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"Santos de Luquenz" Luquenz is an important commercial centre of Metzú Republic. In Luquenz there is a great seaport called Gran Puerto Metropolitano de Santos de Luquenz, the second largest seaport, behind the Puerto Internacional de Yuti. Full Map Population: 42.406 Main Activities: Commercial services, manufactured industries, important seaport. Transport: by highway: by route: trains to: Wer, Bahía Azul and Yuti ferry to: Altos de Wer, Bahía Azul We hope you visit our cities, See you on the next article, Stranger.
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"Costa Laga: Beaches and relax" Costa Laga or Serenísima Costa de Laga is an important touristic centre of Metzú Republic. Is situated some 19 Km of San José de los Vientos (a little city), 120 Km of Yuti (capital city) and 94 Km of Villa Hermosa. Founded in 1785, was the first spanish colony in Metzú. The main acitivity of this town is Tourism. It has beautiful beaches of white sands. Costa Laga has a little but modern airport called Francisco de Laga International Airport. Costa de Laga ows great parks where perform a lot of activities like sports. Anyway, another interesing and peculiar point to visit in Metzú. Full Map Population: 8.484 Main Activities: Tourism Visiting Laga... We hope you visit our cities, See you on the next article, Stranger.
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Going downstream - the village of Citanggung in the Regency of Rancabodas
zahrul3 posted a City Journal entry in The SimNesia Journals (Regency of Medang & Kamulan + Regency of Rancabodas!)
Greetings everyone! Everything from the previous updates have been lost with my old computer, but I figured that I could "continue" this City Journal with the same theme (almost) in new map, as I still had a backup of the plugins folder! @Propfam: tagging @bhmantan ================================================================================================================================================================ The Regency of Rancabodas is a growing, predominantly agricultural region tucked far up in a bowl shaped valley surrounded by mountains. The place is known for its cool temperatures due to its high elevation, allowing for temperate crops to grow there, year round, with almost permanent springtime weather. We start going down the Citanggung River and the village of Citanggung named after the river itself (how creative!) Citanggung is a small village tucked in a very narrow valley, at the junction between Citanggung River and an unnamed stream leading down from a cattail covered natural spring. Life is very slow and simple up here! ================================================================================================================================================================ Natural spring and fish farms making good use of the natural spring to farm the cleanest tasting carp from the cleanest water ever! Water from the spring re-emerges at an unnamed creek a few hundred meters north. Nature still dominates here The village's iconic bridge and the intersection which is practically also the village "center". Is is really a village or just some houses and farms lining a road? Now leaving Citanggang for the next village, Watukapur! What does that village look like? -
Version 1.0.0
69 Downloads
I present to you the region of Eldermere. A fictional map with lots to do. I have included two downloads. 1. Render through the game. 2. Import through SC4 Mapper. Please choose the option that works for you. There are only large cities to play. Please feel free to change that up in the SC4 Mapper program if you'd like to play smaller cities... I just prefer the larger ones. Please comment on this map as I am requesting constructive criticism so I know where to improve on my map making skills. Enjoy!! -
I'm not sure if this is addressed somewhere else, but I have a question about rivers. I am creating a region with topographical and geographical diversity. Mostly I'm trying my hand at a coastal region where the terrain is flat and heavily wooded. This gives way to a gentle rise in elevation wooded/plains. Then I have a "front range" with moderately high peaks which give way to "high plains." Past them is the high mountains, very rugged terrain, very mountainous, very high peaks. I have two lakes along the ocean coast, with rivers created. I want the source of the rivers to be in the front range. However, it would not look pleasing to the eye if the rivers are not matching the elevation (like in real life - the source being in the mountains and the river flows downhill to the ocean) and stay at sea level.
