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Found 26 results

  1. Chapter 58: The Photo Tour 14

    IMPERIAL DOCKYARDS: CUXHAVEN By: Dreadnought & AP Chapter 58: THE PHOTO TOUR 14 Every naval base has an ammunition storage facility and the means to distribute the powder and shells to the warships. Some installations are big and some are small – but the one thing they all have in common, is that none of them are ever the same. The size of each facility is determined by the number and size of the warships it will serve, while the layout is usually governed by the available terrain. Some facilities are tucked into quiet corners of a naval base, while others are built in isolated locations a mile or more away from an anchorage. There are installations that handle ammunition across shoreline docks, while others transfer munitions at the end of piers half a mile out into a bay. (The long pier is an attempt to limit possible damage from accidental explosions. See “Imperial Dockyards: Wilhelmshaven” for this type of installation.) This is an overview of the different elements of the munitions Handling chain for the Cuxhaven dockyards. Ammunition is brought in by train via a spur line off the main railroad to the south of the picture. This is the “main line” running into the naval base. The ammunition is delivered to the main storage complex (bottom center of picture). At the storage complex, the ammunition is sorted into type of shell – high explosive or armor piercing – and size of shell – 12-inch, 11-inch, 5.9-inch – etc, etc. Once sorted by size, the shells would be stored in “dated lots” according to their date of manufacture. Distribution to the warships was by a “first in – first out” schedule, meaning that the oldest shells were always in the ship’s magazines, with the “next-oldest lot” waiting to be distributed. Powder charges, both “cased” and “bagged”, were handled in a similar manner. This method produced a complicated, but necessary, bookkeeping system within the storage facility, and required frequent testing of sample shells and charges within the “dated lots” to verify their quality. As the shells and powder charges aged, the explosive materials could become inert and fail to ignite, or became extremely volatile and prone to unpredictable explosions. In the Kaiserliche Marine, shells and powder charges approaching their “shelf-life” were often expended on the gunnery ranges. In the Royal Navy, it was not uncommon to simply dump them over the side while at sea. This view shows the Munitions Complex at top, with a loading dock just off the main rail line into the naval base. At the bottom of the picture, just right of the dry dock, is the munitions pier, where ammunition is distributed to the warships. (See Chapter 55 for details.) You will notice the rail line cuts through a pass between the hills surrounding the harbor. I did not build the “hills” in a measured progression (which I should have) and therefore have no idea of their actual height above sea level. I estimate them at anywhere from 200 to 300 feet – not exactly the Rocky Mountains, but certainly a “big hill”. This is another view from the north, showing the line of hills along the backside of the Neu Hafen. Once I had perfected a landscape style for the Cuxhaven map, I had the irresistible urge to create some mountains, much like those found in the superb work of @The British Sausage. His style inspired me to make an effort to create some realistic-looking mountains and cover them with my new landscape style. However, the generally “flat” nature of the North German Plain nagged at my conscience, so I settled for some large hills, instead. The “Meadowshire Terrain MOD” produces a grayish texture on slopes, which vaguely resembles a rock face. In order to make this look more realistic, I lowered the angle of the slope in some areas and flattened small areas in other places to produce a green, grassy terrain. I then individually placed MMP trees in the valleys between the hills, and along the grassy slope areas that I had created. The “terra-forming” was all done with the “God Mode” tools. This approach is very time-consuming and can be quite tedious – but I think the result was well worth the effort. This is an overview of the munitions bunker complex on the far side of the hills. The complex was an active and busy place on a daily basis. Shells and powder were shipped to the distribution docks on an almost daily basis to refill ship’s magazines when they participated in week-long gunnery practice. (This could be accomplished across the docks or by lighters for ships moored in the roadsted.) Shells and powder charges were constantly being rotated inside the bunkers in adherence to the “first in – first out” policy. And a given number of shells and charges were tested for quality every day. Constant handling of powder and shells was a daily hazard