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Showing results for tags 'layout'.
Found 22 results
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Hello again! I'm back again to request a list of layouts that one can use to mix and match for zoning anything between Medium and High Density. Yes, yes, I'm well aware that I could just play the game but my brain just won't stop me from zoning purely squares and becoming a modern day megacity! What I'm looking for is similar to a topic created years ago called 'How to Diverge Traffic'. Basically layouts that include bus stops/subways/etc for modern day metropolis's. If any of y'all could help out, please! It'd be greatly appreciated. Hopefully other newcomers or returning vets will find such inspiration useful for their cities. Kind regards, A struggling mayor
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Okay, so in the past I've been playing around with examples of how others made their layouts and some grids. I want to learn how to make more interesting layouts that also provide a good flowing traffic, any tips?
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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!
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Hello, I'm afraid to lay multitile city out due to Its sheer size. The complexity of the network. The "unpredictable" (or more like seam) network behavior across tiles (aka NC behavior) due to NC preference over city route by the game despite the latter is closer/faster than the former.. Lack of inspiration. I know there's my topic on it but I included it nonetheless. What are your solutions? Let me know in the comments. Huge thanks! Side note: for the point 3, we may need to use custom lots with custom Transit Switch Cost property.
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Hello, How to make this in SimCity 4. I heard NAM can do this in extreme stability, confirmed by @rsc204 (or mgb204 in the Devotion for some reason) using WRCs. Also, what networks are supported by the latest and greatest WRC?
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I would like to create a map. I cannot use an existing map as the cities must be sized as appropriate to my design and layout. Can anyone help or point me in the right direction? Thank You. Bruno the Bear.
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There was a loss of data brought about by interference from old-world technology. We were able to recover most of the data, except those were all before we started laying down the roads. Fortunately, we were able to recover the document where we were writing down the log. It has been slightly corrupted, but we were able to recover most of the information within. > The Surveyors have gathered more data regarding the old wÓürld. In order to bring people to other places, they used "vehicles" which made travel easier. Upon further analysis, these vehicles also needed something to drive on, which is where the data we have gathered about "roads" becomes useful. > These roŧá<œ@]«ught people to other places, but roads also brought people together. We have run our simulations and it has shown that the below layout is optimal for traffic flow and area coverage. Results have also shown that this layout is "walkable", meaning the Humans do not need to take their vehicles unless their destination is farthÀÌúgÖhan they can comfortably walk. > The data analysis team have identified this road layout as "EuroP饟VÊÕ in origin. We took a look at some of the data on "Europe" and noticed a difference in architectural style from the other places we have surveyed. The city-building team have decided to use the architectural style of Europe so as to conform with the planned road layout.
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How to accurately layout a RL city in game?
thingfishs posted a topic in SimCity 4 General Discussion
Hi all, as the title says, how to layout/replicate a city from RL as accurately as possible. I have done this before (many moons ago) and I think my mate dobdriver/drunkapple showed me a way to have a street map of my chosen city (Fargo at the time) actually as the ground texture in game, enabling me to trace (as best as SC4 transit networks allow), the cities road & street networks before removing the map file. Does anyone know how to do this? (or an alternative way to achieve what I am after?) Secondly this approach requires a detailed map of a cities RCI zoning, which I was able to find for Fargo. Does anyone know any specialist resources for such material? Thanks -
tutorial How to create a high quality road map of your SC4 City / Region
TakemeThere posted a topic in SC4 Showcase
Before we begin... This is the first and by far most important step! Before doing anything else back up your city(s) save files! This is so that you don't accidently save the city while having transportation buildings and certain networks demolished which will be required to simplify the map making process. Be forewarned; a certain degree of familiarity with image editing programs goes a long towards making the map making process somewhat easier and less time consuming. As for myself, I more or less learned on the fly so it was quite time consuming, but I was very highly motivated which is why I didn't give up until I finished the process. Alright now that that's done the first step in the actually map making process is demolishing all transportation related buildings(not networks) in your city with the exception of ones which sit directly on top of roads and tracks, such as te-enabled bus & train stations. Next you have several options on how to process after this point which depends on how complex your cities are and how complex you want to make your map. If you have subway lines running through your city your going to want to destroy those subway lines. Don't worry this is only temporary afterall you're not going to be saving this city and even if you did that's ok, remember you made a backup of the city save file. Subway paths running underneath can obscure and confuse the actual surface routes on top which will make things more confusing when your drawing out the surface paths. Next demolish any te enable none-network lots such as parking garages & pedestrian paths etc. Now depending on how complex your surface transit lines are(rail, elevated rail, GLR, monorail, HSR, etc) you may want to demolish all these lines as well. This can be quite time consuming but it's probably less time consuming than having to double check later if that line on that map is actually a road or a railway. However if you feel like you know your network pretty well it's probably less time consuming to keep these networks in place and distinguish them later rather than to demolish them all now(I kept mine in). Or if your mass transit system is fairly simple or your just mapping out a small city than you