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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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Found 132 results

  1. Waldey, A New Start

    After a long time of absence I started playing Cities Skylines again. My town Goblinton simply died after an update, when I wasn´t willing to wait until all mods were updated. I paused for a long time, played other games but never forgot Cites Skylines. I did not play it but I´ve looked into projects of other people, and especially Strictoaster was an inspiration with his small Seenu island. I always wanted to play on islands, I like the idea to build something unconnected, something, that relays on itself. So this project started. The first step was drawing a plan on paper, which I then began to build in the map editor. Luckily I found the CSL Map Viewer (kudos to Gansaku for this important and helpful tool), and with it and my drawings I could realize the map to my likes. Nonetheless I needed two weeks of terraforming and digging creeks. Don´t ask, how long I needed to figure out, how to setup the watersources to only give small amounts of water. But now, the map is mostly done, and today I started with building the first streets and layouts for towns and villages. Waldey is a small island, situated anywhere in temperate climate. It is not part of any state, cause I wanted something, where I can play out my fantasy. And although a lot of peole like big spaghettis - I prefer nature and small streets, railways and trams. Some inspiration came from New England, Eastern Canada, New York, - well mostly cause I love the buildings of Feindbild, Darf, Khrysler, King Leno, and Prosper. No skycrapers in Waldey but small town beauty and hopefully a lot of nature and parks. Enough said: Here is the first and only picture of this entry. It´s simply the output of CSL Map View. Next time I will definately show more.
  2. First Steps in Cindersville

    Entry 24 -- First Steps in Cindersville Thank you for all the likes in the previous entry. In this entry I want to introduce a new city I'm working on now that I'm done with Pololomia. 1. This will be a hilly city with quite a few diagonal areas... 2. I got tired of building constantly on the flat... 3. Though the city centre is flat of course! 4. 5. But several of the suburbs in Cindersville are built on the hills. 6. 7. The centrepiece of Cindersville is the 3-lane highway which runs right through the centre. 8. Squeezing out every drop of grid-busting... 9. Filling in the fractionally-angled areas left by the highway will be fun to fill in! 10. This highway will have three entry points: one in the west, one in the city centre and one in the east. 11. And of course the slopes bring the area to life. 12. What I'm working on is a tight, enclosed valley feel which eventually opens up. Next Thursday/Friday it's back to Pololomia.
  3. Langley Plains -- Northeast

    Replies: Haljackey: It's like poetry... They rhyme... nicoliani: Thanks a lot! tonyr: Cheers! dabadon5: Thanks a lot for your kind comment! fighterfungus: Thank you for liking the previous entry! feyss: Thanks! And yeah- they are olive trees. lemonLemon: Thanks for your comment. Though I don't understand your question about the shadow graphics... I mean I photoshop my pictures... ? Entry 23: Pololomia -- Langley Plains (Northeast) Yes it's been a while since the last entry but I've been busy with that teaching and also focusing on story-writing. Anyway here are some more rural pictures. No captions, no comments. Enjoy! 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. For the next entry we go to the east part of Pololomia's city centre...
  4. South Chester