that was subject to the “law of averages”. Eventually, there would be the inevitable accidental explosion. Considering the huge amount of gunpowder in such a small area – the explosion would likely be big, deafening, and enormously destructive. The storage bunkers were deliberately built on the far side of the hills to reduce the blast effects on the harbor facilities and the moored warships. You can see a rail line loading dock outside the bunker compound where shells and powder can be brought into the complex by rail or road – and can be sent out to the distribution docks in the harbor. Another loading dock and rail line can be seen inside the compound in the upper left. This one is strictly for the receiving and distribution of torpedoes. (At this point, I should point out the Kaiserliche Marine never had more than five battlecruisers in service in the North Sea. The magazine space aboard these ships averaged about 800 rounds. That means there were 4,000 shells, 4,000 bagged charges, and 4,000 cased charges filling the main battery magazines of 1st Scouting Group. Roughly twice that amount was held in the munitions complex, which could be augmented by express rail deliveries from a central storage complex located near Rendsburg. This, of course, does not take into account the 5.9-inch secondary ammunition – nor the ammunition for the armored cruisers, light cruisers, and torpedo boats. For game purposes, I created a Munitions Complex large enough to represent the basic idea, but the real complex would have been two or three times this large.) This is the receiving and distribution dock for shells and powder. Ammunition can be brought in by rail or sent out to the replenishment docks in the harbor. The loading dock was deliberately built outside the bunker complex and offset from the entrance to the compound to reduce the possibilities of damage in the event of an “accident”. Two shuttle engines with loaded rail cars are preparing to leave for the ammunition piers. To the rear of the loading dock, trucks can be seen unloading shells they have brought out from the bunker complex. To the right of the dock area are the administrative offices of the complex. Note the landscape details. In this close-up of the dock, you can see full shell racks lined up and waiting to be loaded onto the next available train. You have an excellent view of one of the shuttle engines and the ammunition rail cars. At the rear of the dock a 20-ton crane is unloading shells from the trucks. The loading dock is re-purposed from the “PEG SNM Battleship Dock”, while the dockside cranes are from the “PEG” trash lots. The railroad crane is from “Simmer2” with its shuttle engine provided by “PEG”. The small shuttle engines and ammunition cars are by @AP – as are the 20-ton cranes, shells, and some of the sailors. The water tower was borrowed from the Maxis Movie Studio lot. This is the main bunker complex. Powder charges are stored in the four large bunkers on the left, while the shells are stored in the smaller bunkers on the right. The center of the complex is occupied by a large, more or less, empty quadrangle. The “quad” provides a safety zone between the powder bunkers and the shell storage, and there are practically no structures in the compound other than the bunkers – no need to build anything that might, literally, go up in a large puff of smoke. The bunkers are thick, concrete structures buried under an earthen mound and can be found in the “PEG SNM Series”. This is a close-up of one of the fire-fighting water towers. Beside it, the fire brigade is undergoing training and maintenance of their equipment. The landscape has just a few trees, with some berry bushes scattered about, on gravel-covered terrain. The concrete road sections are “Paeng’s Grunge Concrete” with tire tracks -- some have been modified for lighting. The fire brigade and their equipment is by “AP”. The trees and berry bushes are by @Girafe and the gravely-looking areas are actually “Heblem” grey sand. This is a view of the outer wall of the bunker complex. This consists of a 16-meter earthen berm built-up around the whole complex, then layered with reinforced concrete on the inner side and a thinner layer on top of the berm. The outer side of the mound has been left natural and a controlled amount of vegetation has been allowed to grow to prevent erosion of the soil. The bunker complex has been built as close as possible to the hills. In the event of an explosion, the basic idea was to use the berm to channel any blast effects upward, rather than outward. These are the testing facilities. The building on the left is used for storage of small goods, supplies, and tools, with office space for clerical work and record keeping. The right hand building is used for periodic inspection, maintenance, and testing of the various lots of stored powder and shell. This is the torpedo loading