. And the last picture for this entry. {---} Where next? Maular Valley! This valley is a VERY special area for it is a blend of suburbs, MMPs, grid-busting and some other unique features! For next Sunday as I have Thursday and Friday off to extend out my birthday weekend. See you then!- 17 Comments
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Entry 72 -- Cindersville complete after 2 1/2 years in the making
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
{---} Entry 72: Cindersville Completed! First of all thank you for the comments from the last entry and all the comments over the years. Now this project has been ongoing since the Spring of 2018, it started with new buildings and the idea of a highway cutting through a city built upon the joining of two valleys. After delays, being stumped as to how to proceed and a mega push this Summer and Autumn I have finally completed Cindersville. So sit back and enjoy this large entry as first I show the key locations of Cindersville and then second dedicate the rest of this entry to the northern part of Cindersville's City Centre. {---} 1. The two valleys are Cinders Valley (the largest one and the flattest), it runs from the south and then bends westwards. The second valley is Moreley which gently slopes downwards from the east and connects with Cinders Valley. The city centre is the joining of the two valleys. 2. The city centre is divided in two by the M6 highway. Above is the southern half of the city centre. 3. South of the city centre is Chumley. 4. West of the city centre. 5. East of the city centre. 6. East Chumley which is built against a eastern slope. 7. The centre of Hefnall which is built upon the Moreley Valley. Hefnall gets it's name from a nearby local mountain (Mount Hefnall). 8. The northwest of Hefnall which is built against the southern slopes of Mount Hefnall. 9. The southwest of Hefnall is built on the northern slopes of Paxton's Mound- the round-shaped hill in the south-east of Cindersville. 10. Mount Hefnall, one of three tall mountains that dominate the Cindersville skyline and located in the northeast. The other two mountains are: Pillar (in the northwest) and Rock of Heaven (southwest). 11. Hefnall Forest begins on the northern slopes of Mount Hefnall and the corresponding mountain ridges. This is the western part. 12. The eastern part of Hefnall Forest. 13. Paxton's Mound. While smaller than Mount Hefnall, Pillar and Rock of Heaven, large parts of Cindersville are built around it. Plus Paxton's Mound is a famous tourist attraction too. 14. Even the valleys have valleys. South of Paxton Mound is the area of Cindersville known as Paxton (built in the south-east part of the city). 15. Paxton extends around Paxton Mound, here are the western and northern areas which border Chumley and the city centre. 16. North of the city centre meets immediately with the hilly and mountainous landscape dominated by Pillar and Mount Hefnall. Between these two mountains is a minor valley cutting between the two, this is known as Maular Valley. This A-road is actually a mountain pass which ends at the very tip of the northern half of the city centre. 17. At the top of Maular Valley is the village of Kingsley, immediately next to Kingsley is the smaller mountain known as Pratchit's Top. Now Pratchit's Top is part of a mountain range, Temson Raise, which includes Pillar, Pratchit's Top marks the eastern-most point of this mountain range. 18. The southern half of Temson Raise (in the right half of the picture). 19. The northern half of Temson Raise, with Pillar in the bottom left of this picture. 20. This part of Cindersville is known as Awnsale. This suburban area is squeezed by the northern slopes of the Rock of Heaven (bottom part of the picture) and the southern slopes of Temson Raise and to some extent Pillar. The M6 highway cuts straight through Awnsale. 21. This is East Awnsale and is the first suburban area west of the city centre. 22. Between Chumley and the village of Derton (just seen in the picture's top) there is the Honister Mountain Pass. Now Honister is the name of a winding valley which snakes around the southern half of the Rock of Heaven. 23. Moving deeper into Honister Valley we reach the village of Derton. 24. The tallest of the mountains to border Cindersville is known as the Rock of Heaven. 25. And we come full circle to the northern half of Cindersville's city centre, we also see in the bottom of the picture the end part of Maular Valley. 26. The flat centre of Cindersville. {---} With the what's what and where's where of Cindersville complete, let's begin the entry proper! 27. We shall start with the northern half of the city centre. 28. Parts of this area are some of the very first locations I built in Cindersville, other parts are the last! 29. For the midrise buildings I used a mixture of Bixel's and Mattb325's content. 30. Midrise or low-rise but wide was very important as the city centre comes to a very abrupt end due to the terrain of the area. 31. To the left is the Youtube HQ which was created by Mattb325. 32. A very fine addition to any city! 33. Reaching the northeastern fringes of the city centre. 34. Running from east to west. 35. Monty's Roundabout. 