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Found 19 results

  1. Video Preview

    VIDEO PREVIEW See you soon!
  2. Evolution

    Hello everyone, It has been a long time since I came on the forums, tonight I come back with a new video... A video a bit special, it's the first time I spend so much time to achieve one. It took me more or less two weeks, during all my evenings to lay this video, there are more than eight hours of films that had to be sorted and compressed. But the biggest particularity of this video is that it appeals to 21 other people than me, without whom, I could never make this video as we know it today! I want to thank everyone who took some of their time to make the video! Good viewing! Thanks for the comment! I did not invent any MMPs, all come from different mods. For the lots it's almost the same thing, I just used existing BATs in the LE. Thank you for your sharing! Thank you very much, it makes me very happy to have worked with you! I'm glad you're happy! Thank you very much Michael, I'm glad I worked with you too! Thank you! Thank you very much GoKingsGo! Thank you very much! Thank you very much korver! Thank you! Thank you very much, music plays an important role too! Well, thank you very much! For the textures of roads and streets, this is part of my work SNT: Textures are not available at the moment. The project should be realized in a few months! Thank you Krasner, glad you like it! Thank you very much for the comment! There is no problem, the resolution also goes as it is now! Thank you! Thank you very much for your comment and your participation, I am very happy! Well, thank you very much for all your kind words! It is true that I do not always have a lot of time to work on SC4, but I always try to find a moment to do what I like.
  3. Archipelago of Brebes