can skip this step as well. Open up the Date Views menu and click on transportation network. Take a snapshot of the map, here's a screen shoot of me doing it. It doesn't matter how big or small your snapshot is as long as you include the entire traffic map within the Dataview; Leave the game and open up the screenshot in an image editing program. The one I use happens to be called paint.net but I'm sure most programs will work for this next step. All we need from the above image is the data map of the transit network seen here; Cut out the entire map from the snapshot. Do not save as a jpg! It's important to save this in a lossless format like png. Otherwise it will make it more difficult for you to trace out the paths especially in areas with a high density of roads. If you have a subway network and want to incorporate it into your map you can do it one of two ways. If you don't mind being somewhat imprecise you can simply draw the subway paths later on an their approximate routing. I more or less do this with rail tunnels through mountains especially when there are curves involved(see the very last map). The real tunnel path would be jagged which isn't very realistic, however I allow myself a little creative license when drawing out these paths because they cannot be seen in game in any case. Otherwise if you want to be precise the quickest way to add them is to literally demolish everything on the surface(goes without saying I think - but do not use the obliterate city option!) and then take another snapshot of the data view as shown above. You might need to run the game clock for a bit before the game registers that all the networks above ground have been demolished. And then follow all the steps below to create a system wide background dataview subway image. The next question becomes do you just want to create a map of one city or the entire region? If you plan on making a map of multiple cities it's best to get the dataviews images for each and combine them into one image right away. Keep in mind that you'll have to resize the dataview map depending on the city size before combining them into one. Here is a combined map for my entire region, this includes both road & rail networks. This was a map I made years ago before I rebuilt the entire highway system. Just having a dataview map of your region like this alone is very helpful(and pretty cool!) in and of itself. It made me realize certain flaws/shortcomings, like how I needed to incorporate more smoother curves for networks and that I should add more FAR angles as well. Next comes the most time consuming part, the actual map making and for this I'd recommend some better software. I personally use Inkscape as it was recommended to me years ago but the program has quite the learning curve. However any image editing program that will allow you to have seperate layers should work just as well. Once you found the the right software to use now you can begin drawing out all the transportation network paths on top of the dataview screen shot. Unfortunately there is no quick way to go about this, you have to draw out a line which follows each and every single road on the map. Using 'fill' won't because your diagonal networks will end up being jagged lines. Not to mention the red spots on the network for the congested areas will stop the fill in its tracks. It's best to work on each network individually - separate files for the shoreline, streets, roads, avenues, highways, railways, and any other networks you may want to incorporate into the map such as pedestrian paths, rail spurs, highway ramps(the most time consuming of the lines to draw for me ), hydro corridors, city boarders, abandon networks, etc. all of which I like to make use of. This is what it looks like after removing the dataview image layer and combining several of the transit networks together. Do not combine any of the networks like this or remove the underlying dataview image until you've completed covering each individual type of network (streets/roads/etc) with lines. It's just an idea of what it looks like together without the dataview. Updated image after coloring and sizing out the networks for Roads, Highways & Rail to the proper sizes and combining them together. You can easily add a border to all lines drawn in inkscape, this creates the red outline outside of the yellow filled zone for the roads seen below. Lines can also be dashed, as for the railways. And you can adjust the level of each individual line so as to control which one passes over the other for making under and overpasses on the map. Going back to before you start combining the lines > Once you've completed the bare lines for each network then you can widen those lines and choose whatever color template you want for each network. I follow Map Art's colors as that's what I'm used to; Here's an overlay of several completed networks(Shoreline, Streets, Roads, Rail, Highways) on top of the dataview for a large city tile. You can see I've already started to fill in the zoning type in the center. That comes after I've completed the and combined the transportation networks and is generally easier to do because you can use the fill tool for it. Here's the template I use for zones and for other items that I include in my maps: Once you have all the networks in place and you've filled out the spots in between based on the type of land use you can add these other items. After creating a symbol in inkscape you can paste a copy of it anywhere. Keep in mind you can use whatever symbols you like and you can include whatever types of buildings, it can be more or less inclusive that what I use above. And by all means you can copy my choices as well - imitation is the most sincere form of flattery afterall The last step in the map making process for me is naming. Quite simple and straightforward in most image editing programs. It's a good idea to use different font sizes and colors for different uses. Black typically for roads, blue for bodies of water and so on. (I high recommend being creative, no one likes plain names ) After you've completed naming and itemizing all that you want you'll need to export the image out of inkscape at a high resolution. However the image size may exceed to storage allowances for many online sharing sites, which is why I had to upload some of my maps in a compressed format(jpg). Some of the sharpness is lost as a result as you can see in the largest map below verse the others. End result examples; Small city map Medium city map Large city map Multi city map (7x8km) If there's any question or confusion about any step in the process feel free to ask me. -
Hello, I struggling to laying out a city. I want to have properly laid out roads, properly spaced and sized airports, properly placed seaports, properly place parks and so on. Can you show me how to properly layout a city? Are there any tips with it? Thanks.