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Version 2.0.0
481 Downloads
Specs: The file contains 7 1x1 lots (MMP Friendly) Lot editor: AGC_Buildings_A-Frame_ AGC_Buildings_Forest_House_ Ubication: Landmarks Icon: Includes Maxisnite and Darknite (Choose just one). Dependencies: No Scale of the models: 133% on all axes. If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Version 1.0.0
171 Downloads
I'm back with another map! This time it's Kathmandu, Nepal (for SimCity 4). Kathmandu is the largest city and capital of Nepal. The greater metropolitan area is home to 2.9 million people. The map is 12 x 24 large city tiles and is accurately scaled based on DEM data. The map elevation changes significantly from low lands near the Indian border to high up in the Himalayas. Portions of India are included in the map. In order to install the map you will need wouanagaine's mapper or terraformer as the file is in SC4M format. I hope you can put this map to good use, enjoy! -TCC View My Full Map Catalogue Here:- 1 Review
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SAMBUCA Sambuca is a city with many farms Obviously this city is located near San Foca and therefore has a more advanced transport network The town is located near the sea and therefore has small beaches There is also a small dam that regulates the flow of water coming out In fact, farms have irrigation systems The city has a beautiful old town with an ancient cathedral obviously the transport network is advanced as there are highways that transport a high volume of cars A highway interchange there are also roads that go to the mountain A mountain road with a beautiful mountain forest But in the evening the city is transformed a city with lots of light the night parks and with the buildings around take on a different color during the day people sleep and only the few lights of passing cars remain At the end there is a small industrial area with lights COMMENT REPLIES: Amendola @mitsos Thanks @20huskies Thanks for the comment @juguesal Thanks @Rage If you want to change the theme the Mediterranean theme is a great alternative @nod Thanks for the comment. In fact I did transcendence with SimCity 4. LOL @TheMurderousCricket I had a lot of time to create the wiki and roleplay nations with my SC4 creations. Now less but I keep creating new things for Simcity4 @Terring Thanks
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AMENDOLA Amendola is a city that is divided into three levels. In the first level there are farms There are also solar power plants a beautiful wide road that goes towards the mountains surrounded by large farms The road suddenly becomes a small highway But there are also mountain roads that offer a beautiful panorama or you can take the railway But if you take the highway there is a tunnel that connects the most modern part of Amendola. There is also a train depot and train station Avenues and with beautiful villas but if we take the road the mountain road... ...we see the ancient part of the city of Amendola A small mountain tourist town There are two roads that are parallel to Lake Casamassima. From this side you get to the terminal part of the lake with its complex system of dams While from here you go upwards. Towards the Siculian Alps with mountain towns and tourist centers But returning to the ancient city of Amendola here is the central square with the church and the town hall But if we move to the part of Lake Casamassima there is the procession on boats of the patron saint of Amendola. San Lorenzo Maiorano But the night comes and the city changes coloring The central square of the ancient city of Amendola at night The night creates a special combination of colors Houses are lit up while streets light up streets and buildings Even the train station has its own charm at night The industrial zone is the area that is particular at night with neon lights COMMENT REPLIES: CORATO @TheMurderousCricket Thank you for the compliment. It makes me happy that people enjoy reading my city journal. There is a lot of content about Siculia that is not available on ST but only here. Also Siculia has its own wiki @juguesal Thanks for the comment @TogaMasterJohn Thank you @Rage Thank you. Currently the main mods are the MBEAR set and Iberiada Set to build Mediterranean cities. Then there is the PEG set and other mods that make a list is difficult
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CORATO The bridge that divides the city of Amantea with the small town of Corato If we continue to follow the highway in addition to characteristic Mediterranean buildings we can admire a spectacular landscape, but you have to temporarily exit the highway to see this magnificent landscape A small but very developed town With its small industrial area If we follow the highway we can see a nice highway interchange but if we follow the road we can see a beautiful dam with a large reserve of water The environment is very natural that there is also a beautiful beach or we can admire the farms but if we follow the highway we can see spectacular tunnels and bridges even the scenic mountain roads are nice to see But if we follow the river backwards we only have a natural spectacle of waterfalls On a rock pines have formed that are called Lone Pines at the end you get to the lake that feeds this system of waterfalls which in turn is fed by three waterfalls the scenic mountain road passes through this lake before it enters a tunnel but when you exit the tunnel you find yourself in front of Corato Antica. A small mountain village small historic buildings where people live But night comes and sunlight is replaced by artificial light that transforms the landscape in a different way. even if there is only artificial light the environment is spectacular Even the industrial area has its charm at night with lights the small commercial area near the highway has its bright colors at night that attract customers COMMENT REPLIES: CASAMASSIMA @Lucario Boricua Thanks for the compliment @Djohaal I have many ideas for RHW interchanges @Kloudkicker Thanks for the comment @mitsos Thanks @franyer Thanks for the compliment @juguesal Thanks for the comment
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I will be starting a series of resort hotels (or at least attempting). The purpose of this thread is to share ideas about not only different resorts but the types of amenities or styles within and anything in between. And of course gamers are welcome to share their scenes!