    Located in Southeast Asia and in the Pacific Ocean, the Archipelago of Brebes and a group of 67 islands spanning about 580 kilometers and also the country of Halruaah. The largest island is 120 kilometers long by 40 wide and is home to the capital Kawayan. The archipelago was colonized about 70,000 years ago by men, from 500 BC the archipelago became highly coveted by its resources and its strategic position, it will be the scene of numerous territorial clashes between several neighboring countries. It was in 1760 that the British Empire took power from the archipelago and added a new colony to its list. Two centuries later, the local population revolted, and demanded its independence. After the Second World War, the United Kingdom can not preserve its authority against revolt because it demands too much military and financial means, it folds and the independence of the country will be officially signed on June 6, 1953. The civil war will cost the life of 150,000 citizens. Today, the archipelago of Brebes has just over 15 million inhabitants, the majority of which are concentrated in Kawayan. The poverty line decreases ant the unemployment rate of 11.2% of the active population. The country's main economy comes from tourism, oil and copper. Have a nice trip! Kawayan, the largest city and capital of the country. The population reaches 9'000'000 in 2016 and demographers estimate that the city is reaching 10'000'000 inhabitants in about twenty years. The city is contrasted by poor neighborhoods, other neighborhoods rise with large buildings blending British architecture in the modern Asian and Australian era. There are a multitude of small villages like this spread over the entire archipelago. Most of these villages depend on fishing and agriculture, for some of them tourism operates the local economy. One of the four airfields in the country. Built in 1940 during the Second World War, it served the British Army for military operations on the islands neighboring archipelago. The aerodrome has been classified as one of the worst in the world by an aeronautical review because of its delicate position between the ocean and the cliffs, the pilots have courage ... There have already happened a few accidents, but never anything serious. An old colonial house of the British Empire isolated from everything. In the archipelago still lives some indigenous tribes they live mainly of the fishing. There are about 1,700 natives scattered over several islands. After the war, the country developed to the detriment of the natives. One of the few stream in the whole archipelago. The Hainia Atoll. It takes millions of years for an atoll to form: at first it is a volcano to which coral is formed around it in shallow and warm waters. The volcano collapses until it disappears completely leaving behind only a coral reef in the form of a ring. This process takes several million years. In 2006, a man was found on an island in the archipelago, surviving for a dozen years before a fisherman's boat noticed an unusual activity on the island. The man had made a huge fire and kept it up for several days before anyone noticed his presence. He says he had a great holiday! Thank you Silur. Thank you. No, I was not inspired by this CJ, although it is very beautiful. Thanks Michael, the next update will be in a long time. As soon I will not have much time to dedicate to SC4, and also I want to prepare something huge that will take me a lot of time. Why not! Thank you for the comment! Thank you, I enjoyed doing this little aerodrome. I'm glad to hear it, thank you very much. Yes why not. Thank you GoKingsGo! Thank you very much tariely!
  4. This entry is going to be fairly brief, as I haven't found much time to develop anything specifically new, so is mostly just a repeat of the previous entry. This time I have developed the residential area north-west of the mini stack interchange. The design is similar to the area south of I-10, but the amount of industry is slightly toned down, with mid-wealth residential and commercial services taking a larger role. Above is a small residential square cornered by E Palm Ln on the north side, N 18th St to the west, N 20th St to the north and E McDowell Rd to the south. The other feature that breaks up the grid pattern is the bow shaped street formed by N Whittier Dr which meets E Granada Rd to the north and E Almeria Rd to the south at their respective intersections with N 16th St. I may return later to N 16th St due to its width. Here is is picture as being 6 lanes wide, but the real life version is only 4. Above is an image of the reduced industry seen in this area of development. Most of the industry here appears along E McDowell Rd and N 16th St, mixing in with the commercial services available. Finally, some work I attempted on the mini-stack interchange. I'm getting to the point on this where I think I am going to use my free will to modify the interchange to actually work, instead of trying to make it as realistic as possible. The main problem at the moment is the flex-fly fun I{m having at the top of the image, but I think I may have a solution to that. Something to note before I leave, I have changed the texture pack, so I am now using CPT Painted Desert Terrain Mod, which I hope will give a slightly more realistic appearance to the general map.
  5. So Entry II. Since Wednesday I've made considerable progress on I-10 heading south, pretty much reaching the outer expanse of the city. Further to this, I began small amounts of zoning near the Mini'stack interchange which I developed slightly but have yet to complete. Anyway, pictures! I'll start with the zoning development I have begun just North-West of the airport, between I-10 and 16th Street. The image at the top is just some generic industry just off the I-10, sandwiched between E Washington St and E Jefferson St. Looking closer now at the map, each one is in fact one-way so I will likely revisit this later and alter accordingly. The next image is of the residential area that has developed to the north of the industry. I have tried to 'overlap' the industry and residential as much as possible, so many of the areas to the south are a mixture of residential streets and industrial roads, as seen in the second image. Just on the north side of E Washington St I managed to achieve a nice mix of commercial and residential, along with a short woodland path as a divider. Finally, an overview of the current development on that tile, cornered in by I-10 and the Mini-stack. The overview really shows the extent of the industry mixing with the residential. Moving south, I have now fully developed the UPS Car Park to the south west of Runway 08. It really fills in the gap between 24th St and I-10. That covers the extent of construction throughout the city so far, so now on to the progress I made on I-10 heading south out of the city. The progress covers three tiles, so the images below will simply be highlights of the better interchanges. This first interchange is the junction between I-10 and Route 143 (seen at the top) and the junction of I-10 with W Broadway Rd. There are some slight modifications due to proportions but overall I think it turned out quite nicely. Finally, here is the interchanges between I-10 and Route 60, which I am very pleased with. Although it is not an exact replica, it comes pretty close to it and it is possibly the most satisfying junction I have built with the RHW. The junction with S Priest Dr can also be seen at the bottom of the image. As per usual I will wrap up this entry with an overview of the progress made so far. We have currently established 5 tiles, covering the area between the Mini-stack interchange and going right down to Chandler Blvd and the area where the city ends. As always, thanks for reading. Be sure to comment any opinions or criticisms you may have, I'll try my best to address them.
  6. Deforestation

    Hello everyone, I have not posted anything more than a month. So I come up with a new YouTube video that this time is not a tutorial plus an experience of changing deforestation. I hope that this new concept will please you, if it works well I will do some times in the same genre. Good viewing! Thank you. I did not want to take a close look at deforestation for a number of reasons. The first reason is that a close-up would have asked for more details and therefore more time. The second reason, with a bigger zoom on deforestation is less impressive: if one takes the first and last image of deforestation there is a clear difference. The goal of the first part of the video is not to do anything incredibly detailed with the MMP, but simply to see "live" deforstation. Thank you, I'm glad to see that the video passes a good message. I already thought about doing Africa, but it will not be for now, but it will come! Thank you Michael! Thank you for your kind words! On the other hand, there are also trees near me that have been cut down, it dramatically changes the landscape and makes it uglier. Less and less trees for more concretes, unfortunately. Contact with nature is soon lost. Thank you very much RandyE. Thank you! Merci! Your message affects me a lot, I'm glad to hear these words, thank you again! Thanks to you for the comment.
  7. Tutorial : Create a pond