dock on the far side of the compound. A separate dock was provided to reduce the congestion in the main compound. The dockside cranes are 100 ton capacity, while the cranes on the lower level are of 20 ton capacity. When needed, torpedoes are removed from the bunkers on the left, transported by truck to the loading dock, then hoisted across and placed in special railway cars for transport to the munitions docks. In this close-up, you get an excellent view of the small shuttle engines and the torpedo laden rail cars. If you look closely, you can see the torpedoes in the back of a truck waiting to be unloaded, while working parties behind the truck are inspecting and preparing other torpedoes that will be hoisted up onto the loading dock in their turn. The cranes, torpedoes, Imperial officers and sailors (black & white uniforms), fire brigade personnel, small shuttle engines and torpedo railway cars -- are all the intricate work of @AP. Without these specialized props, the degree of detail portrayed in this scene simply would not be possible. Finally – some additional shots of the hills and landscape. This is an overview of the hills between the munitions complex and the harbor. Note that the tree patterns are confined to the grassy portions of the hills and tend to concentrate in the valleys and low spots between the hills. Same hills – different angle. The heavily forested areas are concentrated in the “flat-lands” and they thin out considerably as they extend up the slopes. The vast flat-land forested areas were filled in largely with custom-made, 1x1 Tree Filler lots and blended with MMP work. The trees on the slopes and hills were all individually plopped MMP’s. Notice how, even at this zoom level, you can pick out the individual trees by their shape, size, and color. I specifically used mostly lighter green trees for the higher altitudes. This is a closer zoom level of the landscape details on the two largest hills. You can see the differences in the “Meadowshire MOD” texturing. It gives the impression of rocky-faced areas, without getting into minute detail. I thought about adding the odd “NBVC Rocks” – but didn’t want to risk spoiling the overall look. Same zoom level of the smaller hills that trail off toward the map edge. I was particularly pleased with this area. The terrain MOD produced some earthen areas in addition to the grass and rock faces. In this type of terrain, the trees would naturally grow in the low spots where erosion has dumped sand, soil, and gravel. Again, each tree has been individually placed. This is a shot of the lower hills as they trail off and disappear into the heavily forested area on the right. This is a last shot of the second largest hill. It has a gentle slope in the rear with a much more vertical face along the harbor edge (to the right). This is another view of the hills fronting the munitions depot. Note the "pass" through the hills and the trees along the grassy areas. A “green” landscape is another of my “qwerks”. It could be an industrial zone, a harbor, or the down-town banking district of a major metropolis – but it must have greenery. Many years ago, before the military got hold of me, I took extensive courses in mechanical drafting, architectural drafting, and landscape architecture. I even took a light-weight course in city planning. My “planning” professor was always nagging at me because I insisted on “green belts”, leafy boulevards, shady plazas, and landscaped skyscrapers and office complexes. (The “Prof” invariably pointed out all that “high-dollar” real estate growing nothing but trees.) I grew up in Chicago and Los Angeles – skyscrapers, concrete, and asphalt parking lots – and a virtual ocean of housing subdivisions with postage-stamp yards. Even with 36,000 square miles in Los Angeles, I can’t think of a more ecologically hostile environment for 18.3 million inhabitants. So that goes a long way to explaining why I went to just as much trouble to plant trees as I did to make docks. NEXT TIME…… CUXHAVEN: THE PHOTO TOUR 15 MANY THANKS to @Barroco Hispano for his beautiful warship models. SPECIAL THANKS to my friend and partner, @AP, for his talents, meticulous models, colorful imagination, and extreme dedication. If you enjoyed anything – please punch the “like” button so WE will know. A comment would be even more informative. Comments and critiques requested and gratefully accepted. All questions answered promptly to the best of our ability. THANK YOU for your visit! You may wish to visit these CJ’s as well…… SERIES I: IMPERIAL DOCKYARDS: WILHELMSHAVEN SERIES II: IMPERIAL DOCKYARDS: CUXHAVEN Appearing – Work In Publication SERIES III: IMPERIAL DOCKYARDS: BREMERHAVEN Appearing -- ??? And please feel free to drop in at… THE SIMTROPOLIS SHIPYARD https://community.simtropolis.com/forums/topic/761469-simtropolis-shipyard/?tab=comments#comment-1766496
  2. Chillguyana