    Replies: Silur: Thank you! I use a mixture of "contrast", "desaturated" and "vivid" photoshop techniques to add some mood to the pictures. etg-nc2nyc: Cheers! Those houses with the small alleyways and the square parking lots are one of CP's medium density houses, a really cool-looking 3x3 lot. tonyr: Thank you very much. Duco: Yeah- MMP fields takes a load of left-click holds and dragging back and forth like crazy to get the fields filled in. Thanks for your comment. feyss: Thanks! And- Entry 22: Pololomia -- South Chester South Chester is built on the southern part of the city tile and on the bottom centre. There are a mixture of high-wealth suburbs, medium-wealth suburbs, a small flat complex and rural homes, plus quite a bit of farmland to the east. The furtherest extent of South Chester is the M7 highway which forms the northern boundary of South Chester. And now let's take a look... 1. 2. Let's start off with the high-wealth suburb. 3. I'm including more mosaics to help show the layout of these areas. The western boundary of South Chester is the railway cutting through the suburbs. 4. Use railways, highways and fences/tree fillers to really seperate areas. 5. I want to thank KingOfSimCity for his amazing relots of the Maxis mansions. 6. 7. Moving northwards and once past the M7 there are a series of railways and railyards... 8. A very quiet moment in the day for the M7... 9. The Chester Road rides over the M7. The Chester Road is a very long straight road which goes through South Chester, Chester and forms the western border of the Mowden suburb (north and east of Chester). 10. It's a simple diamond interchange with some MMP flourishes. 11. With a bit of photoshopping finesse Maxis night can be turned into TrueNite... 12. 13. A new photoshopping technique I've discovered is to first lower the brightness and increase the contrast. Then increase the brightness and increase the contrast more than the brightness. Then increase the colour brightness and decrease the saturation. The effect produced is this contrast/vivid hybrid. 14. Another example of the above photoshop technique I mentioned. It's sharp and clear, but not too bright, not too dark, not too desaturated, not too oversaturated... 15. A small private school complex. 16. 17. 18. To the left is Chester, to the right South Chester, in the centre is the M7 and towards the top is the start of Langley Plains: flat countryside with lots of fields and farms. 19. And here is the flat complex I was talking about. This is east of the Chester Road (running along the bottom of the picture). 20. 21. These flats were the first things I placed down in Pololomia. It took a while to work out how to complete the area around the flat complex... 22. 23. 24. Going from suburbs to the rural country... 25. This suburb is the eastern most extent of South Chester. 26. 27. 28. Another example of the rural/suburban, or rural/urban, transitions I spend so much time working on. 29. 30. 31. 32. One final overview of South Chester. 33. From north to south: top of the city tile to the bottom of the city tile. 34. MHW is... Good! Now that South Chester has been explored, the next area to be explored -- next weekend -- is the northeast of Langley Plains:
  5. A Peaceful Tour of Lake Promethius

    A Brief Introduction The Flatlands is a largely vanilla region, handcrafted by maxis landscaping tools. The only addon being used is the NAM, and mostly because I like the roundabouts and traffic choosing routes capable to handle higher volume traffic. Everything else is vanilla. Prologue Thousands of years ago, the founders of The Flatlands discovered a largely flat region, henceforth named The Flatlands. They began pulling mountainsides from the ground; digging lakes with their bare hands. Or so legend goes... Mount Pompus was not a very fertile region, despite the plentiful fresh water from the falls into Lake Promethius. Heading east, the early explorers discovered the lands to the south east of Lake Promethius were incredibly fertile. It wasn't long before civilization settled in the region. Farmlands grew small towns, which enticed large commercial cities downstream. But let's come back to where it all began. Aerial view of The Flatlands Lake Promethius The prospering farming community began with just a few farms and a couple of outhouses. Today, 3,000 people call Lake Promethius home. The community is mostly comprised of 800 farmers, who can mostly be found plowing the fields, or selling their pick of the bunch at the Sunday farmers market. The town is accessible by train and road, with a nearby ferry stop also serving the community to tourists, travelers, and workers. An airstrip out of town also serves the region. Popular tourist destinations in town include the main shopping strip headed by the popular farmers market. The West Ring Road is an alternate route allowing local farmers speedy access to the fields. Lined by gourmet cafes and boutique stores, it is also a popular destination for tourists. One can also relax and read a book at the local library, or dip their toes at the Promethius beach. More adventurous tourists can go for a skydive at the nearby airstrip, or take a road trip to Mount Pompus along the scenic Northern Highway, which runs along the border between the lake and the national park to the north. Of course, Lake Promethius is a farming community at heart. The fields stretch for miles, offering as a food basket for the region. The freshest produce can be found at the local farmers market, however most is taken by road or rail to the supermarkets and malls in the east. The quality of the harvest is amongst the best in the region, proving that quantity can be quality too. I hope you enjoyed this tour of Lake Promethius. I'm hoping to keep this city journal updated as much as my life will allow me, which will hopefully be weekly, but no promises. In the next updates, I will cover Athena Straight and Aeroes Metropolitan, and furthermore into the undiscovered regions of The Flatlands. Thank you for reading.
  6. Some More New Areas

