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Showing results for tags 'peninsula'.
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From the album Beaver Island
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We are here: Responses: @Girafarig Thak you very much for your comment, and your explanation. I also thought it's important to protect the boats from big waves during storm, so I decided to add a wavebreaker there. As for the restaurant: I added some restaurants nearby, although, none of them is a dedicated seafood restaurant. You can see the sea from there, but making the view more panoramic would be possible. I'll try to improve that as soon as I'm getting a good idea. @JulioC Thank you very much, too. It's an honor to hear that from you, your last scene in your CJ has been very impressive. I'm actually quite surprised myself that the cove turned out so well, I was more or less just messing around. @justforfun Also a big thank you for your interest. Glad to hear you like it. Today's entry: In today's entry, we are going to further explore the area on the southern coast of the peninsula, where Sebastianskirch is located, as already outlined in this sketch from the last entry. To be exact, we are looking into the center of it, between Taubenhag and Krabbenfels, the villages that have been shown off in the last entry. I should, by the way, mention that I've heavily terraformed the coastline, in fact, this has taken me much more time than in any other entry in this CJ so far. My main reason for that was to make the coast more rugged, it was supposed to have more beaches, as well as cliffs. Here's a picture of the coastline before any development, and how it is looking now: As already mentioned, this is an area where poor people from another country settled after moving into Maxiland, building small villages close to each other with a small village core and otherwise being scattered over the landscape, along with some sheep pastures, fishing coasts and harbors, and occasional farm fields. The style of the villages you are going to see doesn't differ much from what you've seen in the last entry; however, I decided to add a few extra points of interest. As for the nature, most of the forests are conifer or pine forests, with the occasional shrubbery plains in close proximity to the coast itself. We start at the east of this area, with the hamlet of Widderstein. It doesn't have much space, but an extensive beach that is partly used by tourism, partly under protection, with the salt water pond surrounded by cord grass. Moving to the west, we get to the next small hamlet, Maienbach. In this case, the old village core is located around the ascending street, there are a lot of shops there, to serve the fishing people when they are returning home from work. Between Maienbach and Widderstein, there's this monastery on the rocks, being the main cultural center of this area. Here are two close-ups of Maienbach that I already shared before, I just like to repeat them here for your convenience. One of the fishing beach, and one of the small creek there, which has even been decorated with hydrangeas by the people living nearby. We now continue to the largest village there, Zirbenbucht. The Zirbe (full German name Zirbelkiefer, pinus cembra, sometimes also known as Swiss pine) is a coniferous tree growing in Europe, mostly the Alps, which can stand harsh conditions like cold and wind, and is growing even near treeline in the mountains. It is also popular as a park tree, and it has a variety of uses, such as its pine cones being edible and its wood is smelling nice. Unlike the other villages, it is very compact, mostly due to space constraints, and it has a large village core, part of it even on stakes in the water. And a few close-ups, the first two of the old village core, the sea village, the fishing harbour, and up to the church. Despite the steep slopes, there are some areas used for agriculture. Some people have even built terraces there. This is my first try at making terraces, although they look odd because I'm bound to the grid and one can clearly see this. And to the westernmost part, we are arriving in the hamlet of Maxweil. I like this one most, I think I got the idea of making one small village core with a lot of scattered houses there best. Maxweil also has some interesting spots along the coast that I'd like to show off. First the bay with the beach, second the lighthouse, third the creek estuary with the fishing coast. I should mention, by the way, that in earlier days the main route along the coast was actually the small street winding its way along the coast on the bottom right of the first picture - the road came later, as sort of a shortcut and because of the advent of motorized traffic. And the lighthouse, I like the way this coastal area turned out best: And the creek estuary. The main idea was making sand islands between the creek arms, although I should try this once with bigger islands better: Maxweil is also located near one of only two creeks in this area. It is flowing through two small lakes with a small canyon in between, my first try at making a canyon (which turned out to be very difficult, mostly because of some bug which places the rocks I want to put there higher than intended; also, next time I'm using smaller rocks). The lower lake, with a few huts of fishing people, and the sawmill. And the upper lake, with a few more separated farmhouses in the forest there. We conclude today's entry with an overview over the entire city tile at zoom level 1. I hope you liked it so far. Next up - I don't know. There are a few loose ends to tie up, such as the village at the far east of the peninsula, and as you may have seen in the first screenshot in this entry, I removed the forest in the mountains close to Storchenfeld; I'm going to make something special there, perhaps an alpine scene - as soon as I'm getting an idea of how to pull it off.