    Hello everyone, For a moment I did not return to the forums because I had quite a lot to do. So to come back nicely I decided to make a video before continuing my Dahammas area. It is a video related to the creation of a pond, I hope you like it! Water : STEX - Paeng's Free Waters Rock : STEX - Murimk MMP Rocks - Pack 1 STEX - VIP RuralPack Vegetation : LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe cattails LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe daisy LEX - BSC - VIP girafe elms LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks LEX - BSC - VIP girafe poppies LEX - BSC - VIP girafe sparaxis LEX - RRP Pasture Flora Various : LEX - Mayor Mode Ploppable Livestock LEX - SFBT Craftsmen House by voltaic STEX - FrankU Heblem Sand addon STEX - Nams 48people MMP STEX - VIP AubracWallMMP It's a bit like a habit, and even if there's a mistake you have to keep going because the video is spinning and I can not do too much time. Despite that, we do not see it, but I sometimes have moments of hesitation during the video. Thank you for your comment! Thank you very much raynev1! Thank to you! Seeing elsewhere is always interesting even when one is able to do the same.
  8. Eréphore - Pt. II

    And here is the second part of Eréphore! I wish you all with a little bit of advance, good holidays of end of years! A small village in the area, a few tourists pass by here to visit the fort and hike along the river. One of the two arms of the Thylis, The flow of the river is not very large and fertilizes not much land. Over the past thirty years, the flow of the river has further diminished due to increasingly intense farming. In the mountain of Gormios there is an ancient ruin of an ancient temple. It was destroyed by an earthquake around 500 AD and plundered intensely after that. The city center of Erephore and capital of the region, there are about 120'000 inhabitants. Upon returning to the "Blue Line", we can see the old desalination plant built some fifteen years ago and still functioning today. Due to demographic growth, in recent years, this plant is not enough and a second bigger one has been built. Thank you! Thank you, and Happy New Year! Thank you! Thank you very much pour your comment! Thank you! Thank you very much jmsepe! Thank you. Thank you. Yes, that's a lot of work!
  9. TOVOT | Phoenix map

    Version 1.0.0

    679 Downloads

    Download the following mods: LK Appalachian Terrain (dont select: No Erosion) LK Starter Set (dont install: LK_StarterSet_Water.dat) LK Terrain Textures PEG WATER MOD Windjammer This map required the following terrain and water files: LK_AppalachianTerrain_Snow_High_Jagged.dat LK_StarterSet_Beach.dat LK_StarterSet_Cliff.dat LK_TerrainTextures_01.dat LK_WeatherTuning_Stagnant.dat PEG_WATERMOD_Windjammer_205a.dat For all SC4 players from all places...
  10. Eréphore - Pt. I

    The sun shines draining land in early summer, the south wind sweeps before the doors of houses. Today, the thermometer rise to 34°C on average across the country, the region of Eréphore was most affected by the heat wave, could be measured around noon a temperature of 39°C! Eréphore is one of two regions of the southernmost countries and their Mediterranean climate, the olives trees are thriving and are walking in part with the local economy behind tourism. This part of the country yet still remains very poor, people live mainly from agriculture, fishing and a few small travails often not reported to the state. Have fun watching these images, this is only the first part of Eréphore. Indeed, the work done so far is huge and is not finished yet. I have many ideas to run for the next update always on the same topic, and I do not want to wait several weeks before a new entry (soon it's been a month that I work on this update ). I wish you all a good viewing, see you soon! The "Blue Line" is the line of the oldest railway in the country, it has that name because it runs along the sea. Built during the First World War, in 1915, it was used primarily to link the north the territory to the south for the supply of the army. The end of the war, the line will operate for civilian use, and rail will grow in the country. The Thylis, a small River rises about 50 km to the west in the massive Gormios. The river is known for the motorway viaduct that crosses from east to west. Completed in 2008, it serves the Eréphore other region. The old tower, so she is appointed. This type of building built in the Middle Ages is common in the south. It was used to alert the town in case of an attack with a trumpet. At that time, there were often raids in villages. The plateau Eréphore with its abbey overlooking the semi-desert terrain, it is crossed by the National Road 7. A small village almost deserted, there are still 13 people... The houses each turn fall into ruin. Thank you feyss! No need to say more, if you do not feel it! ^^ Thank you very much! Thank you very much for your comment, I'm really glad to hear it! It took me a little time to create these five photos, Eréphore was born there about 20 days, but I have not worked on it every day. I think in total I had to make between 35 and 40 hours to get the results you see. Thank you! Yes, rocky parts are a bit more complex to do. I had to try several samples before making a decision. I'm usually bad for this type of MMP. Thank you very much Michael! Thank you Simmer2! Yes rural houses from the TSC: Nams BATS PROPS PACK Vol 01 Thank you for the comment! Thank you! Thank for you comment! Thank you! There is no need to build particular MMP under a bridge. You just have to click below with the MMP and it's all good! Thank you very much! Thank you for your nice comment TekindusT!
  11. Tutorial : create a road