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CASAMASSIMA The city is crossed by a beautiful highway with a junction you can go to the city of Casamassima The city is crossed by the railway that divides the city with farms The city obviously has a railway station the city is very picturesque with its vibrant buildings But the city is located at the foot of a mountain range and there is a road that climbs the mountain with elbow roads and a tunnel After a tunnel you find a nice show a system of two dams if you follow the road we get up in altitude with curved roads and tunnels and then to get to the dam that is at the top of this system with a vantage point both at the bottom and top of the dam Of course the road leads to Casamassima Antica a small town on the mountain Here is Lake Casamassima born from the construction of the two dams If you follow the power line you reach an electrical substation that carries a part of the electricity that powers the capital of Siculia: San Foca Near the electrical substation a small industrial area was born next to the farms of course there is a highway junction that connects the farms and the small industrial area with the highway and the city Obviously a nice highway and railway bridge was built to cross the river While from Casamassima Antica starts a road that goes to a nearby mountain village Obviously when night falls the city transforms. Especially Casamassima Antica with its small lights illuminate a side of the mountain Even the lights of the dam illuminate the night and the mountain the only light that crosses the river are the lights of the highway bridge and the railway bridge The deep night is very nice when there are lights that illuminate the buildings differently To conclude the train station overnight COMMENT REPLIES: GRASSANO @911Diva Thanks @Kloudkicker Thank you for the compliment @mitsos Thank you for the compliment @tomz16 Thanks @Hammurabi Thank you for the compliment @monkeywater Thanks. I use the MBEAR set to recreate Mediterranean cities
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Earthworks Tutorial Lucario Boricua's Earthworks Tutorials M2B: Elaborate Overland Viaducts
Lucario Boricua posted a topic in SimCity 4 General Discussion
Greetings once again! Today I'm unveiling a shorter Earthworks Tutorial for players who want to further embellish their mountain roadways!! Unlike road-building construction in flatter terrains, mountain roadways are far more subordinate to the lay of the land, requiring the application of numerous earthworks techniques. These topics will be distributed as shown (subject to change): M2A--basic mountain road construction techniques: this tutorial covers cut, fill, terraced slopes, tunnels and simple viaducts, this one showcases a freeway (found here!). M2B--elaborate overland viaducts: this tutorial shows more sophisticated overland viaduct construction methods requiring knowledge of the Real Highway Mod and the rain tool. M2C--interchange taking advantage of the topography: some interchanges can be constructed economically if they make use of the natural lay of the land instead of flyover ramps. M2D--mountain rural expressway with climbing lanes: this tutorial covers rural expressways, which have other specific elements not found in freeways. This one also shows mountain road construction techniques specific for steep inclines. M2E--mountain roadway furnishings: to ensure the fully convenient and safe operation of mountain roadways, this tutorial shows the construction of scenic rest stops, truck escape ramps, drainage elements and other ancillary facilities. M2F--mountain freeway with separate roadbeds / carriageways: this tutorial shows a specific type of freeway in which each roadbed follows a different path to better traverse tight and complicated terrains. Today we will develop overland viaducts for mountainous terrain, using two techniques: rain tool and NAM on-slope height transitions. Depending on the situation, each option will be better suited for a particular set of conditions. Below are some I can think of, but these are not necessarily limited to these only. A. Introduction to viaducts along mountain roadways Roadways along mountainous areas can require crossing frequent and/or deep depressions, valleys or gullies, and in cases where the alignment involves limited cut and fill earthworks, there might not be enough material to cross these depressed terrain features. In other instances, cutting parallel to a slope may be impractical or dangerous from a geologic standpoint, and instead the network is placed along a viaduct which causes less disturbance to the hillsides. These elevated alignments can also be used where a reduced environmental impact on the underlying landscape is desired, these effectively act as wildlife crossings when the underlying habitat remains continuous across the road's right-of-way. There's even some rare instances in which these viaducts help steer clear from slope instability, such as may be the case of avalanche