    Version 1.0.0

    38 Downloads

    This is Chillguyana, a nation of plains, a range of hills, and a network of rivers. This region has with fair weather conditions and is overall just a chill region. Size: 16x16, 16 large tiles Geography: Plains with a central range of hills. How to install: Extract the zip folder, then put the main folder in your Documents/SimCity4/Regions folder.
  3. Monarch Hills

    Version 1.0.0

    97 Downloads

    This is quite a large map. I had to take several photos because it wouldn't fit on my screen. I included two zip files. One for render in the game and one to import through SC4 Mapper. It has lots of different terrain so plan for lots of tunnel and bridges. Please comment so I know how to improve on the next maps I create. I hope you enjoy.
  4. Costine Rii

    Version 1.0

    458 Downloads

    Description This is another randomly generated region using perlin noise. The land is mostly flat, with subtle hills and large bodies of water. This region is larger than the last one I uploaded (2049x2049 vs 1025x1025). There's 52 Big, 38 Medium, and 40 Small city squares by default. For a total of 130. I included an alternate SC4M file in the zip (Costine Rii_Large.SC4M), if you just want all large cities. Installation The file is in SC4M format. So you will need SC4 Mapper to install. Enjoy!
  5. Siania Valley

    Version 1.0

    396 Downloads

    Description I decided to try something different. This is a randomly generated region using perlin noise. I like building cities with subtle hills, layered like the old SimCity 2000 & 3000 games. But SC4s landscaping tools can be a pain to work with. So I tried to recreate that, but with SC4s more organic look. I'm happy enough with the results. Once I dialed in the workflow, it only takes about 20 minutes to create a new region (15 with coffee in my system). Now you can build roads up and down hills without looking weird. There's 12 Big and 16 Medium city squares. For a total of 28. Also the region name is randomly generated. Installation The file is in SC4M format. So you will need SC4 Mapper to install. Enjoy!
  6. Hello all, Since December 2020 I have been working on a region(called Groenland) given to me by the default regions in SC4 Rush hour. After all these months I am coming to a conclusion and have some areas to build on and this could take me one or two months to complete before the total region is build to the max and done for. Having said this, I am starting to look forward to another region which has more challenges because the region I am currently am working on is a land that is as flat as a tire without air, so the are no mountains, or polders (a polder is land that lies below sea level and the water has been pumped out, I am Dutch ) In fact there is nothing special, just flat land, no hills or mountains. Coastal areas? forget it, just like rivers or lakes, there aren't any. Just boring flat lands. For my next project I want to upload some exciting region into my game(if possible) and I wonder if anyone could recommend me a region that will work with my version of the game and I am looking for a region that doesn't need terra forming any more because I have no clue how to make terra forming work with all the different areas connecting.
  7. Looking for ideas/inspiration to build on some hilly terrain. I've always gravitated towards flatish regions and I'm finding it very difficult to layout my cities. Pics please!
  8. Entry 75 -- Hefnall Forest West

    Entry 75: Hefnall Forest West It's been just over five weeks since the last entry, during that time I had another accountancy exam to complete and this was one of the biggest modules of the course. I also had various bits of cleaning and housework to be done, but this week I booked time-off work which is why I'm going back to Cindersville to take further pictures. This entry and the next two explore the north-eastern part of the Cindersville city tile, so expect a lot of greenery, trees and mountains! Thank you for all of your comments too! For the wait I've thrown in some extra mosaics too. {---} 1. As always with Cindersville we start with an overview of the area being explored- there are at least twenty distinct areas. 2. This street is the eastern-most extent of the village of Kingsley. 3. Starting from the western ridge of Mount Hefnall we move downwards (north direction) towards Kingsley and the western fringes of Hefnall Forest. 4. From the top is the western boundary of Hefnall Forest, we sweep eastwards when scrolling downwards. 5. Mount Hefnall, in the top-left, has one prominent ridge which sweeps out westwards. 6. 7. Herds of deer are daily seen in Hefnall Forest. 8. This entry has a lot of mosaics to help gain a close-up perspective of Hefnall Forest. This one covers Mount Hefnall's western mountain ridge, from the top (east) we move downwards in a roughly western direction. This mountain ridge forms the southern boundary of Hefnall Forest. 9. 10. Another sweep from West to East. 11. A sweep from South to North. This one starting directly at the top of Mount Hefnall 12. Trails... Trails everywhere! 13. To the right of this picture are the western parts of Hefnall Forest. 14. The rest of this entry will be a selection from various parts of this forest. 15. After creating the landscape the first thing which came was using the ARDEN Tree Controller to create the core forest. 16. Next was destroying parts of this forest where the terrain was either looking dry or rocky or even muddy. From these gaps I then laid the trails and paths using Heblem's gravel MMPs. 17. The paths helped to divide up the MMP work which had to be extensively performed. For the coniferous areas I used a variety of bushes, desert flora and additional coniferous trees to beef up the woodland areas. 18. In the lower part of the coniferous woodland there are ferns (or bracken), this had to be created based on both terrain height and the preponderance of the bushy, brighter-green trees embedded in the pines. 19. For the upper parts of the coniferous areas this had to include thick shrubs and bushes, rock scree and (when closer to mountain faces) exposed ground (bedrock) with numerous bits of rock strewn over the slopes. 20. On the highest mountains the flora density substantially decreases as do the number of trees. It should be noted that all flora seen in these pictures is based on several flora themes determined by: deciduous/coniferous, height, rockiness, ground dryness and proximity to rock faces, crags and/or cliffs. 21. 22. An overview with the western part of Hefnall Forest to the left and Mount Hefnall dominating the picture. For the Mount Hefnall entry I will be creating a "square" mosaic with a close zoom for everyone's viewing pleasure! {---} Next entry, this Tuesday, will be exploring East Hefnall Forest! Enjoy the weekend!
  9. Hello, is there a Tutorial around, how to build Streets in the Montains? Any kind of help will be great. Thanks, Dirk
  10. I'm going a little crazy trying to lay railroad tracks on hilly ground after I upgraded to the latest NAM. The tracks seem very unforgiving about terrain. I'd like it to behave like the old Maxis railroad did. Anyone else have this problem? What can I do?
  11. Completing the Eastern Parts of Cindersville