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What are your real-life inspirations for starting up in Simcity? I think that if I don't use another layout I seen on Google Maps or elsewhere, I wouldn't be able to continue with the city. Now, I'm still getting a better hang of things and still learning, but I want to know if you have any cities or hometown that inspire you to start. I grew up near the city of Erie, PA, which is the 4th largest city in Pennsylvania and in the eternally distressed post-industrial rust belt. I don't know if people want to remake or are inspired by smaller cities like that though.
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E06 - 2 districts, 1 terminal
RandomNerd Loz posted a City Journal entry in Lets Play: Cities Skylines - Canal City
Back again with episode 6 - this time around I made sure I got some districts done, along with a custom cargo train terminal. Hopefully you all enjoy-
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I would like some suggestions on the starting road layout
Fujiwara Taiki posted a topic in Cities: Skylines General Discussion
Hello I always run into dept because roads in CS are much more expensive than in SC4, which I find really annoying. However I'm totally not into cheats or unlimited funds. Could you suggest me some road layouts that are affordable but yet effective? Thank you! -
Here's a layout that allows you to control land value by placing parks at the center of a district. Let me know what you think. Read about it on the EA Official Forums.
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STEAM Workshop link available, click download then click on (Main File) option. Please watch the linked video for a quick tutorial on how to assemble it. Have you ever wanted to build a circular town or neighbourhood but just can't get those circles right? Then this is for you! This asset allows you to create a perfectly circular road layout with a few clicks of your mouse. Simply plop the four quadrants in place, place the missing roads and pedestrian paths, and get building! This is an improved version of my first circular town, which I left as a different download because I feel it still has its uses. Main differences are the presence of a central park, elevated pedestrian paths, and a street layout planned with permeability and congestion reduction in mind. Asset details Size: 64x64 per section, 128x128 assembled. Cost: 36117 per piece. Road types: 6 lane and 2 lane One-way Roads There are three main large circular roads and two smaller ones. The large outer road serves the first inner section of zonable land and collects all traffic from it. The middle one serves the next section in the same manner and finally, the inner-most roundabout is fed and distributes all major traffic on the two main radial arteries exclusively, reducing the number of intersections on it from twelve on the previous version to just four. You'll notice I've reduced the number of 4-way intersections considerably, and that the two-lane roads are now only connected to the nearest large road. This is a principle of urban design in street layouts as explained in the How to Traffic guide and I am hoping with this layout you'll have very little traffic problems. Unlike my first Circular Town Modular, in this one I recommend sticking to 6-lane one-way roads to fill in the missing spaces, as shown in the video. Make sure they continue in the same direction on the other side of the central roundabout. To install, unzip file, then move the .crp file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. Be the first to like my FB page : ) Follow me on Steam If you like this product, please take a moment to leave a comment or give me a rating, I really appreciate that little gesture in exchange of my work. Also feel free to share this on any other social media you may use! Thank you and enjoy! The gorgeous map shown on images is Berglund Mountains, courtesy of Lazy_Leopard, get it here.- 2 Comments
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Version 1.0
7,634 Downloads
STEAM Workshop link now available, click download then click on (Main File) option. Have you ever wanted to build a circular town or neighbourhood but just can't get those circles right? Then this is for you! This asset allows you to create a nearly perfectly circular road layout with a few clicks of your mouse. Simply plop the four quadrants in place, place the missing roads, and get building! Asset details: The finished product will be a 200 acre layout consisting of five concentric one-way road circles in alternating directions, connected by eight straight one-way roads, also in alternating directions. The outer road is a six lanes wide and the rest are two lanes. I recommend using four lane avenues to fill in the last four road spaces, as shown in the images. All roads are the basic type, so you can use this asset as soon as you have the cash for it, without having to reach any milestones. It has been designed for maximum zoning possibilities, with only a one tile gap between zones. This gap is filled by Pedestrian pathways that