    Replies: feyss: Thank you very much! Simmer2: Thanks for your comment. Also please tell me how add MMPs onto transit tiles? Tyberius06: Cheers! They're a most welcome addition, I tried the MMP versions though they are not quite as versatile... SC4L0ver: What really made me like Simmer2's new walls were the gated sections and the ruined walls- perfect for breaking up orthogonal and diagonal walls. _Michael: Thank you! I use a few different layers to make the tracks more rougher and organic. sejr99999: Correction- painting with MMPs. kschmidt: Thanks! What do you mean by the stone side road? tonyr: Sure! JP Schriefer: Thanks a lot! Sciurus: I used the LE to take a simple grass park texture lot and add a prop family of C.P.'s houses. Then I went to ILive's Reader to make the new lot have a transparent texture. As for the pictures, yes they are a little darker than usual, it is something I noticed a few days after posting the entry. I guess I overdid the contrast a little... Entry 16: Some More New Areas Here is one more small visual feast. Giving how things are getting busier this half term with the teaching then it will be four-five weeks to finish off Pololomia and there are only three city tile corners which need to be completed. Anyway- enjoy! 1. In the centre of this picture there was this blank area to be filled in. 2. By adding Simmer2's Bricks and Blocks Building Supplies I realised how I could complete the area: mixed light industrial/commercial combined with a small park. 3. 4. And yet more fields finished off. 5. Given the large areas to MMP, each finished field feels like a marathon. 6. And now it takes longer to finish off the field edges/walls/fences. 7. When I create these fields the first things I include are the fences/walls and the tracks. 8. This helps tell me exactly where everything should go. 9. I also try not to repeat myself when creating fields. Sometimes there will be areas with similar MMP combos, other times each field has a different MMP combo. 10. 11. MOAR grid-busting! 12. The Maxis Highway Override FA pieces are surprisingly MMP friendly! 13. The boundary between the urban and the rural... 14. Some time in late March Pololomia will be fully completed. And then the complete city tile tour can commence! Thanks a lot for the comments and the suggestions. I'll see you in late March!
  7. The Village

    Replies: Kim Sunwoo: It get's a little better in this entry. Urban Constanta: Thank you very much! Krasner: This old dog is still learning new tricks. kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs. kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs. Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river. Simmer2: And those dry stone walls have already been put to good use. Thanks! MiCephia: Thank you. Also good luck with your MMP experiments. Tyberius06: SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project. Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes. Entry 15: The Village About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village. 1. The area in question. 2. More track grid-busting. 3. I used girafe's bushes for hedgerows. 4. 5. Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566. 6. The village- off the grid and filled with MMPs! 7. Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land. 8. Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops ). 9. A little mosaic for today! 10. Here is the northern route into the village. It is the main one. 11. Minus the stone wall at the bottom right corner, everything you see here is 100% MMP. 12. Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP! 13. Despite this limitation I am happy with the final result. 14. Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice. 15. Dem details! Right now I am working my ass off finishing off as many fields as I can during my one week holiday. There will be another entry next week. After that Pololomia should be done and the grand tour can commence.
  8. More Rural Development!