36. Making use of C.P.'s FA buildings. 37. The literal centre of the city centre's northern half is Jacqueline Park. 38. The avenue fillers were created by Motokloss. 39. Mid-rise and chunky is ideal for building realistic city centres. 40. Jacqueline Park. 41. It took several hours to complete this area as I needed to find the right kind of park plus select the right kind of buildings. Technically Jacqueline Park is a square roundabout! 42. I even squeezed in a tiny bit of fractionally-angled buildings too! 43. To the right of the FA building are some of Simgoober's low-rise commercial buildings. Old but gold! 44. Special thanks must be given to KingOfSimCity who created these fantastic parks. 45. The northern half of the city centre is defined by the M6 highway. 46. 47. Incorporating the M6 highway was very tricky and ultimately required a lot of MMP work. 48. Since the curving areas can never be fully filled-in this necessitates a small green divide between highway and urban areas. 49. And here is another one of KingOfSimCity's parks! 50. One of my favourite areas of Cindersville purely for the contrast of concrete car park and green city park! 51. One of the reasons for building Cindersville was creating actual grid-busting city blocks. This became possible in 2018 with a whole bunch of fractionally-angled buildings created by Mattb325. Throw in the fractionally-angled industrial and 19th century buildings of C.P. and of course the other diagonal buildings made throughout the years (old and new) and scenes like this are now possible. As an added bonus I decided MMP back alleys and car-parking was the only way to go. Now urban MMPing is very time-consuming but well worth it! 52. After this large entry I'll be posting the next one this Thursday. See you then!- 21 Comments
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Entry 69 -- Mountain Wonderland in Cindersville
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 69 -- Mountain Wonderland in Cindersville In the last several days I've been putting in extra work, and using more of my spare time, to get the northern parts of Cindersville finished off. This will be the last teaser from Cindersville, a taste of what the northern areas will look like: forests, cliffs, ferns, meadows, paths, mountains, trails, villages close to the crags... {---} 1. In a few days time I'll be working on the mountains in the bottom of this picture. 2. I've worked out the flora and MMP combinations for the various terrain levels too. 3. Even worked out an MMP system for detailing around the edges of cliffs and rock faces. 4. Which will make these rocky faces, these crags really stand out! 5. Not only am I grid-busting, I'm also doing so on mountainous terrain too! 6. Having some fun with the MMP paths (FrankU's Heblem paths). 7. The woodland in the mountains will be thicker, the trails will have limited numbers of people on them and the highest parts of the terrain will have a moorland MMP flora style- what you would see in the Pennines (in England). 8. There will also be occasional meadows too. Not everywhere, but in a few special places! 9. Villages against the cliffs and crags. 10. A lot of focus is going to be spent on this main road which is rural from the north (top of picture) and joins Cindersville at a point rather close to the city centre. There is still much MMPing and trail work to be done. 11. Breaking out all the grid-busting, MMPing and rock-laying stops here. 12. Up close the meadow areas will look like this. 13. And this is why I'm putting in so many hours getting the landscaping right. The mountain in the bottom, the woodland and grassland below the bridge need to be complete- but you get the idea! {---} Thank you for your previous comments in the last entry. As for next entry- it will be one final one from Potter's Slink. This will be posted on Saturday. The rest of the days, since I have holiday booked up, will be spent getting Cindersville complete and finally laying this project to rest! Have a good week!- 11 Comments
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Lower Manhattan and the Projects
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: Vigilante1987: Thanks! I also break up the houses with different lotsizes too. Dead_End: No it doesn't, the only graphical "issue" with transparent textures on lots is when you get the background sky glitch after saving. This can be easily removed by switching to the zone view and then switching back to normal. mattb325: Thanks! And I always like the new buildings you churn out, it makes my life easier! It's also cohesive because I extensively use lots which have C.P. trees, plus I use SFBT Street Mod which also has C.P. trees. Takingyouthere: Thanks, I'm still going strong and I have at least several new entries worth of content ready to go. Cindersville is getting closer to being complete plus I'm having a hell of a great time recreating New York (The Big Mango), so there's still plenty of things to keep me going with SC4. I've seen you recently appear so hopefully that means new CJ entries from you too- I like your work! Goldman Sachs: Thanks for your comment! I've seen your first NY building and it's definitely looking promising. Are you actually serious about creating the same building in two angles, presumably diagonal and FA? Because that's a seriously huge amount of work!!! {---} Entry 54: Lower Manhattan and the Projects We're back to The Big Mango and the New York recreation. In about a week I've made a huge amount of progress and the Manhattan part of the city tile is at least halfway complete. So enjoy some more NY goodiness! {---} 1. About a week ago I had completed most of Lower Manhattan and was beginning to build the "skyscraper valley" part of Manhattan- between Lower Manhattan and Midtown Manhattan. 