    Hello everybody, Today I post a video tutorial on the roads. often compliment me about my road (MMP) and ask how to do it well. I hope that it will meet the expectations of some people. I wish you a good viewing! See you soon for future new updates will happen soon! Rock : STEX - Murimk MMP Rocks - Pack 1 Road : LEX - RRP Draggable Paths ChrisAdamas3997 STEX - FrankU Heblem Sand addon STEX - VIP Carpack vol1 STEX - VIP Carpack vol2 STEX - VIP Carpack vol3 Vegetation : LEX - RRP Pasture Flora LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe maples v2 LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks Various : LEX - Les Murets de l'Aubrac Orange TSC STEX - Bikes STEX - Nams 48people MMP STEX - VIP AubracWallMMP STEX - VIP RuralPack Thank you! Excuse me. I put the links of all MMPs used in this video. Thank you! Thank you! What is ASAP? Thank you for your comment! The speed of the video is x2.05. So I had about 20 minutes IRL to create this scene. Thank you Silur! Thank you for your nice comment! It takes a little practice at first to build straight roads. But one learns quickly! Thank you TekindusT! Thank you for your comment! Anything is possible with SC4! We learn new things every day, me too! Thank you. MMP routes have advantages, but also disadvantages. Everything depends on the context of their use. Thank you from the comment, I am glad that this is useful.
  12. Valley Tühbräk

    Seven days the emperor was murdered in the capital. Seven days, that the Empire is destabilized and frightened people. No one knows who the meurtrier is and for which it acts, can be an enemy of the Empire or a coup of state... But today is another day, that of a new emperor will rule as wisely as possible. We must restore the situation, the Empire needs a strong man ... The sun just beginning to rise as the city is already in motion, the garrison army prepares and secures down the path that the Emperor during his walk to the cathedral to take the wish. Meanwhile the lost in the countryside, the emperor prepares his speech at the castle, which is three hours on horseback from the capital. When he leaves, he will be escorted to the royal guard, his wife, his two children and other statesmen and religious. When he arrives in the capital, it will take about thirty minutes before arriving at the cathedral to finally complete the ceremony. As time passes and more people in the city is excited, there are people angry and more happy to finally have someone on the throne to regain control of the situation before things degenerate. Indeed, there has already been some revolts around the country, often small but end badly. Finally, it is high time that the Emperor sits on the throne, it is carried by a long reign worthy of the name! In this city is restless, but less campaign. The Emperor does not always win the heart of the rural population, poorer it has little to the life of these people. "A man or another to the throne, it changes nothing for us! It is not they who will reap wheat.", Said an old farmer. A small stream, near the castle from which governs the Emperor. Near the stream, the monks of the monastery are preparing for the ceremony. The cathedral, great symbol of Dahammas capital. The streets are crowded and it is difficult to move about, the army prepares the way. The Emperor should leave soon... ... Even though the quiet and beautiful scenery make you want to stay there! Thank you The mod is this bridge: Le Petit Pont de Pierre Thank you! Merci Golhbul! Non, je ne me suis pas trompé, en revanche il se peut que mon histoire soit un peu flou, je ne suis pas encore un grand conteur et je n'ai pas toujours les bons mots. Je cite Dahammas en clin d’œil à la R.C.D. simplement. Ce n'est donc pas une image provenant de la R.C.D., mais bel et bien une image de Tühbräk. J'espère avoir éclairci un peu ton doute. Thank you kschmidt! No, the lot is created by Simmer2: Schiffenberg Monastery Revisited. Thank you very much, glad you like it! Thank you Ln X! ^^ I try to create something exciting around images. But my English is bad and it does not do as well as French. I hope to improve! Anyway, thank you the comment! Thank you raynev1! Thank you Simmer2! The next update will be even better!
  13. Tutorial : create a river 2