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We are here: Responses: @JulioC @justforfun Thank you both for your interest and your nice comments. Unfortunately, I'm anything but an expert if it comes to economy, so I can't tell if the land value of the area below the dam has increased, but, well, I guess so... Contents: In today's entry, and the next one, we are going to explore the south coast of the large peninsula to the east of Michaelshaven, and where Sebastianskirch is located, as shown on this part of the region map of Maxiland: Owing to the rather hilly landscape, this coast is dotted with small and scattered villages where people mostly lived from fishing, sheep breeding, and a bit of farming for a long time; in modern times, tourism has started to expand there. There's no major city there, and the main traffic routes are bypassing this area, so it is somewhat calm and rustic in nature. As usual, I'm starting with my historic babbling: In the 13th century AD, poor people from a neighboring country had to leave their country because of overpopulation, and started to migrate to Maxiland. Since they had developed good abilities in sheep breeding and fishing, as well as making hilly terrain hospitable, they were very welcome among the lords of the adjacent areas, and in exchange for exporting fish and sheep products, they have been granted various tax benefits and liberties which were highly appreciated in those feudal times where everyone was part of a strictly defined social hierarchy. It wasn't easy to settle in such a difficult area; the hilly area made agriculture difficult, and for some reason (I actually can't think of any believable reason, to be honest...), soil quality and precipitation were quite low, so only coniferous trees and shrubbery were growing at this part of the peninsula. In order to improve their chances to survive, the people opted to develop, wherever possible, a special way to lay out villages: All villages had a small village centre, and most other houses were scattered over the landscape, with sometimes small additional hamlets next to the coast. In this and the next entry, I'm going to show off basically the same style of village design, as well as the same old town buildings. The main reasons for splitting all pictures into two entries are to keep the entry size lower, and because I'm actually not even done yet with all the MMP work. We are starting with the leftmost and the rightmost areas, at the villages of Taubenhag and Krabbenfels, to be exact. Taubenhag is located on the same city tile as Michaelshaven (which finally allows me to complete another city tile), and Krabbenfels on the city tile Wohlspitz, which is actually the name of the peninsula at the south border of Maxiland, south of Krabbenfels. The city tile in between, Zirbenhang, will be part of the next entry, but it's already almost finished, except for the MMP-ing part. But let's now get to the picture part. Here are some pictures of Taubenhag, the village next to Michaelshaven. The first picture shows off the upper parts of the village, the small street to the top left is connected to the upper parts of Oberried, which is part of Michaelshaven, and the road is the federal route B7, the only main route, which is winding its way through the landscape, providing at least a bit of a quicker connection to all the villages and the eastern tip of the large peninsula. And the lower parts of the village. Here, we can see the tourists' beach, and the beach where some of the fishers are hanging out their fish to dry. And three close-ups: the old village core, the fishing coast, and the coastal landscape, partly forest, partly meadow coated with feather grass and shrubbery. And an overview, which also includes part of Michaelshaven: We now jump to the far east end of the peninsula, to the village of Krabbenfels. Nothing special, everything has already been said, except for the fact that the space constraints there made life difficult for me. I hope it turned out OK for you, although one street quite literally runs almost a straight line through the entire village which makes it look odd. The western end of Krabbenfels. The route B7 already turns to the north, large parts of the village are actually located at a dead end street: This is a close-up of the old village core; I believe I already showed it off before, but I'd like to repeat it for your convenience: These are the eastern parts of the village, with the fishing harbour, the beach, some restaurants, and a lot of summer residences of tourists frequently visiting this area. A close-up of the fishing harbor. Quite a bold act by me - I'm living in a landlocked country, I do not have any clue at all if this is realistic or not. A bit even further to the east, there are a few scattered farmhouses with pastures and a few farm fields. A close-up of the cove with the lighthouse. I already shared this picture, but I still want to include it here: And, to conclude this entry, an overview of Krabbenfels and its surroundings: That's it for today's entry, I hope you liked it. As already pointed at before, the next entry will most likely deal with the parts between Krabbenfels and Taubenhag.
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From the album Lupton News: Major Expansions!