and landslide material channels. SUITABLE CASES FOR NAM ON-SLOPE HEIGHT TRANSITIONS: Shorter viaducts Curved alignments Overpasses crossing other surface networks (road and rail) Gaps with smaller elevation changes (up to 30 meters including slight cut or fill) Where future interchanges are planned Along river banks where an at-grade road might be subject to either flood conditions and where the adjacent terrain is too steep to safely cut into Situations involving neighbor connections SUITABLE CASES FOR RAIN TOOL VIADUCTS: Longer viaducts with straight alignments When a major viaduct is desired an an in-game bridge style is desired (suspension, cable-stayed, arches, steel trusses, etc.) Gaps with greater elevation changes (beyond 30 meters) and/or more unevent terrains Gaps which only consists of natural elements, such as canyons, mountain stream rapids, or dense forests Where the network crosses actual Maxis water, or large custom water bodies (textures, MMPs, pond parks) Below are some real examples of mountain viaducts showing some of these application instances: Example of viaduct parallel to river: PR-778 between the La Plata river and its steep valley slopes, Comerío, Puerto Rico. Suitable for NAM viaducts using on-slope height transition pieces and elevated curves. Image by Ivy Oyola on Google Maps. Example of viaduct across deep gorge in mountain area: PR-52 in Cayey, Puerto Rico. Suitable for Maxis bridges with the rain tool. Image by aloneworld on YouTube. Example of deep valley-spanning viaduct: Millau Viaduct carrying the A75 motorway across the Tarn river and a historic rural landscape. Suitable for Maxis bridges with the rain tool Image by Stefan Krause on Wikipedia. B. Mods and custom content required Network Addon Mod, latest version, currently the 39. Versions 34 through 37 will still be adequate despite missing some of the latest relevant features. In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing. There are other hole digging lots available and they work just as well. Slope mode of your choice: in my case, the original BRF Tunnel and Slope Mod with some slight modifications. I recommend this one in particular because it's one of the most varied slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope. In fact, for this tutorial it is especially advantageous to have a slope mod which specifically excludes the Real Highway, as the network's default slope is especially steep, it'll come in handy to shape the roadside earthworks areas. Find all the published slope mods in the main topic of the Earthworks Tutorials series! God Terraforming in Mayor Mode: if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode: Teirusu Rain Tool Additional God Mode Terrain Tools 2: a special tool which I've come to love and discovered relatively recently, this enables the player to temporarily fill valleys and depressions with the in-game water. This tool makes constructing overland bridges just as easily as the default bridges, without the need of messing around with shaping the bridge approaches just right nor being limited to NAM flex and puzzle piece viaducts. Mentioned, but not used in the M-2A tutorial, it finally reaches the spotlight! (Optional) Custom ploppable water: use these if you want to feature streams, lakes, waterfalls or channels under your overland viaducts. I'll be detailing their use on a different occasion, as these have a lot of potential and complexity when used creatively. These will be linked either if heavily requested, or when the corresponding tutorials are written. C. Ready for the tutorial! The long-awaited tutorial for mountain roads begins with part 2B, overland viaducts for mountain roads! We'll be building the rain tool viaducts (cyan) and then the FLEX height transition pieces (magenta). Our first construction site is this sloping gorge, where the terrain might be too uneven for an optimal use of the overland viaduct technique. To start, we transfer the elevation from one abutment (bridge end) to another, by using road squares. Take the opportunity to smooth out the terrain at either embankment, then smooth out the temporary land bridge with a combination of God Mode tools and network building. Build a temporary earthen dam across the bridging gap. Make sure to make it tall enough to fill the depression to cover all the bridge spans. Select the rain tool from the terrain smoothing tools menu in God Mode. Fill the dammed area, a small depression, with the rain tool. Make sure to get the water level as high as possible to cover all the applicable bridges, without making it overtop. Drag the desired network across the now-watery gap. Make sure to drag it in the correct direction for one-way RHW networks (MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S), this doesn't apply to the 2-way networks nor the Maxis one-way networks (that one can be fixed by dragging the stubs in the opposite direction, like with the tunnels). Save the city district, and then exit the city. After saving the city