    Hello everyone, Tonight a short 13-minute video to show the construction of a river. I made this video because the previous one was too accelerated. There is nothing new, the video will seem just slower! Good viewing! Rock : STEX - Murimk MMP Rocks - Pack 1 STEX - Murimk MMP Rocks - Pack 2 STEX - Paeng's Free Waters STEX - Rock 'n' Stones Vegetation : LEX - BSC - VIP girafe berries LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe cattails LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe elms LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe honey locust LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe rowan trees LEX - BSC - VIP girafe sparaxis LEX - RRP Pasture Flora STEX - Logging Set STEX - Aesculus MMPSeasonal flora STEX - VIP orange Fagus MMPSeasonal flora Water : STEX - RFR Plopwater Pack Various : STEX - FrankU Heblem Sand addon STEX - Nams 48people MMP STEX - RFR Deers and Wild Boars Thank you for your comment! The grass that I use is a personal mod Girafe manufactured for me, I talk to him can be shared. The titles of the tracks are available in al description of the video on YouTube! - 00:00 BrunuhVille - Winterwolf - 05:26 Jon Henrik Fjällgren - Jag Är Fri (Manne Leam Frijje) - 08:30 Omnia - I Don't Speak Human For trees is this mod: Logging Set , in the rocks are main these: Murimk MMP Rocks - Pack 1 , Murimk MMP Rocks - Pack 2 and Rock 'n' Stones . Thanks you Hellken! Thank you for your comment! ^^ Tkanks you CorinaMarie! Thank you very much, glad you like it! Here is the link if you want to download my Plugins folder: link removed You're welcome! All mods are in French, I translated everything, remade all the descriptions and all images of the lots. Everything is sorted by category. The folder 1.2. not translated yet and there is still a lot of new image. I will soon (that is why it is written "à faire" EN: "to do"). The NAM folder (3.1.) Is not touch in order to leave intact for the reading direction of folders inside of it. Folder 3.2. about the airport is not changed either. Because it contains a lot of items and they are never used much. The RCI areas (4.1. / 4.2. / 4.3. / 4.4.) Are sorted by type and wealth. Then the 5.1. and 5.2. files. are dependencies and mods that affect the gameplay. The lots that are modified are those that can "plopper". As for the police buildings, fire, schools, monuments, etc ... The other lots ("growable") are not changed. Warning: If you would like to use all my plugins folder as is, you must imperatively keep the order of numbering of file as they are (1.1 to 5.3.)! Sensitive files are 3.1. to 3.6. (Transport). Inside thereof they still have a multitude of mods (z_mod) sorted to size. For those who understand French, see also this page about my plugins: FR - ToutSimCities - My plugins (subject: R.C.D.) , If you do not understand French, the images will be easy enough to understand I think. If you have any questions about Plugins, please contact me by message. Good fun! I am happy to read your comment. SC4 is the master of city-builder, CS can not beat it, even if it is good. I can only encourage you to start SC4 and to a CJ! Thank you!
  14. Höreinn

    In the far north, a territory lost through time in almost total silence and gives way to the fantastic white world: that of Höreinn! The huge territory has never been colonized, too wild and cold, it has pushed the men set foot there permanently. It is only since the late 20th century a few huts and cottages were built. The first buildings were those of came poachers hunt bear and some deer, then melting ice will still come men on land. The region still may be populated by a few hundred men in the next ten years, actually, with melting ice, some oil companies plan to drill offshore where it was impossible to reach there half a century... Höreinn still keeps its splendor, here are some pictures to illustrate it. This is a small update, because winter and snow miss with the hot weather! I hope you enjoy it, see you soon! The largest chalet of any Höreinn! Set in the very south of the territory, he undergoes a milder climate than the rest of the territory to the north... ... Finally, we are still in the North! The bear is getting lost... So thank you again! Thank you kschmidt! Yes, the winter theme is very difficult to do, especially for plants in my opinion. Thanks feyss! Thank you for your comment! You will have time to warm you until next real winter! Thank you! In the picture, I see well. Maybe your screen dark setting? Thank you kingofsimcity! Thank you very much! Your comment makes me happy! Winter is my favorite season, I live in Switzerland, yet even here the snow starts to become scarce (in low altitude). I then created few landscapes to remember that winter is beautiful! Thank you Takingyouthere, and it's not finished! Thank you! Thank you very much Ln X!
  15. Creek Neliah

