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The Jade Bight 5: Harlesiel Thank you for paying another visit to the region of The Jade Bight. I'm very happy to see that some of you are finding it of interest. I am, however, a bit surprised to find there are not more visitors to the thread. I have always believed (without any data to back it up) that there were multitudes of people all over the world visiting "Simtrop" on a daily or weekly basis. Consequently, the Law Of Averages says there should be more people visiting my thread -- by design, or by accident. But, I suppose, that is neither here nor there, as they say. I am pleased that comments seem to be running to about 50% of the visitors. Comments, critiques, AND advice are always welcome -- and always given due consideration. I hope to hear more from all of you as you become comfortable with your visits to The Jade Bight. I would like to take a moment to thank all of the members that have, so far, helped me move forward in what is an ongoing, and will be, a very long journey. My clueless questions litter this forum like "landmines of stupid" waiting to explode in a cloud of dumb!! I played Sc4 for many months with absolutely no idea HOW the little buildings appeared on the map and even less knowledge of WHERE they came from. Many of you have taken the time to explain things to me and your advice has been much appreciated. But I would like to extend a "special" thanks to "MGB / rsc204". He spent a great deal of time, out of the kindness of his of heart, teaching me the techniques of making a lot. That sounds very simple, but if you explain it properly -- as he did -- you discover that all things in this game are intertwined. And nothing is ever simple. I will not belabor the point, for I think MGB is a modest fellow and would shun glowing praise. But, if not for his tireless patience and efforts -- I would have no pictures worth showing you, and would not have enjoyed the many pleasurable hours his tutoring brought me. Whatever skills you see in these pictures are entirely his doing. I was kind of laying about, toying with a few game ideas, considering improvements to cities currently building, and experimenting with some in-game tools I haven't used (in response to your advice and game tips). Then I suddenly realized that Thanksgiving, here in the USA, is upon me. I know many of you don't celebrate this Holiday -- but here in the US -- it's a major, major thing! This is what we call a "family holiday" -- which means you gather with family and friends and enjoy the company of people you care about -- some of whom you don't get to see very often. A young man or young lady often chooses this time to bring a "friend" home to meet Mom & Dad, or your wife or husband gets a bit "P**offed" because they have to spend the day with "the dreaded inlaws". Either way -- I knew I was going to have to post this installment now -- or put it off for a week. God help the man that tucks himself away in his den (or smoking room) during a family holiday. Football is enough of an intrusion during the Holiday Season. Sc4 would be the final straw!! (lol-lol) This installment will be a bit shorter than the last -- if for no other reason -- it's a "small map". And -- as we progress through our tour of The Jade Bight, there will be fewer and fewer "revolutionary" ideas or combinations to show you. But -- there will always be a more creative way to make a presentation. I shall endeavour to keep you entertained. Harlesiel: The real Harlesiel is a rather small town (about 800 people) founded in 1956 after the completion of a large land reclamation project. It sits on the East Frisian Coast, nestled among the salt marshes and sand dunes at the mouth of the placid Harle River. The town is something of a resort (on a small scale) with a swimming pool, golf course, several nice restaurants and Gasthouses, a small marina, and a comfortable hotel. There is, of course, a town hall and a small cargo pier -- but the main feature is a Car Ferry running the Wangerooge Island route. I was visiting another CJ just the other day and "Dedgren" very gently pointed out to the author that his map was far too small for "the grand scheme of things". The scale is always the probelm in Sc4. After my mess on Wangerooge Island, I have tried very hard to achieve my goals for a map while keeping an eye on "the scale of things". I fear that my search for the new and unusual still gets in the way. The size of the map, the configuration of the land mass, and the lot placement is a constant battle for space and scale. Schillig Roads was an improvement, but I handled the residential areas somewhat poorly, mainly because nothing grows very well in your first major city in a new region. In a "virgin" region, residential growth can only be accomplished by suburban sprawl -- it's eats up lots of map but there is little development. I may well come back to Schillig Roads in future and indulge in some massive suburban renewal efforts. In keeping with my policy, Harlesiel will provide a power source and trash removal service for its' neighbor to the south -- Wittmund (currently well-advanced). I've used a Google map for some basic ideas about the town and know it must contain trash docks, a power plant, a small marina, a car ferry, and a small cargo pier. So that is what I must cram into a small map and try my best to make it look good! FOUR VIEWS: At first glance, the map is a bit better proportioned than Wangerooge, but still a tad crowded. The breakwaters on the western side of the peninsula are a bit contrived, and I would rather have done without them, but the prevailing current along the Frisian Coast is from the west -- so they were necessary. POWER PLANT: This time I selected a smaller power plant more in keeping with the surroundings -- the Muleberg Nuclear Power Facility. SFBT's lot is comparatively small, compact, and they've done a good job of detailing with fences and parking. The only thing I added was the gate and the guard's parking lot. If you have been following along, you already know where the two lots came from. I'm going to do a lot less explaining in this installment -- simply by not repeating what was mentioned in a previous posting. If you still have questions -- post a comment and I will do my best to answer. TRASH DOCKS: Here you have the inevitable PEG trash