district, returning to the regional view and re-loading, we find our overland viaduct site is dry. We're ready to restore the area to pre-construction conditions! Remove the temporary earth dam, this time with network construction to avoid accidentally removing our land bridge. Make sure to complete the overland segment to our next viaduct, using the corresponding widths, slope smoothing, base network overrides and curve pieces. We pause now to admire our progress, we have now completed the rain tool RHW-4 viaduct! On to the next one!! At the desired viaduct site, we first transfer the elevation across the gap with the road pieces. Then we dig down using the self-destructing hole digging lots. In this particular arrangement we have an initial L2 drop (15.0 meters) and then the middle portion drops further by an L1 increment (7.5 meters). Select the hole digger elevation with TAB and use Home/End to select between digging and raising mode. Select the FLEX Height transitions, today we'll use the L1 and L2 transitions to form a deeper gorge crossing. Place the corresponding FLEX height transition pieces, making sure they match the desired elevation changes. The middle ones use the L1 (7.5 m) transition, the outer ones use the L2 (15.0 m) transitions. So far, I've only achieved this set-up with the RHW-4 and the RHW-6S networks. Other transitions will depend on how the NAM development continues for elevated networks in general. Select the appropriate network starter pieces and drag the intended network using the starter pieces (if applicable) and apply it across all the on-slope height transitions. Select and place the corresponding curve and fractional angle pieces (if applicable) to connect the viaduct to the at-grade network. Given the tightness of the situation, we select the RHW filler pieces. Select between the different types using the TAB keys, and make sure to rotate them to match the alignment of the pavement markings. This is how our viaduct should look once all the small mishaps are fixed, in this case with filler pieces. To add the natural look to our area, use the God Mode flora tool. Remove unwanted vegetation as the finishing touch. Use the bulldozer in instances where the trees are on the open terrain, and click on the FLEX viaducts with the base network (RHW-2 in this case) to remove trees overlapping with them. There we have it! Two types of mountain viaducts shown from start to finish. Stay tuned for the next tutorials for mountain road construction!! -
Earthworks Tutorial Lucario Boricua's Earthworks Tutorials M-2A: Basic Mountain Roadway Construction Techniques
Lucario Boricua posted a topic in SimCity 4 General Discussion
Greetings once again! Today I'm unveiling a wonderful Earthworks Tutorial for those hell-bent on developing all of their land, construction of mountain roadways!! Unlike road-building construction in flatter terrains, mountain roadways are far more subordinate to the lay of the land, requiring the application of numerous earthworks techniques. These topics will be distributed as shown (subject to change): M2A--basic mountain road construction techniques: this tutorial covers cut, fill, terraced slopes, tunnels and simple viaducts, this one showcases a freeway. M2B--elaborate overland viaducts: this tutorial shows more sophisticated overland viaduct construction methods requiring knowledge of the Real Highway Mod and the rain tool. M2C--interchange taking advantage of the topography: some interchanges can be constructed economically if they make use of the natural lay of the land instead of flyover ramps. M2D--mountain rural expressway with climbing lanes: this tutorial covers rural expressways, which have other specific elements not found in freeways. This one also shows mountain road construction techniques specific for steep inclines. M2E--mountain roadway furnishings: to ensure the fully convenient and safe operation of mountain roadways, this tutorial shows the construction of scenic rest stops, truck escape ramps, drainage elements and other ancillary facilities. M2F--mountain freeway with separate roadbeds / carriageways: this tutorial shows a specific type of freeway in which each roadbed follows a different path to better traverse tight and complicated terrains. A. Introduction to mountain roadways Mountain roadways make frequent use of: Cut: removing soil and rock from hills along the way Fill: adding soil and rock across small depressions Benching / terracing: shaping hillsides for stability Viaducts: going over the obstacles Tunneling: going through the obstacles These techniques are required to ensure that the road alignment isn't as bendy and crumpled as the mountains themselves. Design standards along mountain roads tend to be less demanding than those of flat terrain, where a less forgiving geometry consisting of sharper turns, narrower shoulders and roadsides, steeper grades and shorter visibility distances, is used to reduce construction costs and technical difficulties. These techniques I'll be showing are