    Story of an inhabitant: "Legend has it that 11th century, a small ship would be near a large creek during an autumn night. It seems that they saw a strange light shining from above, the captain ordered to land on a beach a few kilometers from this cliff. Throughout the night, the team of sailors marched through the forest. At dawn, the team finally reaches the top of the cliff, we could not see the light because of the sunrise, the marine team decides to mount camps waiting to see the famous light. Night came, and still nothing ... The nights go, the weeks go ... But nothing, no light. Lack of resources there, the sailors began to turn back. They left the island, thinking that it was madness or the region were enchanted. No matter for them, it's time to leave! The creek is discovered, but the mystery remains. During the late 17th century, it will Edvard Neliah, a little superstitious adventurer out to conquer the creek with settlers in search of glory and honor. At their establishment at the top of the cliff, nothing happened during nights ... Until one night, the light appears next to the village, Neliah will rush alone to view it, more he approached, and more the light disappeared into the dark forest. In the morning, the villagers realized that Neliah was not there, they decided to go looking for him. Until late in the day, no one found the man, and no trace. Neliah was never found and will be reported missing or dead. The settlers decided to name the creek "Neliah", in honor of the first man died on this land that thanks to him, a village was built." Since the disappearance of Edvard Neliah, the region counted a dozen earthquakes, the last earthquake dates back about two months., and the village was depopulated a little more each earthquake. Today, the villagers believe hard as iron in this legend. But scientists are trying to find explanations, in vain. I wish you all a good visit this famous cliff! See you soon! The latest earthquake did not make big mess, it's a chance! This small green house belonged to Neliah. She has since abandoned, some say hear strange noises within these four walls... This is definitely a band of squatters! Thank you very much. The wooden house in the chicken coop or at the edge of the village? I put you two links : SPAM (House of chicken coop) / Maison Troyenne 1 Thank you Takingyouthere! I use single mod Chrisadams3997: RRP Draggable Paths Thank you! Thank you very much Michael. I do not like to waste time, unfortunately the R.C.D. is over. It is inutil to self-pity, we must move forward. Thank you very much! But what is this page which you speak? Thank you! Merci feyss! Mais de quelle page parles-tu? nos.17 me fait une remarque similaire à la tienne... ( EN - But what page are you talking about? nos.17 me a similar point to yours... ) Hey Korver, thank you! Thank you! There possibly SAM No. 7 looks like it, otherwise do a new SAM texture... Thank you! Thank you very much kschmidt! Oh ok. I do not know, thank you for the information! I made a proposal. No this is not an unbearable point, quite the contrary! Now that you have this reflection, I find it true. Thank you anyway! Hey, thanks you! Thank you very much RandyE! Thank you very much Ln X. I proposed this article in the "Features". But for some reason, Dirktator failed to put my story on page header. (Yet he tried several times to put it. In vain...) Thank you! Thank you very much. I try to make things as captivating as possible. Thank you! Thank you very much tankmank!
  16. Hello all to my first city journal! I was recently looking for a city to model in SimCity 4 and Phoenix seemed perfect for that matter. It hasn't too much curved or diagonal roads/highways and the default architectural styles perfectly match a US American city. In addition, setting the altitude on level 8 in god mode, yields a geography similar to that found in Arizona. Therefore, I have started to build a close model of Phoenix (the highway and road system are almost identical to the real life city). So far I have worked on two cities . I have started constructing the central part of Phoenix, with its CBD. The city center has all types of corporations and public facilities like courthouse, stock exchange, museum, etc. Just as in real life, close to the CBD lies the industrial district of Phoenix. There is a mix between high-tech companies and manufacturing industry. The district is bordered by several avenues and highways. More in my next post...
  17. 2: Makin' Our Way Downtown...