Prestigious point villas -
Version 1.0.0
121 Downloads
The northern shores of Lake Michigan, halfway between the North Pole and the Equator. start SimCity 4 create [New Region] exit SimCity 4 navigate ~/Documents/SimCity 4/Regions/[New Region], replace config.bmp start SimCity 4 load [New Region] press Ctrl+Shift+Alt+R, open leelanau.bmp -
From the album City Overview (S3-13-W)
The peninsula town of Herring Point, a suburb of the city of Jericho. Known for its famous lighthouse at the tip, local marina, and the best medical center in the region. This is a 4 image composite taken at zoom 2 with some config file tweaking for "beyond maximum" graphical settings. You can just barely see some automata here but they're definitely more noticeable when in motion. Automata is normally not visible at "high" until zoom 3.© kingofsimcity
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From the album Realistic Recreation (S3-08-M)
4 elements are combined with SC4's icy blue water to depict a polar scene, 1) a water level mod that raised the water to 1500m, 2) a cloudy sky background, 3) an Antarctic terrain mod, and 4) the SC4 Easter Egg that adds snow caps to higher elevations on Dec 25. The Antarctic seems to be the most peaceful place left on Earth. There are no major industries or defense operations, just some penguins and scientists. https://en.wikipedia.org/wiki/Antarctic_Peninsula -
Replies @Artimus: Avalon Air would totally serve you had there been an actual international airport... . Thanks a lot! @raynev1: Thanks! I do use a money cheat since my focus is very sandbox-y in nature; I need the extra funds to experiment! @APSMS, @waybig, @feyss, @kschmidt, @Ln X, @philforhockey51, @Urban Constanta, @Dreadnought, @korver, @takemethere: Thank you all so much for the comments! Herring Point: The Really Pointy Peninsula City Welcome to the beginning of the Azura Metropolitan Area, and the first of the two final "semi-catch up" updates. These contain cities that were largely built in the middle of last year but with some new development and style shifts. We'll be exploring the peninsula city of Herring Point today with Jericho and Avantasia as follow-up updates. 1. Region overview of the area. 2. BEFORE: An old mosaic overview of the city of Herring Point. Population: 15,000 3. At the very tip of the peninsula is the Avalon Lookout. This lighthouse serves as the beacon for ships coming into Azura Bay. Note that this section is not part of the actual city of Herring Point. 4. A roundabout signifies the end of Herring Point Blvd. This portion is also part of Avalon Lookout. 5. Now we move into modern day Herring Point with a zoom 1 overview (left side is north)! 6. The north side is easily the most affluent area of the peninsula. Mansions and generally large homes are hidden behind winding roads and thick foliage. This particular chateau has graced this city for over 100 years. 7. Even somewhat major intersections around this area are dominated by residential. 8. Downtown Herring Point remains relatively unchanged. The little clearing towards the north is the future site of a sleek apartment complex. 9. Sustained growth has attracted the need for a new marina for the affluent. This little coastline section was leveled to make way for one. 10. Further south remains unchanged for the most part. 11. H.P. High is one of the best public high schools in all of Avalon. 12. Detailed suburb shot. 13. The sections of Herring Point closer to the mainland are grittier. Suburbs give away to industry and commercial. The Herring Point reservoir provides a freshwater source for the locals. 14. In the early days, this segment of A-515 stretched past the reservoir towards the waters of the north. In a twist of events, A-515 was shortened to this at-grade crossing to make way for new businesses that sprouted up in the area. 15. The Bywater Spring Hospital is the premier hospital in the area. Directly across the street is its disease research building. 16. Herring Point continues to grow! This section of forest was cleared to make way for a future suburban block. 17. Some new development along the primary road. The twin apartment towers in this shot were torn down after defects in construction were discovered. The much smaller pod apartments (from above) now reside in its place. 18. This new diamond interchange serves as exit #1 for A-515 south. 19. Jericho's northern business development creeps into Herring Point. Scales Plaza is a new set of office buildings that sits on top of an old parking lot. Landscaping renovations have been performed but plans for repaving are currently still in discussion. 20. A mosaic of the new A-515 corridor. You might notice something interesting about one particular pair of power pylons here - they appear FA 1.5 aligned! To be honest, I have no idea how this happened and have been relatively unsuccessful in replicating it exactly. If you're interested in what a similar example would look like in detail: 21. AFTER: Herring Point mosaic once again with some new updates. Population: 31,000 and growing. And that's it for now! For Next Time We'll explore the neighboring city of Jericho - home to even more gross amounts of suburbia.
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Countryside Peninsula Galore ! Last time I mentioned the railferry to the Cape Hartford area. In this CJ we will explore the countryside of Cape Hartford and Fort Grayon Islea and Ocean. Cape Hartford peninsula countryside is still in a early stage; Fort Grayon Islea and Ocean area is much wider developed. First settlers to Mayon Province went ashore on these peninsula´s wich were relativy safe. Some area´s of Fort Grayon Islea and Ocean and the town development of Fort Grayon Ocean will be revealed in a later CJ. Let´s start with the Cape Hartford area ! Early pictures of the harbour town ! Latest reworked harbour area ! Some countryside splendour ! Cape Hartford Town Another rural community Cape Hartford has as mentioned a connection with Fort Grayon. Cape Mayon is another well connected destination by fast ferry ! This route shorten the journey to Mayon by 50 miles, a relaxing boat trip. Ferry operates summer only ! Cape Mayon Port ! Now we move on to the Fort Grayon Islea and Ocean area ! Agricultural the oldest area of Mayon Province where the first founders of the province started up the area´s wealth. First Fort Grayon Islea the tip of the peninsula ! Cows enjoying the grasslands ! Fort Grayon Islea Town Apple orchards ! Next to conclude the Fort Grayon Ocean area ! Another agricultural community ! Some more agricultural pictures to conclude ! Well that´s are some pictures; the mods you install do comeback sometime ! Cows are lot harder to reproduce. Development is going so rapidly in the west part of Mayon province I have more than enough pictures fill some future CJ.. However to not fall into repetition I change the subject next time and will have a look at; the maritime scene of Mayon Bay ! Hope you enjoyed this CJ and see you back in the next one !