suitable for the higher design standard roads, namely freeways / motorways, and rural expressway roads, such as Super-Twos and rural undivided arterials. Examples of these are shown below: Freeway segment showing frequent cuts, fills and overland viaducts. PR-52 in Cayey, Puerto Rico: Rural expressway featuring limited cut and fill and instead using extensive use of viaducts. PR-10 in Utuado, Puerto Rico. Rural expressway featuring extensive benching / terracing. PR-10 in Ponce, Puerto Rico. Freeway using tunnels instead of deep cuts, along with shallow cuts and fills. Chuo Expressway, Otsuki, Yamanashi Prefecture, Japan. C. Mods and custom content required Network Addon Mod, latest version, currently the 39. Versions 34 through 37 will still be adequate despite missing some of the latest relevant features. In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing. There are other hole digging lots available and they work just as well. Slope mode of your choice: in my case, the original BRF Tunnel and Slope Mod with some slight modifications. I recommend this one in particular because it's one of the most varied slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope. In fact, for this tutorial it is especially advantageous to have a slope mod which specifically excludes the Real Highway, as the network's default slope is especially steep, it'll come in handy to shape the roadside earthworks areas. Find all the published slope mods in the main topic of the Earthworks Tutorials series! God Terraforming in Mayor Mode: if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode Teirusu Rain Tool Additional God Mode Terrain Tools 2: a special tool which I've come to love and discovered relatively recently, this enables the player to temporarily fill valleys and depressions with the in-game water. This tool makes constructing overland bridges just as easily as the default bridges, without the need of messing around with shaping the bridge approaches just right nor being limited to NAM flex and puzzle piece viaducts. Make sure to get it now, although it'll be used mainly with the 2nd chapter of the tutorial series. D. Ready for the tutorial! The long-awaited tutorial for mountain roads begins with part 2A, basic mountain road construction techniques! First off, our starting terrain! Notice how we're skirting around a mountain with deep ridges. We will start from the freeway segment in the upper left corner of this view. In today's tutorial, Part 2A, I'll be showing the green (basic cut, fill and benching) and yellow segments (tunnel). Part 2B will show the cyan (overland viaduct with rain tool) and magenta (overland viaduct with NAM flex pieces). Techniques from chapters 2A through 2D will help us achieve this project! We start with the most basic task of all earthworks tutorials, the terrainquery cheat. Open the cheat box with Ctrl + X and type in terrainquery, press enter. Use the query or route query tool to check the terrain elevation at the starting point, and check key points along the alignment to plan out the route. In this case we'll start with a fill operation, we'll transfer the elevation of the existing freeway to go over this gap with a short viaduct. Use road squares to transfer the elevation, and start to form the perimeter of a horizontal curve. Notice how we stop where we balance cut (digging into the hillside) and fill (raising the terrain downhill). We fill the terrain within the perimeter of the road curvature and start to shape the hillsides across the depression, such as to ensure a smooth terain. Due to the tight space, we use the RHW-2 network with no slope mod. Players using a slope mod for RHW-2 can use streets for this step. Re-shape the curve area and bridge gap to fit the large radius curve pieces. Once the gap appears ready to build the viaduct, go to the freeway menu and select the RHW flex height transitions. This gap has an L2 elevation change (15 meters), we press TAB until reaching the desired piece. Line them up with the existing freeway, Use the basic RHW dragging cursor to override the placeholder viaducts with RHW-4. Check if the wide radius curve pieces fit, otherwise adjust the gap to lengthen the fill portion. Complete the placement of the road curves and keep the road pieces used to flatten the curve area. Use a steeper network to start the incline, in this case we're using the road network. Apply it until the tip of the road segment reaches the original terrain. The road square pieces are important because they act as anchors to ensure the inclined road segment does not raise the terrain from which it starts. This technique is important for all deep cuts and fills. Extend the application of the road segments to smooth out the terrain. We notice that the climb isn't as steep as we might have anticipated. Select a different network to apply a flatter slope, in this case we use the Maxis Ground Highway. Leave the longest road segment in place and use the MHW parallel to it. Flatten the slope, and continue flattening