docks in an out-of-the-way corner, with a PEG "ploppable" scow anchored alongside the breakwater waiting it's turn. "Nob" CARGO PIER: Here we have two views of the cargo handling facility for Harlesiel. The "Nob" pier lots are ideal for these small harbors -- kind of "grungey" and run-down. I've placed a small "token" rail yard in the interests of realism, but resisted getting carried away with it. CARGO DETAIL: The cargo handling area to the left of the pier was deliberately built out on extended land and contained by ripp-rapp seawalls to give the impression that it had been recently built to up-grade the facilities. This is a smaller configuration of my "Modular Cargo Set" of custom lots. I designed the set so that it could be layed-out in any shape, and could be made as small or as large as needed. Ahhh -- the joys of what you can do with EDITOR and the "prop locker". BRIDGE & BOATS: The bridge was chosen for it's antique look -- something you might find out on the wilds of a coastal plain. It is too high, and the approaches are a bit cramped -- but, as you see -- I had to leave room for pleasure craft bound upriver for Wittmund. Note the "plop" boats anchored near the bank. THE SHALLOWS: This was my first attempt at creating shallow areas with small islands, trees, and rocks. In all my time playing Sc4, I had never even tried to make a small island. The "Brigatine" water Mod was a true revelation. (MGB's suggestion!) I found the transparent effects of the beaches fascinating. After much practice, I discovered that using "sea level mode", I could move offshore and create a terraced effect to the sea floor -- kind of like steps leading down to the bottom. Further use of the Mayor Mode "smoothing" tool, produced a "shelving sea floor" with no sharp edges and a pleasing, realistic look. From there -- it naturally followed that I would have to attempt to make shallow areas like those found all along the Frisian Coast. I have, more or less, managed to make shallows with islands dotted about -- but have yet to attempt a salt marsh or a mud flat (most common to the Frisians). For those of you interested, the rocks and gravel are NBVC MMP's and the Ashe trees, cattails, and bushes are from Girafe's MMP packs. Very usefull -- I hope you will try them out. HARLESIEL BASIN: Here you have the small shipping basin of the Harle River -- the chief reason for the existence of Harlesiel. It is the life-blood of the small community. The ferry is a vital communication link, while the marina provides a quiet little berth for those seeking a hideaway, or a safe harbor from the notorious North Sea gales. YACHT BASIN: This is the yacht basin -- where the seafaring types hang out. Some of them have found a quiet little place to tie up and live out their private lives on their boats in a friendly little village. Others are true "old salts" who spend their time hauling small cargoes or people from port to port, while others are obsessed by the "Riddle Of The Sands" of the North Sea. They live out their lives on the waves and the tides, only touching port for provisions and repairs. But all of them come here for safety -- or to some other small port -- for no man is an island. The lots started life as a "Mediterranean Marina" in Benoit's "Saint Tropez" series around 2009. But, for some reason, he never finished nor released the lots and simply put them up for download -- as is -- over on SC4DEV. I've always loved the PEG yachts and cabin cruisers -- the modeling work is stupendous -- but they have never been released outside their "waterfront" concepts. The other boats, by Calligrafix, are equally good -- but -- they, too, have not been seen very much. In my obsession with these boats -- I took them and re-lotted them into what I call "The Nordswee Modular Marina Set". It will no longer be a Mediterranean Theme, nor will it have all the trappings of the "Riviera-style" buildings (In fact, there are no buildings!). But it is designed to fit into almost any decor you choose, and will come in a variety of lot sizes so that you can arrange them any way you see fit -- into a small, or a large marina. (You will see other examples of this size and shape flexibility as we tour The Jade Bight.) A very generous member has kindly offered to help me get them ready for "release". I can make a pretty good lot -- but I have no concept how they should be prepared for release so that they will be easy and trouble-free for the members. We hope to release them soon. WANGEROOGE CAR FERRY: Two views of "Somy's" most excellent car ferry terminal and car ferry boat lots. "The Angela Pleasant" is taking on a full load of cars and passengers bound for tiny Wangerooge Island. Somy's stuff is truly amazing -- his skills flawless -- his realism awesome (dare I use an over-worked word). I cannot say more. Note the use of my custom-lotted lighthouse -- fits into almost any place with ease. HARBOR MOUTH: Here you see the entrance to the harbor basin. Unfortunately, most of the harbor mouths found along the Frisian Coast are either angled, or have beautiful sweeping curves built into their breakwaters. Sc4 does not make it easy to model something to replicate those angles and curves, so we must make do. Since the North Sea is shallow, and very tidal -- the harbors are threatened by silt build-up. Consequently, the breakwaters were built to prevent silt from closing off the harbors, or even moving their channels (obvious hazards to navigation). The twin piers / breakwaters on either side of the entrance provide for a channel that may be easily dredged to the desired depth and kept that way with little maintenance. Some of these channels extend for miles offshore because when the tide goes out, there is nothing but mud left outside the channels. Many of the small ports have outer and inner harbors. The inner harbors are usually a tidal basin -- closed off by locks so they will not be left high and dry. I have yet to find any way to make a realistic looking transition between the sea and a harbor lock (but I'm working on it). WELL -- I said I was going to keep this one brief and to the point. I hope you have enjoyed the pictures and even the boring commentary! (lol) PLEASE -- favor me with a comment, some advice, or perhaps even a suggestion for how to throw together a tidal harbor -- with a lock! NEXT TIME: The Jade Bight 6: Wittmund