    Replies: kschmidt: Cheers! rathefalcon: Everything I do with these city tiles is to create rural/urban transitions. Prophet42: UrbanConstanta: Did you manage to download those fields? TekindusT: Worth the price of admission! Kim Sunwoo: I call that mosaic the city centre to rural transition. simbasc4: Thank you very much! Entry 14: More Rural Development So this month has been a busy one, but in the last two days I have been working some more on Pololomia and finishing off areas to the north. I reckon finishing every area could take anywhere between a month and six weeks given all the MMPs I am using, but it is slowly coming together. 1. Gridbusting on a MASSIVE scale. 2. I'm experimenting with mixed field/woodland areas. 3. Rural areas in England often have many fields with patches of woodland throw in the middle. 4. While Diggis river extension pieces form great boundaries for the fields. 5. And the river banks are SO MMP-able. 6. Another feature of English farmland is the line of trees bordering fields. 7. The other thing I am developing is a better blending of tracks with the dirt perimeter of fields. 8. And a new MMP farm combo (using Chrisadams3997's RRP MMPs): wild white flowers combined with clover textures. Throw in ionionion's OMCo brown dirt and we have a rich, organic field! 9. And a close-up of that field. 10. Rivers make for the most interesting boundaries... Sometimes the fields will be bordering the river banks and other times there is a clear separation between river banks and fields. 11. By using the wide version of Heblem's gravel MMPs, and placing it in the centre between two lines of gravel MMPs, it gives the tracks a rough boundary- which helps them better blend into the landscape. 12. While the field edges look dirty and as messy as possible, which is just the look I'm going for with plowed fields. 13. Another overview of the area I'm working on. 14. 15. Simmer2's stone paths MMPs are SO good! Plus this is another exercise in varying MMP densities: high to the left, medium by the river and low to the right. 16. Blending the street, river, diagonal fillers and MMPs all together in one cohesive package. 17. Fields must be YUGE! 18. And with that I will end this entry. Next entry- next week? Two weeks from now? See you then.
  9. A Special Christmas Present

    Replies: _Michael: Thanks for that! I did what you said for my mosaics and it worked! SC4L0ver: There's A LOT more rural scenes coming! Prophet42: I am on a roll and I still find new ways to make these rural scenes and still find little improvements to better the quality. Anyway, ErnestMaxis created this MMP set which has all sorts- the gazebo is actually an MMP. The set can be found here, but DEPENDENCIES galore! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493 Bluthlucidity: To answer your question I plop in some RCI buildings and grow others. Though nearly all commercial and industrial buildings are plopped, while some of the residential buildings are plopped. Though I'm not sure how to answer your second question- do you want me to make my plugins available to download??? Anyway, thanks for your comment! buckbeach47: Thank you very much for your comments and for showing me the 3RR Exchange- this entry came about thanks to those circular fields. So thanks! gunkz32: Cheers! There's a lot more where that came from. aegian: To answer your question- no. But there are several SC4 Gods who produce scenes like this but with a very different style- Korver, Huston, SimCoug, Paeng, Fasan, Vortext, etc. A few times you will see people make the Google Maps comment for the bunch I mentioned! Entry 12: A Special Christmas Present!!! Note: this entry is dedicated to buckbeach47 for showing me the 3RR Exchange and these amazing circular irrigation fields. It's Christmas Day and since I now have a two-week Christmas Holiday (one of the perks of being a teacher) I have some time to finish off Pololomia and the surrounding rural areas. In this entry I show you the latest areas I have been working on and there are some goodies- including two MEGA-Mosaics. 1. To immediately answer your question about the circular fields, they can be found on the 3RR Exchange on SC4D. (Link here- http://sc4devotion.com/forums/index.php?topic=5603.0) 2. This circular field comes on a 24x24 lot, the outsides have this dirt texture which can be MMPed over. 3. 4. There is also a smaller 12x12 version. 5. 6. Here I go full-on 100% MMP saturation. 7. 8. 9. I have redone the area around the petrol station; small buildings by the intersection. 10. As a new feature I now add a small dirt perimeter around my MMP fields. It makes them a little messier but in a good way I think. 11. Beyond Pololomia are a series of small villages close to the outskirts. 12. In the last two years I have become more and more interested in creating smaller scenes, rural scenes, village scenes... 13. Big skyscrapers and all that jazz now bores me. 14. I am much more interested in rural/urban transitions, villages and of course mid-rise scenes (such as the city centre in Pololomia). 15. The idea behind this field is that it has been heavily used by farm animals- the grass has been completely devoured in places but the farmer keeps on using it for convenience. 16. The same field but nearly all of the grass is intact. 17. And here is my attempt at minimal MMP saturation- which is surprising hard to get right! Moderate MMP saturation is even harder because there can never be enough MMPs... 18. This picture shows part of two dedicated animal herding routes- the ones that are all dirty, dusty and brown. I would say this is moderate MMP saturation. 19. MEGA-Mosaic 1. All of my time and effort goes towards creating realistic rural/urban transitions. 20. MEGA-Mosaic 2. If you ever wonder why I take so long to finish my cities it's only because I want to show you scenes like this! 21. Anyway, next week I will show you some more updates. But right now I am loving the rural areas I'm creating; I would say I love creating rural areas more than creating industrial areas. Enjoy this entry and enjoy the Christmas Holidays!
  10. SANTANA ISLAND - Winter View