2. Eventually I'll change the driving side and add more NY Taxis to the automata. 3. A little glimpse of the projects I've built. 4. The Projects of East Side (Manhattan) start from Brooklyn Bridge and stretch almost all the way to the UN Headquarters or at least towards Waterside Plaza (which is about two thirds of a mile south of the UN HQ). I used marcszar's NYC Housing Projects Set 3 for these buildings, link here- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2092&old_comments=true. 5. And here is Chinatown / Little Italy, some of the buildings (the 1x2 lot with two distinctive buildings) I used for this scene are Jumpthefence's NY buildings. Very good in my opinion! Link here- https://community.simtropolis.com/profile/247743-jumpthefence/content/?type=downloads_file 6. And here is the current overview of The Big Mango. As you can see I'm ready to begin work on Midtown Manhattan. Some parts of the rivers will be tweaked, i.e. made a bit wider. 7. Lower Manhattan is now complete. I also found a way on GIMP to smooth over the jagged appearance of JENX Paris' and Marrast's sea walls. 8. A lot of New York is Wall-to-Wall, so it was a question of making the W2W interesting and varied. 9. Every city block is slightly different; some far more so than others. The park to the right is Washington Square Park. 10. West Side has virtually no office blocks or skyscrapers, by it's coastline / (Hudson River) I noticed a large number of rather chunky buildings plus assorted manufacturing. So although it's not an exact recreation it does capture the feel and spirit of the area. 11. Once again, for the large industrial buildings, I used marcszar's buildings. 12. The area around Washington Square Park. 13. If you haven't noticed already a lot of the city blocks have car parks and/or back alleyways. 14. Back to the northwest part of Lower Manhattan; this was a challenging area to create for a lot of the diagonal buildings available don't have that New York aesthetic. 15. Another feature I'm having fun with are the areas around avenue intersections. Now the diagonal avenue is a major road (West Street / 11th Avenue) leading towards the World Trade Centre Complex and one which runs along the Hudson River. 16. The start of the Projects which comprise a good chunk of Lower East Side. 17. Again, this is not a to-scale recreation of New York, this is downsized but the areas created are designed to reveal the general appearance of key areas in Manhattan: Lower Manhattan, East Side, West Side, Midtown, Hell's Kitchen (yes I'll be recreating that area to the best of my ability), etc. 18. 19. Back to the "skyscraper valley", inbetween Lower Manhattan and Midtown Manhattan. 20. To the right is SimHoTToDDy's Studebaker building, a must-have item! It is part of the NYBT ABBT W2W Industrial series, I highly recommend downloading everything that series has to offer! Link to the Studebaker- https://community.simtropolis.com/files/file/27209-nybt-abbt-the-studebaker-building/?page=2&sort=newest&tab=reviews#review-448536. Link to NYBT ABBT- https://community.simtropolis.com/profile/467876-abbt/content/?type=downloads_file 21. I tried using Mandelsoft's Light Replacement Mod (V4) but for some reason the ambient street light was not showing on the road/street textures... Disappointing because the night scenes would come alive with that feature. 22. 23. West Side. 24. {---} Next entry will be another update from Cindersville which will have plenty of grid-busting and hilly city scenes! In about a week's time I'll be posting another update of The Big Mango, this time with scenes/progress of Midtown Manhattan and boy do I have plans for Midtown Manhattan!!! Why, today I just finished off a simple hand sketch of key avenues and buildings on a approximately scale map to show where key landmarks go and their distance from each other and their position in Midtown Manhattan. Landmarks and areas to be included: UN HQ, Tudor Buildings (by UN), Hell's Kitchen, Rockerfeller Centre, Chrysler Building, 601 Lexington Avenue, Empire State Building, Time's Square, Madison Square Gardens, US Postal Service building, Hotel Pennsylvania, Macy's, Broadway, New York Marriott Marquis, Grand Central Terminal, Metlife Building, the railyard between 9th and 11th avenue (currently the part between 10th and 11th has been built over so hey artistic license!). Hell if there was a decent Flatiron Building I'd throw that in too!- 9 Comments
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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.