it until either reaching the existing terrain surface or the desired transition site for the next flat portion. Players who feel confident about their slope can flatten this grade just a bit more, here we are doing it with the elevated rail. Before the terrain ahead turns too steep, we determine to use this gently sloping area for another curve. Extend any network whose slope mod supports vertical curvature to do the transition to the next flat area. Place a road piece next to the end of the road segment and extend it just a bit more, then extent the rail to smooth out the transition. Then cut into the hillside to form another area for a horizontal curve and an upcoming tunnel entrance. We prepare the tunnel entrance by excavating a notch into the hillside, this will give us maneuvering room to create the tunnel portal. Demolish the road and rail segments used to build the inclined segment. To then extend the RHW-4 uphill to the next curve. Place the next wide radius curves, and check if there's enough space for them. If not, adjust the size of the tunnel entrance area, or replace with smaller radius curves. Part 2 comes next!!!- 6 Replies
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CASARANO Casarano is a quiet agricultural town The city is located next to the Alimini Lakes. One of the largest lakes in Siculia. The city has a vast system of canals Thanks to the canals a nice park was built Due to the presence of various canals there is a pedal boat rental service and there are various gondolas to see a nice view of the Alimini lakes Between the various canals there are ancient bridges and modern bridges The train station is located on the border between the modern part of the city and the agricultural fields The city is very dynamic because it is located near San Foca, the capital of Siculia Since it is located near San Foca, Casarano is crossed by important roads. In the modern district, large roundabouts have been built The A-14 Highway divides the city into two parts and then began to climb the mountain until it arrived in Cortina Along the lake there is a road with a beautiful view or climb along the mountain on the mountain there is a beautiful view. You can see the whole city and the buildings of San Foca The city has a small port for recreational activities A city full of canals Here is the monument of Peace in the AIN. Built after the Poemian Crisis Near the city there is a large island where villas have been built. There is also an ancient villa. They say it's haunted. Lake Alimini contains islands Today is Halloween night and the city in the dark turns The small financial district is active thanks to the people In the park is a small theater where a theatrical performance is taking place Some condos overnight The train station at night The island near the city has a beautiful roundabout There's too much police in front of the haunted villa. Clearly something paranormal has happened. But we all know what happened. The usual Meddling Kids with their stupid dog solved the mystery of casarano's haunted villa. Anyway this City Journa is over and I'll leave you with the financial district of Casarano on the darkest night with the full moon. Meanwhile in Sonora...... see you along Sonora Highway 66 COMMENT REPLIES: TALSANO Max4k: Thank You
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CARMIANO The small town of Carmiano has a large forest and there are small industrial businesses related to wood. There are many farms in this city it's the warm weather makes everything beautiful this landscape The city is located near mountains. Here's a mountain road with a tunnel The small town is very active during the day There are many historic buildings At night the city is very quiet Street lights illuminate historic buildings The small industrial area of the city is empty. There are only lights Nobody's moving. Only lights that illuminate industrial machinery As the night gets darker and darker people go to sleep. Carmiano is a quiet town COMMENT REPLIES: JOAQUINA BEACH The British Sausage: Thanks for the comment. I'm trying to reduce saturation and contrast.
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Here's a teaser to a region that I'm currently working on! I have yet to complete the entire map, but I would post regular updates Prydwen City is the capital of Caledonia. Prydwen City is sprawling with tall skyscrapers, as well as unique looking ones The 1st Ring Highway is one of the major highways that connects the entire Caledonian region, including islands. The Suburbs Caledonia is also a mountainous region. "What a view!" (Image Credits: Me, 2019. Cordillera Mountains, Philippines) Thank you for taking the time to view my first CJ!
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I'm looking for a mod to aid in rendering higher mountains, preferably the "Higher Mounter Mod" named, apparently, 1500m.dat by an Andy80586....
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Mount Steel Ski Resort opens for Christmas fun!