    This is development of Santana Island...
  11. Back to Rural Again!

    Replies: Namiko: Thanks a lot! Prophet42: Those would be the backalley / centre-of-the-city-block pictures- I'm glad you get great ideas for your cities. Akallan: I will be posting the odd montage video every two months or so... JP Schriefer: Thanks! Also, one can never go wrong with Ennio Morricone. Wallibuk: Thanks! The buildings are a mixture of American, European and British buildings. Urban Constanta: Cheers! Entry 11: Back to Rural Again! So as promised here are some more rural scenes. I managed to find a diagonal version of Diggis river set and combined with the orthogonal set makes for some great-looking small rivers! 1. The idea is a stream cutting through the fields, with some areas being fenced off to create wildlife habitats. 2. Combined with orthogonal corners and diagonal corners, creating a river becomes an exercise in grid-busting. 3. The path splits in two... One branches off towards a small tourist spot. 4. Another thing I'm working on is wild areas with a medium saturation of MMPs. It's not 100% saturation and it ain't a light saturation either... Medium! 5. I always enjoy painting in MMP gravel paths. 6. At first I was just planning on creating MMP fields, but throwing in a river adds a bit of much needed variety. 7. Full-sized image can be found here- http://imagizer.imageshack.us/a/img923/1006/x8Hb1c.jpg 8. One of my favourite scenes to create is the rail siding in the middle of the countryside. 9. I also throw in some SPAM fence sets in as well- brown, white and barbed wire. 10. And a bit above the bridge is the field which hugs around the river's edge... 11. Using Heblem's tropical grass I get this dark-green field which looks decent. Another <small> addition is a dirt-lined perimeter around some fields. 12. The petrol station faces out into the sea of dark green. 13. 14. As mentioned earlier the tourist spot is this small gazebo by the river. 15. Now my plans for this river is that it will run across the northeast corner of the city tile. LARGE VERSION: http://imagizer.imageshack.us/a/img924/772/YZVYC7.jpg 16. And here is the picture of the playground. I posted this several days ago but here is the all-dolled-up version! Now then, the next entry will be something similar- more rural scenes. Enjoy! Lastly- WHY doesn't this site properly show mosaics?
  12. Dealing with Prop Pox!

    Replies: Akallan: Thanks a lot for your comment! Entry 7: Dealing With Prop Pox So all of those great pictures and scenes you saw in the previous have been lost. The reason why is that a week ago Pololomia suffered from Prop Pox. So I had to use an old back-up which is prop pox free- unfortunately it was dated three weeks ago. I haven't added too much in those three weeks, but still... All of those MMP scenes are gone. Oh well... But it did give me a chance to redo the outskirts of Pololomia and I believe I have found a better layout! Anyway enjoy the pictures! 1. Let's start off with a MEGA mosaic! Link to see the big version- https://imagizer.imageshack.us/v2/147x907q90/922/Eq1rSx.png 2. More sneak peaks of the city centre. 3. 4. 5. 6. And here is the new layout- look to the top of the picture and the outskirts look WAY better as they have now become less dense and there is more green space between them. Note some of these spaces have now been filled in with MMPs. 7. And now some more MMP goodiness! 8. I redid the FA neighbourhood and made it strictly attached to the road- there are no diagonal streets shooting off. 9. 10. 11. When I went to the Lake District a week ago, I was driving along the A66 and I noticed the layout of the trees amongst the fields: lines of trees for field perimetres, small clumps of woodland in the centre of fields, grassy areas marking the perimeter of a field, etc. 12. This got me thinking about how I could add woodland in the middle of my large MMP fields... 13. 14. A new development in my MMP farm/rural quest- wild meadows! 15. 16. Now THIS is what the rural/urban perimeter of Pololomia is going to look like- the grid meets organic MMPs, diagonal roads and FA roads! There will be another update next week!
  13. Creating realistic rural settings