connect all twelve of the radial roads to each-other, acting like sort of alleyways and ensuring your Cims can get to their neighbour's barbecues while enjoying a leisurely stroll away from the noise and the traffic. A step by step tutorial on how to assemble this is included in the download, or you can view the images here directly. To install, unzip file, then move the "TPB CSLUD - RRM1 v1.crp" file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. If you like this product, please take a moment to leave a comment or give me a rating, I really appreciate that little gesture in exchange of my work. Also feel free to share this on any other social media you may use! Thank you and enjoy! The gorgeous map shown on images is Mernwoods, courtesy of Lazy_Leopard, get it here.- 6 Comments
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Hey everyone, I'm at the stage in the game where I can build and operate a massive city with little to no issues.... HOWEVER, I'm at the point where I'm going for realism more than anything. I've watched plenty of youtube videos and what not to understand real city layout/planning, but I can not wrap my brain around the logistics of highway interchange rules/basics. I LOVE Yuttho on youtube because all of his cities and road layouts are extraordinary (so go to his channel to see what I'm talking about) and see if anyone can help me with my problem. The main issue is knowing how to connect different quadrants seperated by the highway system/interchanges to the actual system to prevent massive backups the several roads I already have connected to the interchange system. Thanks for any help you might be able to give me!
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Well, just a chat area about roads, road mods, wanted road mods, mass transit, and road layouts that are cool. Share anything, even your traffic fails!
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Can anyone show me the railway layout of your cities?
greener07 posted a topic in SimCity 4 General Discussion
Hi, 1st of all so sorry for my never ending questions. Please don't get tired of me Can some of you show me your railway layout of a complete city of yours. I am really finding it hard to lay down a realistic but nice railway lines layout in my city. I want that my lines can go to all four other neighboring cities through a single rail station. So I want to see how others do a rail layout of their complete city. Even a zoomed out single screenshot of the city will do. I will try to figure out the rail layout with that. Thank you -
I tend to keep my cities as simple as possible using a standard grid layout to maximize the use of the limited space. Even when using every square foot of the city area I struggle to find enough room for all my services as well as fulfill the demand for residential and industrial. I'm still getting used to utilizing regional assets, but I imagine it's not necessary for each city to have every building, at least in terms of specializations and utilities. I almost always start a new city by buying power, water and sewerage treatment from another city, but I always eventually have to build local utilities. So if I'm already finding it hard to meet requirements using a grid layout, would placing curved roads waste too much space? And I don't even mean just random squiggles all over the place, just large circles or 90 degree curves which cause some intersections to become acute cause that block to be useless as the building requires a rectangular space. In one city I experimented with a large circle as the center of the city with a T-junction in the middle. Even though the circle was quite large (city hall was placed in the half circle with plenty of space) the two quarter circles barely had enough room for two large buildings. Any tips for efficient and effective layouts?
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Critique My Layout, Help Me Find The Problem.
cannedcream posted a topic in SimCity 4 General Discussion
Hello there! First off, I... THINK I'm in the right board, but apologies if I'm not. Anyway, I'm having serious commute problems in my current city and nothing I'm trying is fixing the problem. In fact, it only seems to keep getting worse as the city grows. I've done this style of layout before with no problems like this, but now I can't seem to get it to stop. If anyone would be willing to check out my screenshots and tell me where the problem lies, or what flaws I've implaneted in my city building, I'd be greatful for the help. SOME INFO: -Yes, I do have NAM installed. -The industrial center is located in the next city. This one holds onto residential and commercial. -The public transportation consists of Elevated Rail (formalally railroads) subways, and a light peppering of bus stops. -This is a new map and this is currently the only major city on it. -This only became a problem when skyscrapers began to grow. -Blocks are on a 6x6 grid. -The basic layout (from right to left) is: avenue, road, rail, road, repeat. Again, any help or advice for fixing this problem would be great. Thank you!