    Replies: Vigilante1987: I often work two city tiles, though I alternate via weeks. It keeps my interest levels peaked! This week will be focused on Cindersville, next week the focus returns to The Big Mango and Midtown Manhattan. mattb325: Thanks! A good 75% of the buildings are New York, the rest are USA-themed with a few sneaky European sections here and there. I'm also using the BATs of sgt_pepper, darknono35, jasoncw, nofunk, reddonquixote and many others! Ke|is: Cheers! Next week I'm going to make a massive start on Midtown Manhattan and hopefully have it complete within a few days! Belfastsocrates: Thanks! The whole of Manhattan, what's seen on the city tile, should be done by next week. {---} Entry 55: Completing the Eastern Parts of Cindersville Taking a break from the Big Mango, I returned to Cindersville to work on a hill in the southeastern part of the city tile. Here are the results! {---} 1. One of the things I had to was complete the eastern parts of Cindersville. 2. Mattb325's new Parking Garage and London W2W Set were most useful for this! 3. Split two-avenue equals cranking the suburbs to eleven! 4. The southeastern part of Cindersville was tricky to complete. 5. It required a mixture of open areas, wide lots, diagonal buildings and woodland to finish. 6. There is woodland and open areas there are paths! 7. Divided between a road and a street I decided to turn this area into pasture land for the cows. 8. With the suburban areas complete my attention turned to the hill. 9. The terrain textures of the hill were great and I carefully pruned the woodland in places to ensure dry textures had no woodland or vegetation upon them. 10. Heblem's paths (made smaller by FrankU) are, as ever, very useful! 11. The hill completed. 12. I realised this had to be a city park and thus placing the original, pristine Stonehenge (Simmer2's creation) was the centrepiece to this entire area. 13. To complement the coniferous woodland I used a desert flora scrub MMP. 14. For the lower-lying areas, in particular deciduous woodland, I used Weed B (from Chrisadams3997's RRP Pasture Flora) for the dense slopes of bracken. 15. Having found a flora theme it was very easy to finish the woodland. 16. The bracken clusters are inspired by those found in the hills of England! 17. Once I placed Stonehenge I started creating a series of paths. There are entrances from all sides: North, East, South and West. This is the Southern entrance. 18. The dry textures of the Sudden Valley terrain mod area amazing! 19. I still need to plop in some Sim MMPs to complete the scene. 20. But I'm finally happy with how this area turned out because for the longest time it was a big blank in my mind wondering what to do! 21. The cracked earth represents my favourite part of the Sudden Valley terrain mod. 22. All paths lead to Stonehenge... 23. The big picture. 24. The southeast of Cindersville is all one large sprawling, hilly suburb creeping upwards towards the hill on the left. {---} For Saturday it's either going to be update from The Big Mango or another entry from Madison Plains. One of those two!
  12. Roads on Hills

    I found a couple posts about building roads up some hills, but I couldn't find them again. I followed the "how to grow a gentle slope" but that is on a flat land. What I want to find is how to climb a hill with roads upwards. I tried terraforming with RR but that just flatens the terrain, and NOT climb up a hill. I won't go for the 45 degrees climb that Maxis allows, they look ridiculous. Any ideas ?
  13. Hills of Green