    Replies: _Michael: Thanks! I spend a lot of my time expanding the city based on density transitions: high to medium, medium to low, low to medium, etc. kschmidt: Diagonals zones coming off FA roads was done to a limited extent by someone else- they however zones diagonal houses on an FA road but I took a perpendicular approach. FrankU's Dutch Parks are highly versatile and can provide posh fencing, low density tree fillers and cool looking paths. The horse race is a bit small and the diagonal downtown section has a little too much repetition but... It passes muster! I do love slotting in railyards into my industry. kelistmac: Cheers! I always go for large and gridbusting where possible- it's even possible to gridbust using strictly orthogonal streets and roads. Simmer2: Thank you! Your LOTs and BATs go some way to filling in my railways, industrial zones and rural areas. Entry 6- Creating Realistic Rural Settings Building urban areas is one speciality of mine and I do love industrial areas, but where I flourish in is with rural areas. Using MMPs I can create an organic look to a grid system of fields, or do some immense grid-busting. Listen up as I reveal some methods for creating highly realistic rural areas. 1. The 101 of Realistic Rural Scenes is rural/urban transitions and vice versa. 2. You will need fences bordering the fields, woodland filler tiles (or MMP trees), low density areas and of course the grunge roads found in Bipin's Industrial Essentials help too! 3. The city border can be all sorts: housing, light industry, a school, a large facility, a utility complex, etc. What matters though is there being a clear division between where the urban ends and the rural begins. 4. One method is mixing in fields with RCI zones. So when you move to the city outskirts there are fields either penetrating into the city area or there are fields surrounded by city blocks, etc. 5. The other crucial thing to consider is SPACE. 6. The smallest field needs to be at a minimum approximately 200 metres wide. Like the field above its width is 12 tiles across- or 192m. 7. In the North of Pololomia I mixed in fields with industrial blocks. This can make building to the grid very interesting and thus rather Americanized. Remember: SPACE, fillers and clear rural/urban divisions. 8. It's perfectly normal to have an industrial estate or business park to suddenly emerge from the countryside and farmland. But these kind of areas often have a lot of green space, trees and again SPACE. 9. Rural/urban transitions come in all shapes and sizes. For instance the railway marks the separation between an outer city suburb and the countryside. 10. In the future I will show the full area and you will appreciate the layout, size and detail involved. In these teaser pics though and in this one we have a bit of MMP gridbusting. Gravel/tarmac MMPs can go in any direction, as can walls and flora- EXPLOIT THIS to the max! 11. The next big challenge of rural/countryside scenes are the fields themselves. DO NOT use plopped field/crop lots. These have little to no variation and so make the grid stand out like a sore thumb. Because of the fields variation/(organic irregularity) your eyes are drawn to the fields, thus rendering the orthogonal roads less obvious and intrusive. 12. But MMP fields -- and I have taken great inspiration and artistic license from Ln X here -- make fields realistic. Why? Fields are organic and plants are sprouting in a chaotic fashion. Laying down MMPs emulates this chaotic distribution and so the entire field becomes this large painting- subtle variation of one theme. 13. I will explain more about MMPing fields in a future entry- but the basic process is usually mixing two flora MMPs together to create a thick, detailed look. 14. MMPs can also extend lots which seem very confined. The industrial buildings in the centre have more presence because of the dirt truck stop. This is just one small example of how texture MMPs and vehicle MMPs can produce incredibly realistic scenes with only three or four MMPs being used. 15. Using Ilive's Reader and the Lot Editor, 1x1 residential buildings can be changed into parks with no base texture. 16. I'm only just beginning to explore this technique but the results produce astonishing off-the-grid images. The buildings are surrounded by MMPs which create the illusion of a large lot, but the reality is this- these are 1x1 park tiles which have a house in the centre and a transparent texture. For the longest time I have always wanted to do something like the above and finally my dreams are coming true! Well... That wraps up this entry. And next week another entry. Stay tuned.
  14. An Introduction to The URS