    @HighTower76: Thank you! Although admittedly, Phoenix's grid network mostly laid it out for me @TekindusT: I've been following Tenements & Rust since before I left 2 years ago, and it was part of my inspiration to create my early attempts at CJ's, so that means a lot to me! @Durfsurn: Absolutely. As Compdude suggested, I'll probably just rearrange some tiles wherever it is needed, since I'd rather not sacrifice too much accuracy. As for the lack of BATs, I'm planning on trying to BAT a few things myself (Hopefully some people can help me out there), but mostly I'll just substitute similar-looking buildings in their place. @dlsni: Trying my best not to die, but it's quite difficult at times This project may be crazy, but it's a good kind of crazy. @elavery: Yes, I do plan to try BATing some of the more famous buildings (ie US Airways Center, Chase Field, Biltmore Hotel, etc), although I know a half-finished Cardinals Stadium is floating around sc4devotion... @fan o SC4: Thanks, I'll need it. @tonyr: I'm not sure where it will go myself. I'd expect it to span a couple years, if I don't lose inspiration... @Tonraq: Thanks! Laying out roads is more difficult than you'd think... @PhatHead: You just wait, there's much more to come @Schriefer: As am I. @jmsepe: Hopefully I can stay motivated / focused to see it to completion. What with school though, I'm not sure @CompDude787: I didn't even take the population factor into consideration. It should be fun to see how over-the-top it turns out to be. And yes, I think I'll have rearrange the city tiles like you said. The main reason I was avoiding it was because it would make my region management job more difficult. And luckily I don't have to worry about your Seattle problem: 14-lane HOV highways with exits every mile running through downtown. And we don't have nearly the density that Seattle does, so that helps a lot. @rewright: It is quite an undertaking. I guess I'll have to regulate my attention to detail, because otherwise I'll never get this project done. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ... ... ...aaaaaaand I've officially no longer a one-update wonder! You heard me right. I managed to design the entire downtown road network without dying. Now, let's see what I've done to said road network: Here we have our region view. As you can see, downtown is still a bit of a loner, but we'll fix that soon. Let's get closer in: We'll start off by exploring the outskirts of downtown before entering the heart of the storm. Here's the very industrial south side: As indicated, this area is a mild ghetto. You'd probably be safe walking the streets, but it's still not a good place to be alone. Enjoy that nice smooth highway for now, because I-10 is a whole different monster that I'll have to tackle in another update. This area is more what I call a "historic ghetto," in that this area is home to the earliest industrial centers that drove Phoenix's growth. As you'd expect, a railroad track (the Union Pacific Railroad) runs conveniently through this area. At the top of the picture, you can see a pretty good sign of where industry turns to commercial as roads get nicer and curvier. Phoenix has a bit of a "other side of the tracks" situation going on. For reference, the horizontally-running TLA-5 at the bottom of the picture is the same road as the one running along the top of the previous picture. Now we enter the west side. West Phoenix has a bit of a strange identity crisis going on, as its north half becomes extremely residential while its bottom half remains heavily industrial. Also, living conditions are slightly better here than those shown in the previous two pictures. As noted, you can see the terminus of Grand Avenue in the center of this picture. Grand Avenue will become an incredibly important road later on as it turns into US 60, which services much of The Valley. For reference, the pair of horizontally-running one-way roads at the bottom of the picture are the same ones running through the top of the previous. Now then, let's stop avoiding it and plunge straight in to the center, shall we? Here's downtown: Yes, it's a downer of a city center in comparison to most US cities, but it's nice nonetheless (It will be much better with buildings). Also, it's a little lonely right now thanks to the lack of a light rail system. Unfortunately, I can't install a light rail system with the current NAM limitations (maybe if we get single-track light rails). I'll go a lot further in-depth on my temporary solutions to the lack of light rail pieces in the next update. Also, just for fun, I decided to try putting labels onto each of the roads for reference sake. The results weren't half bad: All right. If you're familiar with the Phoenix area, you probably know why I've been avoiding the north side of downtown. Here's a hint: A certain highway runs through there. Well, let's take a look: Whew. You can't look at that without cringing. While I-17 is nice, flowing and easy to control (It also helps that it's a 6C highway most of the way), I-10 is... not. It is a 12-lane highway for the most part through downtown, though some stretches are 14-lane. The RHW in its current form, of course, cannot handle this, so I had to do a workaround. It doesn't help that the exit style used in Phoenix is slightly modified from a standard diamond, in that all 4 paths intersect in one spot in the middle. As you may imagine, SimCity cannot handle this in a pretty way. For now, the exits will be left as these kinds of ugly heaps until I can work out a better way to present them. Also, see the section I circled? Yep, apparently 5S lane shift pieces don't exist. So that was my temporary solution to having to move the highway down one tile. I'll go back in and redo several stretches of this highway when I muster the courage. But wait, there's more. Come visit Northwest Downtown... Yes, that picture at the top is the actual exit. If FARRHW pieces could work that smoothly in-game, I'd be set. Alas, they do not, and I'm stuck with this monstrosity. Oh well... So what's next on my to-do list besides ripping my hair out over RHW? Well, let's visit Eastern Downtown... In the center of this picture you can see my early feeble attempts at designing the Phoenix Railyard. Just so you know, the yard takes up the entirety of that empty patch in the middle of the picture. Looks like I'll need to break out some plugins to make it look right. Finally, the last thing I need to do is begin my hunt to find buildings that fit into the Phoenix style. Hopefully my search won't be in vain... ~~~~~~~ Before I end, I ask you all to respond to a little poll: How do you think I should post my future updates? My options are either to break updates into smaller chunks, and focus on one section of a city tile at a time, or I could continue doing these mass updates that show a ton of progress but are very slow to get out (and when school starts in 2 weeks, they will be much slower to get out). Let me know what you think. For now, I'll set my main focus on the railyard and fixing the highway system in North Downtown. See you soon! -Samness
  18. 1: Welcome to Phoenix!