    Welcome to Enterprise! Enterprise is a town on the Foggy River. It started as town with a small suburb and a small shopping district. The center of Lilywood, the first suburb. I have a theme on that allows level one buildings to look like they are under construction. Also the elementary school is located in the center. The original entry point into Enterprise. The basics (fire, police, health care) are located here. View of the city behind hospital. A lot of construction is happening right now in Lilywood. The area on the hill is call Enterprise Hill. This is the utilities area. The town currently has 2,093 people and has a high demand for commercial Please go check this out: THIS IS NOT PART OF THE CITY JOURNAL. I ACCIDENTLY ADDED THIS VIDEO AND I CAN'T DELETE IT. THANKS. P.S.: You can still watch this, just say I sent you. ;-)
  14. Hey, first update! The first update will cover tile B3. Here's an overview of the city: The city tile itself can be described as the southern side of Medang, most of it, actually, since a small chunk is present in tile A3. It's an experiment by myself to see if an area could be built around an industrial district in lieu of the usual central business district and yes, you really do can. Industries need flat area so that's where they are, with the houses surrounding said industrial area. That's the theory. But does it actually work? Let's see... The industrial hub of the city, anchored by a freight yard and the city's power plant. More factories Residential districts around the industrial hub Notice that there are huge swathes of un-built land surrounding the industrial areas? Well, the pollution was much higher than I thought. And I thought the barrier of greenery between residential and industrial was enough....boy was I wrong! The low residential demand only compounds the issue further so that the undeveloped, remain undeveloped. My city though, or at least this part, turned out to have maxed out demands for both I-D and I-M. So the plan now, from now on, would be to prioritise my city building, and probably the whole region, around industry, wherever there is flat land I might try it. Also, notice the lack of parks? I might have to try building some, maybe it can drive residential demand, who knows? After making some evaluation (there is always room for evaluation and improvement in urban planning circles), I have come to these conclusions for future city planning: Double the buffer distance between industrial and residential areas. Have parks and sporting facilities from the start, build parks and sporting facilities where possible in already built tile(s). The forest isn't a suitable place for kids to play football or simply run/sit around. Increase percentage of industrial zoning, zone new industrial where possible in already built tile(s). Enact the Clean Air Act. However, some of my ideas have gone swimmingly: Zoning commercial along the main throughfares have been quite successful. Due to how I've developed and kept the forests in the hills, the city has more than enough publicly owned green area( >20%, Indonesian Ministry of Public Works Decree no. 5, 2008 ) than the Indonesian law specifies. Even though this part of the city has a pollution problem, the trees somewhat reduce the impact even if it isn't really that big of an impact. The circular city plan works very well traffic wise at least, commuters are using both lanes instead of having traffic jams on one lane while the other lane is empty. Also makes a future plan for trams somewhat viable, even though South Medang is highly unlikely to ever have tram service. Regional population: 28712 Percentage of population target: 0.28% Now that we've covered the planning part of the (south part of) city, we can now go on a tour of it! Kampung in the hills, this is the most Indonesian you could go to really, due to a lack of quintessentially "Indonesian" content for SC4. Made by 976, as used in his city journal Republic of Karasem, a great CJ everyone should read through. However, rising incomes might potentially make them nonexistent with the newly rich buying up kampung land where they can build their homes away from the pollution down in the valley. More of the same, just not as dense. The de facto "center" despite being located in the southeast corner of the city tile. Administrative offices are located here, so is the city market. So is the (ridiculously big) hospital, which is out of shot but nearby. Development in the southern part of the city. The vast expanse of empty land means it's possible for R$$ to develop without demolishing previous structures. Also present is the area's only church, built for the 800 strong population of minority Protestant Christians who live in the area. Plans have been put forth to demolish this small, illegal kampung near the industrial district and develop a park there. It's not without opposition though... ================================================================================================================================================ That's all guys! Like it? Leave a comment below, I'd really appreciate that. If that's taking too long, I'd like to give a big thanks for those who rate my entries 5 star! Replies to previous entry are in the comment section below!
  15. Halton Hills

    From the album Weekly Challenge #22 - High-rise Lifestyle

    A hilly city
  16. I was looking through the "Shows us your region" thread and it seems like most people's regions are either entirely flat, or if they have hills and mountains, the cities aren't built on them. My current region is just the default Timbuktu region with some tile sizes changed--so it's pretty hilly overall and many of my cities are on hills (many of the "downtown grids" in some areas have steep streets like in San Francisco). Obviously it's easier to get the zone shapes you want on flat land, but does anyone else build on hilly land?
  17. Astoria OR - Boreal