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Version 1.0
4,181 Downloads
Maxisland 2.0 aka Santa Bella Ever wanted to play the Maxisland region but found it too small or too lumpy for your terrain mod? Ever wish that the city tiles had been optimized for bridge building? Presenting Maxisland 2.0. This expanded version of the original map fixes many of the problems with the original Maxisland. Several passes through SC4Terraformer's height compressor have leveled out the plains to where even the strictest of slope mods won't complain. The city tiles have been optimized for bridge building, and the region is now 32x32 instead of a cramped 16x16. The terrain has also been run through a couple of erosion cycles to add some realism. I want to make clear that this is not a very original map. This is simply an altered version of Maxisland. I am releasing this based on feedback from readers of my City Journal. Feel free to make further modifications as you see fit. All credit for this map goes to Maxis and the SC4Terraformer. Enjoy. -
Version 1.0
756 Downloads
I uploaded this a little while ago after I'd put it up on Reddit and gotten some positive feedback. It was originally taken down from here because I didn't have everything in the proper format. I've attached a .sc4m file and the corresponding config.bmp now so hopefully that's what everyone needs in order to get the map to work properly now. Please let me know if I'm missing something and I'll try to get it as fast as I can. -
Replies: @ggamgus: Lol. Yeah Antarctican democracies don't make sense so I suppose it will have to be a dictatorship. @Blakeway: @dubaidude303: Thanks man! @TowerDude: -Insert Trollface- @Mastof: YAY! ^-^ @111222333444: Yup Carl! Lol. Dose greenhouse gases D: @Hazani Pratama: Thanks man! @NMUSpidey: TAKE THAT BLAKEWAY! Lol. Yeah I love Sci-Fi! @TekindusT: I sure hope so ^-^ Quick Note: So were you expecting Antarctica? Lol, NOT TODAY BOYZ. Actually I'm still working on it, but first update should be out soon. Anyways, today we have Masel, Atlantsia. The marina of it that is. Embassies Part 1+Around the CBD will be coming soon, so stay on the lookout for that . BTW, for some reason my automata is messed up at further zooms, not sure why. There are still some cars visible from these zooms, but much less than when I zoom in. Without further ado, here is the update: The Marina at Masel, formally known as the Masel Bay Marina, is one of the most popular tourist destinations in the city for avid boaters. The Marina is lined by large condomoniums and hotels. Rental centers for yacht and speedboat rentals are open 12 hours a day starting at 7:00 A.M. Along with the many residential estates, a large variety of restaurants, diners, clubs, theatres, and other attractions bring the marina to life at night. The Sierra Complex is a cruise ship port, located half a mile from the marina. The Antebairah Hotel located Jebel Barudekh Ave. is the most popular hotel in the marina district. That's all for today! Ciao guys . Comments and ratings are always appreciated Psst, Fox. Foxy, that grey building next to the triangular blue building in the marina pictures is your embassy. Just lettin' y'know!
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Version 1.0
4,819 Downloads
It's a very simple and almost flat map for Cities XL 2012, replacing the Peninsula. It has custom textures, lots of place to build, a coast for placing ports (or blueprints built on water, like the Alcatraz), and all resources almost everywhere. It has road/railroad/highway connections on two out of four sides, so you can haul a lot of cargo even before placing a harbor. It's basically like a quarter of a frisbee, almost perfectly flat in the corner opposite to the water, and gradually curving down towards the shore line, to meet the water in a gentle slope. It's still more than flat enough to build on in any point. There are no trees in water. In fact, the the shore was actually built around the existing trees. So you don't have to buldoze anything. It's inspired by the very flat geography of peninsulas like Denmark or Florida, or rather, coastal places on them rather than the whole peninsula, but it's not based on the actual terrain data of any particular place. To install, just unzip the file into your Paks folder. To uninstall, just remove it. (Removing it might, however, break any cities built on the custom map.) IMPORTANT NOTE 1: No attempt has been made to match the height of the map it replaces, and arguably it's not even possible to both have two maps have the same height in any place AND have one be flatter than the other. I.e., it might or might not break existing cities built on the Peninsula. It is highly recommended that you start a new city if you want to use it. IMPORTANT NOTE 2: It has only been tested with Cities XL 2012. I have no idea if it works with 2011 or any other version. Note 3: yes, I know it's not some great achievement. It's not the best map out there, nor particularly hard to make, nor the most realistic, nor anything else. I just wanted a flat map to build a great big coastal city on. Maybe someone else can use it too. Or maybe not.