    Hello and welcome to the beautiful city of Phoenix, Arizona! You are reading the first entry of a journal that is likely to be my demise. I plan to construct the entire metropolitan area as faithfully as possible. And that is a very large metropolitan area, as you'll soon realize. To start off, here are some fun facts about the city: Phoenix is the most populous US state capitol and the 6th most populous US city, containing over 1.5 million people. That number increases to 3.6 million with the addition of the surrounding urban areas. There are a total of 4.3 million people in the Phoenix-Mesa-Glendale Metropolitan Statistical Area, which is defined as Maricopa and Pinal counties (the two counties in which Phoenix resides). The city itself makes up 518 sq mi (1,338 sq km), with a density of 2,798 people/sq mi (1,080/sq km). Phoenix was settled in 1867, and has since grown rapidly. For the last 40 years, the growth rate has been nearly 4% per year. At this rate, the city is predicted to rank 4th in population by 2020. Well, that was boring. Don't worry, you can all wake up now; It's fun stuff from here on out. Today's update is focused on one thing only: Planning. After looking for a suitable region map for me to use, I settled on drunkapple's Phoenix Scale Map (thanks mate), which consists of 396 large tiles. In order to take on the challenge that a region this size presents me with, I knew that I would need to make up a very large plan of my whole network and layout. So, I found a top-down view of the region and used GIMP to place it on top of a Google map of Phoenix, and then redrew all of the city boundaries. I also started to give names to each city tile, for use in-game later on. In the end, this is the fruit of my labor: Note that every red square is a large city tile. Also, see that red rectangle at the top of the picture? This file has 282 layers (most of them are just text), and contains 12724x7891 pixels (My computer definitely had a good time with that). You should also notice that the region doesn't cover a few areas of city (Like Apache Junction, downtown Buckeye, New River, Morristown, San Tan Valley, and some of eastern Queen Creek/Mesa). However, that isn't too big of a deal, considering how much I have on my plate already (Besides, you could argue that since Apache Junction is in a different county, it isn't really part of the metro area). Besides the minor flaw mentioned above, there is one bigger and much more annoying problem: The gridlines. Since the game's city boundaries aren't designed around its cities, there are a few places where some unfortunate placement of boundaries will cause me many problems in this project. Here are two examples (both are interchanges): Yep, each of those interchanges will be located in at least 3 city tiles. Not to mention that on the bottom picture, Interstate 10 is cut straight down the middle by the border. Looks like I'll have to move some roads around a bit, or else face some serious headaches. Oh well... Well, that's about all there is to show for planning. Now it's time to get into the game itself and start working. Obviously, I'll need to start with the road networks. But we'll save that for the next update. For now, stay tuned. See you soon!! -Samness
  19. High and Dry in Phoenix, Arizona

    Version

    712 Downloads

    G'Day Simtropians, Today's map I am presenting is courtesy of a request from RageDownRodeo here at simtrop. Thanks mate. It is of Phoenix Arizona including Cave Creek, Carefree, Fountain Hills, Apache Junction, Queen Creek,Salt River [dry], South Mountain, Buckeye, White Tank Mountains, AguaFria River [dry], and Anthem. See me up CLOSE and personal. This is a real world map and measures 90.112km x 73.728km, it is terrain and scale accurate. Using 16bit map tech it's in .SC4M format and Wouanagaine's mapper is required to import it into one's game. A readme is included with links and instructions. I think that's all. Cheers
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