    Version 1.0

    8,018 Downloads

    Never say die! Welcome to scenic Astoria, Oregon, home of The Goonies. I'm a Goonie. Are you? Astoria is a wee bit west of Portland and just about to the end of the Lewis & Clark Trail. This map began with a height map of Astoria (fiddled with in Wilbur) and was developed for challenging game play, as opposed to loyally following the real life map. This map has almost everything you could want: abundant resources, scenic views, bayside beach, hilly terrain, ample transport connections--including prime seaport and scenic walkway locations--and, of course, pirate coves. ARR, MATEY! Well, what are you waiting for? It's up to you to save the Goondocks.
  18. Danville the main quarter which is located in Inner City. It is the area which is most visited by tourists, a favourite place of citizens, after all the set of administrative and cultural objects exactly here settled down. Quarter with a set of bars, restaurants, night clubs, movie theaters, shops, boutiques, markets and many other things. There come hundreds of people to acquire fashionable expensive branded clothes and accessories. Also there are clothing stores with more democratic prices. In a quarter the Danville very convenient transport connection, there are two metro stations, the big bus final. It also the oldest district of the city with the mixed architectural styles. Shevioc Square It is the biggest square in the city, it and most important. On the square the city hall settles down, here - in 1922 the bronze statue of the first mayor was built. Here you can see smart flower beds. On the square also there are restaurants, cafe and Parallel to the area there passes the Roodville street, a pedestrian shopping street. On this street the set of expensive boutiques, bars, shops and luxurious restaurants settles down. The national museum was constructed in the middle of the 18th century and still kept the greatness. The main entrance in the museum settles down from the first boulevard ring (which I mentioned last time), and back gate on a wide pedestrian Rodbrowns street . This street is crossed with Roodville street. In a courtyard of the museum there is a remarkable small green corner for rest of visitors, and on the other hand a parking. Opposite to back gate there is a beautiful fountain. The oldest market in the city, and also the biggest in the territory of historic center. The market is open daily till the evening. Daily he is visited by not less than one thousand people. Opposite to the market there are two identical buildings. In one of them I settled down the oldest post office, and in - the second administrative court and the tax inspection.
  19. Version 1.0

    4,891 Downloads

    About the original landmark: The Hollywood Sign (formerly the Hollywoodland Sign) is a landmark and American cultural icon located in Los Angeles, California. It is situated on Mount Lee in the Hollywood Hills area of the Santa Monica Mountains. The sign overlooks Hollywood, Los Angeles. From Wikipedia, the free encyclopedia About this file: Hollywood Sign Letters.rar contains asset files consisting of 26 letters(A-Z) created with Hollywood Hills Font. Each letter is a park with zero stats which only costs 250 to plop and 50 to maintain. They can be plopped anywhere and do not require to be next to a road. It's hard to find the letters from the parks menu so I recommend you to plop all the letters you want in advance then use "replace" (Fixed on v0.1.2) Installation: Simply Unrar the contents to To Do List • ☐ add details to support thingy • ☐ add texture • ☐ resize each support thingy to match each letters width • ☐ add icons to each letter(in-game menu) • ☐ add numbers • ☑ Prioritize assets in the menu to list the letters from A to Z • ☑ Fix "F" • ☐ add LOD models so letters won't be distorted when viewed from far away • ... • please add any of your requests in reviews
  20. FloopyLands

    Version 1.0

    4,581 Downloads

    Steam Workshop Link >>> FloopyLand Hello Ladies And Gentlemen and welcome to FLOOPY LANDS ! First of all I suggest you subscribe to one of the 2 mods that allow to extand the tiles to 25 All Spaces Unlockable - With Right Price OR All 25 Areas purchasable And btw the mod that unlocks achievements Mod Achievement Enabler So why Floopy Lands Well ... I've always liked to build on cliffs so I created a map with cliffs. Yep. I started the design of the map here based on a nice but very mixed heightmap and the result wasn't a very user oriented map, to be honest it was unplayable. So I had to fix it to make it more friendly-building. (And it took longer than I expected ) The map remains a challenge and sometimes you'll need to submit to the curves of the cliffs and forsake the practical side. I hesitated to get the begining on the map on the beach as adventurous pioneers but, I finally adopt a traditional start to let you the choice of expansion. We could divide the map into several regions An artificially landscaped area. (Beginning of the map) A relatively steep terrain San Fransisco style. (Southern map) A nice flat beach for a free construction. (Well... where there's sand) Wide areas with low height variations for a free construciton but in addition it, it's beautiful. (Top of map) Challanged-areas with 2 mountains. The great cliff at east of the map And... And a small secret area. Oh oh mysterious, mysterious... Of course all conveyance are avalaible. This is the first version of my map, so feel free to bring your sugestions or bugs, and even map names... ( but i like Floopy Lands ;D ) , and especially post your screenshots of your cities i will be glad to see them.
  21. Hamalton Hills

    Version 1.0

    1,197 Downloads

    Hamalton Hills is a diverse map, featuring large areas of rocky mountains, as well as flat, fertile land by the river. The land has several highways and rail lines. Hope you enjoy it! INSTALLATION INSTRUCTIONS: WINDOWS: Navigate to: C:\Users\username\AppData\Local\Colossal Order\Cities_Skylines\Maps Copy the .crp file to this folder. Load game. Click on 'Content Manager'. Click on ‘Maps’. Find the item. Ensure the box is blue. Enjoy! MAC (Easy way): Subscribe on Steam >>>Click Here For The Steam Link<<< Load game. Click on 'Content Manager'. Click on ‘Maps’. Find the item. Ensure the box is blue. Enjoy! MAC (Harder way): Naviagte to: /Users/MJC/Library/Application Support/Colossal Order/Cities_Skylines/Maps Copy the .crp file to this folder. Load game. Click on 'Content Manager'. Click on ‘Maps’. Find the item. Ensure the box is blue. Enjoy!
  22. A history of Wellsville Ohio