    Welcome to The URS! What is The URS? Well... 1. The URS stands for Urban/Rural/Scenic. 2. This CJ will cover all sorts. 3. Lush, green suburbs... 4. With rich details and some nice patterns. 5. Commercial areas and civic complexes... 6. With some realistic spacing and division of areas. 7. Diagonals are covered too! 8. And I throw in all kinds of fillers to make areas look interesting. 9. And what about the urban, W2W and inner city areas? 10. No problem! 11. But we are forgetting industry! 12. And of course the MMPs! 13. Rougher, low-wealth and rundown areas are also covered in The URS. 14. Old content meets new content. You will see old plugins effortlessly fit in with new content, new mods and new fillers. 15. And of course every area and every city will have its own feeling to it. So that's The URS in a nutshell. This month and the next I am working on a city tile. After that I'll be specialising in a particular area: farms, industry, forestry, suburbs, seaports, power plants, etc... There will be weekly updates. So... See you around and I hope you have enjoyed these pictures.
  15. Hey all! friday was day i decided i do something with fact we cannot draw narrow FLOWABLE river. And I find out best solution, this is 5th version(in my opinion) - i tried many combinations, like build it onto shallow canal (because of limit height of water in shallow canal is too small, its undoable..) Big chance is poop water can be even better (didnt try yet) What is recommended: many networks! (on screenshot you can see five "networks" along each other - still easiest version of it, so this isnt something you want with big cities with so many roads) When you place quay on ground, you can see one side with terrain with other height than the flat one. It seems like a small thing what you cannot use for. Well. For flowable trench it is enough. I placed national road (i wanted road with no sidewalks, like i saw in video on Seychelles - its idea from there). Under it I placed quay (sometimes you have no luck with terrain glitching (when yes, select quay node at bad terrain area, with alt key move it straight and back..after some time you hopefully understand how its changing..). Then i placed trench next to national road (as close to quay wall as possible). Then you need two lane plain street (purpose is only cover glitched terrain - ANY PED or CAR can use it). And finally road you want next to two lane plain street and connect with national road. Voalá, water flows, no one is flooded (maybe i have mod, so i can place even building "onto" water with no problem). Known issue: terrain glitch shadow on left side. Easily can be hide with vegetation on slope areas, on flat areas ploppable asphalt and maybe dirt or whatever. Once you place quay correctly, you won. But you really need patience to reach this effect. Hope you enjoy! This was my last time before vacation After that i make short vid-guide (just no time yet) Let me know what you think? What would you improve? Or so..
  16. 関地町楠木町.jpg

    From the album Nakahara

    View of Sekichi-cho on Chiyoko City, Watanabe Prefecture, Nakahara featuring legendary forest of Chioka.
  17. The Posthouse

    Version 1.0.0

    270 Downloads

    The Post House The Post house is a small resident building in Godmanchester, Cambridgeshire. It is an English rural building built in late 18 century. Name, “The Post House”, is written in gothic lettering on façade, but most likely the name has nothing to do with the mail or post office. The road is called Post Street, so I guess the name of the building comes from here. My BAT is very similar to real building, but not an exact copy. The back side and the extension is my imagination. However, I have got inspiration from 3D Warehouse Sketchup model of this house, but the BAT 100 % my own work. I haven’t used 3D Warehouse model’s textures as I feel that better result can achieve if I use my own texture bases. In real life the Post House is most likely a resident house, but I offer the BAT as CO$$ office. I need small rural offices for my SC4 plays, so I made this as such. I have included a red brick variation of this BAT and it is a R$$ residential building The model is HD and with Maxis and Dark Night version. Night versions share IDs, so if you have both versions in the city, those will most likely conflict. It has a custom foundation, so it is slope friendly. Dependencies BSC MEGA Props CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Vortexture Vol1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3211 Vortexture Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3237 BSC MEGA Props Gascooker Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397 Grfe_props_pack_LE_elms.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 Grfe_props_pack_LE_daisy.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Grfe_props_pack_LE_ashes.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Girafe Hedges http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3002 (The house model is not needed, only the model grfa_3Hedges.dat) Girafe Lindens http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 The Post House Lot 1x1, 1x2, 2x2 Capacity satisfied CO$$ 11 Building Value 76 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 12 Power Consumed 1 Godmanchester House Lot 1x1, 1x3, 2x2 Capacity satisfied R$$ 11 Building Value 259 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 Godmanchester House 45 degree Lot 3x2 Capacity satisfied R$$ 13 Building Value 317 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 © 2016-7 Bombardiere
  18. SANTANA ISLAND - Winter View 01