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Queen Ilene: Welcome once again! We once again arrive with the most wonderful news about the Kingdom, which are sure to bring joy to residents and visitors alike! Jenny Salisbury: No doubt about it! Today we open what will become the coolest attraction of the South Rotan Alps: ֍ MOUNT STEEL SKI RESORT ֎ OPENS IN CHRISTMAS DAY! Mew: Mew-mew! Niu nyah miumiumiu nah Miau Nee Mii Mew-Miou!! (Translation: Hooray! We're opening the Mount Steel Ski Resort!!) Jenny Salisbury: Can you show us around how the town has changed and what new facilities we have for our winter tourists? Mew: Mew! Mew niu myah nee Miau-Nee mewmyah, nii-nah miaun nah mew-miou nee-nee myah nieh miou miau-mia nii-nii nioun. (Translation: Sure! Here we start with Mount Steel's village, which has sprung a resort district at the toe of the skiing slopes.) Mew: Miau-mia miu-miu-niu nau nah mew-miou nii-nii ni nah Miau-Nee Nii Niaun, nee-nee miu miau-myah-ni mewmiu miiiuuuumiu miumiumiou ninai nii mioun miahniah. (Translation: As the centerpiece of the resort district is the Mount Steel Ski Lodge, ready to comfortably shelter winter visitors inside its log walls!) Mew: Mio-miou! Mew Niin nyah-nah Mee-mai Myomyah nyah niu miai Mew! Nii nee miumio-nieineenay miau miumiu Mew-nyah... (Translation: Uh-oh! Seems Kidd and the Weavile Bros. want to find me! They still underestimate how sneaky I am...) Kidd Summers: Mew should be somewhere around here....Alright, we'll play this little game once gain! Weavile A: Weav! (Translation: Ready!) Weavile B: Vile! (Translation: On it!) Mew: Miu nyah miamiai....niu miuuumiu nyah! Mew-niu niah nah miuuu miou nah-niah miu-miou niuniu, nah niau-niumnium, miu-myam, miohmuh, muhmioh nah miamian miamiamiu miumai niei nio miiiuuuumiu-nion miumiumiah nah nioh miumiumiui miumiumiou nianiai! (Translation: With that aside....it's snow time! Here we have a full view of the resort district, where restaurants, gift shops, hotels, inns and rental apartments provide space for winter sports enthusiasts and more leisurely visitors alike!) Mew: Miuuumiu niei nii-niini niu-niu meemee, niiniin miumiu-niu-niu-niu miu myahmiou... (Translation: Snow makes everything look pretty, but limits visibility from above...) Mew: Miuniai, nya miumeemeenya mewmyah niuniumiu, myamyah nah mewmew miaumiau niu, myah-miau mewmew-nee miomionio niuniu nya niaou! Myah mew-mew nee, Miumee? (Translation: Meanwhile, the original village flourishes, getting a very charming look, and now wanting to be promoted into a town! What do you think, Jenny?) Jenny Salisbury: While Mount Steel's growth has been impressive as of late, they still aren't quite ready to be promoted into a town. They still need 12,500 inhabitants before they can incorporate a municipal government and no longer be ruled from Drent. Mew: Miaumia Mew! Mew-mew niau nionioh niu nya miomiomiuh nian nio Miau-Nee, nya Nau Nianio Nauu Miuniu! (Translation: Follow me! We're now headed to the coziest spot of Mount Steel, the Cast Iron Hot Springs!) Mew: Neeneh nii nya mrrr-mrr miuuumiu, niu niou miu nee-nii nyah niouni! (Translation: Even with the bitter cold snow, this place looks steamy and toasty!) Mew: Mew myamya myaim nii nyah nauu miuniu niaou! (Translation: I wanna dive in the hot springs now!) Jenny Salisbury: Ahem! We still have work to do showing visitors around... Mew: Niauniiiaaiii... (Translation: Alright...) Mew: Niumiu nau, mew-mew niaou nee nyah myamiu nyau-nah nii nyenyah, miu niiin niei nii-nyan nya miuuumiu-mew niu nya nio nio myaniu, miu-nya nyaini niu mrr-mrr miaun nya mrrrrr niinai! (Translation: Moving on, we now reach the upper part of the ski area, where lifts take skiers and snowboarders to the top of the slope, who are ready to race down the frosty incline!) Mew: Niumiu nau, mew-mew niaou nee nyah myamiu nyau-nah nii nyenyah, miu niiin niei nii-nyan nya miuuumiu-mew niu nya nio nio myaniu, miu-nya nyaini niu mrr-mrr miaun nya mrrrrr niinai! (Translation: Moving on, we now reach the upper part of the ski area, where lifts take skiers and snowboarders to the top of the slope, who are ready to race down the frosty incline!) Mew: Niu-niain, neen nah mii niei miomio-myah! (Translation: Look guys, there's a ski race going on!) Mew: Nioun neen, niu-nyah miuniu, neen nin nyan nah niu myaniu nion!! (Translation: Red team, you can do it, there's still half of the slope left!!) Mew: Nya-nioh niou niun nya mioun, niu-nah mioniouniou nah miumiuniu! (Translation: And for those who are lost, here's the location of everything!) Queen Ilene: And here we have Mew with some stylish hats--which one looks best on him? Jenny Salisbury: I spent an entire week knitting them all! Make sure to give your opinion on these!- 3 Comments
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