    Wellsville is a small town along the Ohio River in Columbiana County of Ohio. Wellsville was founded in 1795 and peeked in population in 1920 at 8,849 residence. Population in 2010 was down to 3,541. Wellsville was a huge pottery industry town and was a major part of the railway connections to Pittsburgh and Cleveland. The drop in population in large part was due to the closing of many pottery plants and factories throughout the area. Also due to the construction of the Route 7 highway which took out a very large part of the edge of the city in the 1970's.
  23. The Grand Lakes Region

    Version 1.0

    1,835 Downloads

    A large region, 64km 64km. Contains lots of steep hills and lakes for building interesting cities. Everything has been made nice and smooth but is still a challenge!
  24. Journey.zip

    Version 1.0

    1,546 Downloads

    Welcome to Journey. +++ While I was looking for maps on the several different exchanges for SimCity 4 I came to the realization, there are no maps anywhere that fit all of my criteria. Things I need from a map: I need to be able to use diggers no less than 15 meters all over the map. My rivers cannot be too deep. My rivers cannot be too shallow. My regions cannot be absolutely flat, that is just boring. I need rivers everywhere so that ferries can be relevant. I need enough level(but not completely flat) ground so that I can have my very large cities (2 or more tiles large) Journey meets all of those requirements. +++ There are things journey is missing however, it is missing an ocean front and lakes. I ususally just use a pond kit or ploppable water for lakes, so that one is okay(for me). Can't do anything about an ocean on this map though(I usually don't like to make too much of the map covered in water, can't build cities on water.) This map is not real in any way shape or form BUT it is very playable. Inside of this .zip file you will find this readme, the 1281X1281(5X5 large tiles or 20X20 small tiles(for SC4Terraformer purposes))config.bmp and the Journey.SC4M file and a couple of screen shots. The instructions for install are in the readme.
  25. New Terrain.

    Hi, again. After sadly I couldn't continue my project back this summer, I started something different this time and I hope I will be able to carry it on with you guys. You were really nice to me the first time around and I thank you for that, so I'm optimistic all will be great once again. The ground rules are simple: This is a huge region. I did the config.bmp thing rather late at night and my memory kinda erased it I guess, but I think this is a 12x22 Quad region. Okay, compared to other projects like 3RR that's a lame fart, but for me it's a pretty large thing do be dealing with. Next, terraforming is done all by hand, without external programs. I'd love to say I do this because I like the challenge, the authenticity of such a large project, but the actual reason would be that the terraformer doesn't run on my system. Should I not have disclosed it that way? Damnit. And then, for all the purists out there: I will cheat the living hell out of the game, pretty much disabling funding and giving me money as much as I want. Yeah, I'm sorry, but there's no way I'm trying to create a beautiful, realistic region while being limited to the gameplay mechanics. I don't wanna do that. Now, to at least put some meat on this first post's bones: I started terraforming yesternight in the northernmost corner of the region. There is a handdrawn map of what the region is supposed to end up looking one day that I will scan sometime in the near future. Until then, feast your eyes. It came up a little bit in my last CJ, but I thought I'd just get a little more specific about the way I usually terraform when there's no particular landscape layout I have in mind, 'cause I thought I found a pretty nifty trick to create rolling, random hills and appealing terrain. I start by dropping large parts of the area I wanna terraform below water level. And then use the hill tools to take it back up again: This creates some pretty random hillsides and valleys and saves a lot of time in terraforming. You can take it as it is or you can do some retouching on the landscape to make it fit your desires even more. I smoothened everything up a little bit aaaaand: Neat. Also started treeing it already: There are some rules on how trees would grow in a real environment that I keep in the very back of my head, but in general, I just zoom in, start treeing and let the terrain lead me a bit, like I'm using a brush to accentuate (is that a word? I think it might not be) the terrain. So yeah, that's tile number one, I also already did another rather unspectacular tile directly to the south of it: And then that's all for now. I have terriblie loading times at the moment, game startup takes over 5 freaking minutes for some reason and then there's also some resolution issues ruining everyone's party in the game, so those are issues to be fixed, but I'll get back to this as fast as I can. Yay!
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