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Entry 36 -- Pololomia- City Centre Southeast
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 36: Pololomia- City Centre Southeast And the tour of Pololomia continues and this time with an area which has ALOT of diagonals. I even throw in some nightshots too because recent entries have been missing some good old night pictures! 1. The area right of the railway line is the southeast part of the city centre. 2. As always Simcoug's Diagonal Houses come in most handy! 3. 4. The park in the centre is Tariely's WMP Grand Sport Park (https://community.simtropolis.com/files/file/31044-wmp-grand-sport-park/), if you can stomach 42 dependencies then you will discover how this is one of most brilliant parks ever designed! 5. The lot is massive- 8x20. 6. It does take some work integrating this park into a city, it would be very easy to simply surround it with roads... 7. When fillers don't suffice use MMPs! 8. Diagonal tenements. 9. 10. The next area is a dense mix of 1x1 Victorian Housing Tenements (another one of C.P.'s creations!). 11. 12. 13. Sometimes even a little grid-busting can spice up that grid! 14. 15. 16. A couple of areas in this city are strictly bound by railways and a major road. 17. 18. 19. If anyone can suggest a decent streetlight replacement mod which DOESN'T have insane amounts of texture glare then I'm all ears! 20. I'm sticking with the vanilla nightlights because at least there's no ridiculous glare on the textures! 21. By decreasing the overall light levels by around 85% and increasing the contrast by around 15%, I can get a decent substitute for True Nite... 22. 23. Half of the best railway fillers are creations of Simmer2... 24. 25. 26. 27. These are my biggest diagonal suburbs yet. 28. 29. One thing which I've been trying to emulate is the bare space between major roads and streets. Sometimes all that separates a main road from a street is grass. 30. 31. 32. 33. 34. 35. This Monday I will be posting a very special update from Pololomia: Granger Industrial Estate. Granger Industrial represents my first proper attempt at creating a heavy industrial area with large amounts of green space inbetween, this area is an interesting mix of MMPs and buildings... Enjoy the weekend!- 2 Comments
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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.
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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.
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Replies: First of all I just want to say thank you to SC4L0ver, frdrcklim, nycsc4, Prophet42, kelistmac, T Wrecks, airman15 and Whte_rbt for their comments. I replied to most of them and I want to say thanks to T Wrecks for exploring my method of plopping residential some more. Entry 5: Another Update on Pololomia Here are twelve more pictures of Pololomia, I've considerably expanded the city and now I'm working on the border between the city and the countryside. 1. And here is Pololomia so far. Right now I am filling in the parts of the city centre which aren't complete, then I'm going to work some more on the industrial area to the left and then create some rural areas along the left side of this picture. 2. More grid-busting. 3. Suburban area close to the countryside. 4. The secret with suburbs is offsetting some sides of the suburban block with a tile or two (or more) of fillers. It's very easy to zone everything to the main road or street, but having a main road with only one (or no) side of residential can look more realistic. 5. Now we go to the city centre. 6. Loving Mattb325's new buildings- to the left is his urban school and in the centre is his First Federal Bank building. 7. In the centre of the picture is this school. 8. Using fillers I expanded the size of the school grounds and made it far more distinctive: a perimeter fence, car park, greenhouses, etc... 9. Squeezing out every last drop from FrankU's Dutch Parks! 10. The criss-crossing railways divide up the city. 11. I have changed parts of the industrial area to the northwest. Gone is the garbage dump and in its place rail sidings and a grain processing factory! 12. Making the most of Simmer2's rail sidings. The next update will probably be more rural as I move into MMP work and more organic, grid-busting sights. So stay tuned for that next weekend!
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Version 1.2
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KOSC presents: SuperParking Modular Parking – Expansion 1: Diagonal Set Introduction This is the 1st expansion pack of my SuperParking modular parking series, which is aimed towards creating even more realistic and crazy parking derivatives from the original SHK Parking Pack. This set covers diagonals - largely uncharted territory - by adding a plethora of new parking options for your cities including the ability to create fully-diagonal oriented parking lots. As if that wasn't enough, there's a wealth of different orthogonal transitions and connector pieces to combine with the base set for even more ridiculous combinations. Package Overview There are two different packages available for download: one for Right-hand Drive and Left-hand Drive. Choose one. The set contains a set of 50 lots. There are 3 functional “parking garage” pieces, with Transit Enabled connections which are located in the Misc Transportation menu, and 47 cosmetic pieces located near the top of the Parks menu. All of the menus are grouped and color coded according to the specific type of parking, including A, B, and Joiner categories. For users that prefer less clutter, there's DAMN Support for these! General Stats Entrances Plop Cost: $250 Capacity: 1,000 Cosmetic Pieces Plop Cost: $0 - $6* *The minor plop cost introduced here was to allow for cleaner organization of menu items, so that like groups are kept together. All of the cosmetic pieces are considered “neutral lots”, meaning they have pretty much no stats, come at no maintenance cost, and are not of any particular wealth. The detailing on these lots were kept minimal, as to ensure that MMPs can be used on them liberally. Install Instructions Pick one version (either RHD or LHD) and drop the files into your My Documents/SimCity 4/Plugins folder. Note that if you already have the base set, you can safely merge the parent folder. Dependencies You will need the following: SuperSHK MEGA Parking Textures SHK Parking Pack SPOT (for the positioning helpers) Once again, some credit needs to go to @rsc204 for providing me with his blended width transition stubs. Last but not least, credit to RebaLynnTS for the helper pieces, and shokthrpy for his awesome parking set.- 12 Reviews
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