    Do you think that today is June 2017? Today is March 1951 !!!
  19. Hello! This is my first attempt to make relatively detailed map, it is inspired from Aegean Region of Turkey and from my home town Atça. It is Atça-Meander River Turkey map from my favourite map maker Mr Miyagi, map theme is Owl's Mediterranean Temperate Theme There will be small towns and they will be mostly focused on agriculture. No big cities no traffic jams (I hope) will exist on this project just like in real life. I won't be able to detail too much because of performance issues so I will try to keep it balanced. I will be sharing process and if you have something to say just share it with me that would be nice Here is the first shot near meander river:
  20. Replies: Ducio: Thanks and no worries, the old one was way to industrial for its size. kschmidt: Thanks and I agree, the game does tend to upgrade to med wealth quickly. Ironically, they then go abandoned and get twice as many low wealth living there but nevermind. Entry 3: Were back on track! So, don't panic I haven;t started the city again this time, instead I've done the expected and normal thing and expanded the city that we finished with last time. Anyway lets jump right in. So, when we last left off, the population of Harrington and its surrounds was growing at quite a steady pace. There was a place to take your trash, farm jobs for all and some competitive farmers for all your commercial needs! Lets see how things have changed shall we/ Firstly, we expanded northwards and eastwards from the centre of the area moving further away from Harrington. Eastwards, where the lack of other buildings and no zoning laws allowed some sizeable farms to start up has seen the biggest growth of the two directions with the area now looking like this and providing a large portion of job opportunities for the area. While Northwards, the recently named Berrin Woods meant that due to mainly laziness, the farms were a lot smaller in size and less dense. This area also saw the growth of Berrin, where the local farmers, tired of having to traverse the forests on a dirt track set up camp and built a small chapel (OOC: Not that I'm religious, I just grew up in a village and every village had a church at its centre) , some basic trailer style homes and some rather out of place row houses but oh well, as long as they're happy. Meanwhile moving back into Harrignton we saw the first merger of two settlements when, some rather cheap and inexplicably unappealing houses were built between Harrington and Henburn. (OOC: This is why in future maps you'll see a prefix after Henburn's name (eg Henburn-Har-). I plan on doing this with ever town that grows into another one with the main (usually largest) town giving its prefix to the other settlement). Meanwhile, to the south, across the river another small town, Roweaton sprung up and quickly gained some traction with its growth. Lets see if the eagle eyed can see why this might be (before you look at the next picture). Yep, you guessed it (or didn't, I don't know). Roweaton has the regions first decdicated commercial ventures! Due to a lack of space and the reluctance of the farmers to sell their land in Harrington, market stall owners decided to set up proper businesses to the south. Harrington district council didn't mind that much though, they own all the local ferry services and as that was the only way into and out of Roweaton, they were making a tidy profit off of it. [ Roweaton didn't care either. In fact, they cared so little about the lack of actual ways to get to Roweaton they built the areas grandest structure in the form of this permanent market hall! Commercial progress has been made! In fact, farmer Pippin and Poppin were the only ones who weren't overly excited by the developments but oh well, progress has to be made! Speaking of which that's all the progress we have for now so I guess, we'll have to go make some more! EDIT: Oh and we just hit 10k people in the region! Till next time!
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