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City-building game(s)

Found 47 results

  1. Version 3.0.0


    This is an algorithmic recoloring of the Red Herringbone Brick, which may be better used in European Style cities with a lot of W2W (or somewhere it rains or snows a lot in general) where clinker or dark brick is often used in roadways. This set MUST be loaded after NAM and SAM in order to override these textures. i.e.. Put into Z___RVT Modds\RVT Streets\ and remove what you don't use (zEU or zUS) You cannot have Grey and Red together as there is only one SAM2 slot to override. Revert by removing. Roads will go back to NAM Red SAM2 look. These are designed to work seamlessly with all of my Streets. Also goes well with MGB's SAM7 and a white wine. Produced with Photoshop, GoFSH and Reader. v1,v2: never publicly released Oct 2017 v3: regeneration of all textures according to NAM36 standard WRC curves now included
  2. First person rides

    Hello everybody, I´m a big fan of first person trips through virtual cities. Since the first city building game I played I always wanted to walk the streets of my cities and see a pedestrians view. Luckily this is possible in Cities: Skylines; this is why I am going to do a series of first persion trip videos of my City (ies). This one is set in the City of San Salvador (I am going to do a tour and Lets Play later on), which is about 70% done,. I hope you enjoy! There are going to be more trips all around the city in the future. Tell me what you think!
  3. When trying to place a Tool Booth in an avenue connecting two cities, I got this glitch. So I tested it again in a road bit and a bit of avenue and they showed OK. But in the connecting avenue, nothing doing. I went to another city and tried in another avenue, and same glitch.
  4. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  5. Cul de Sacs

    I saw a tut about building roundabouts with streets by @MiniMark, some 6 years ago. But his streets had cul-de-sacs and mine don't. So I'm looking for a file named : Z_Maxis/_Street_Cul_de_Sacs. (Hope I got the right spelling). I searched here in this topic and in the whole ST site. No results. In advance, thanks much.
  6. A. Many roads IRL change names along the way. You can't control where roads change names in C:S, afaik. B. "All on" or "All off" sucks. I have thousands of roads. I don't want the auto-generated names. I want to slowly name my roads and only have the ones that I have named be displayed. Can this kind of stuff be modded?
  7. Street Stalls

    Version 2.0.0


    This set of lots is inspired by kazuki's original lots, which have since disappeared from his site. Many features were taken from the original set and merged with other newer prop packs, most notably NBVC's bazaar props. Stats: 13 lots included. All share the same stats Plop Cost: §1,000 Bulldoze Cost: §20 Monthly Cost: §0 Landmark effect: 40 over 10 Park effect: 5 over 10 No utility consumption No pollution emitted Installation: Simply place in your plugins folder. Each lot is individual so you can delete any you don't want. Neither the lots included in NBVC's Bazaar are required, nor are the cascading dependencies required. If you do not wish to use his set, simply delete the *.SC4lot files included. Keep the *.sc4desc and *.sc4model files, please. Lot orientation is aided with the optional Simpeg Plop Orientation Tools. The lots will appear towards the bottom of the parks menu. Dependencies: BSC MEGA Props - CP Vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props - MJB Vol02 NBVC Bazaar (props only) BSC Textures Vol 01 Gascooker Stalls_Diag.dat, Gascooker Stalls_Ortho.dat, NBVC Market Stalls.dat - included (custom prop families) Optional (to aid placement): SPOT (Simpeg Plop Orientation Tool) Enjoy.... nos.17
  8. Is there any mod that might effect the streetx RAM crossings like this? It's annoying when you want to cross a street with rail... I'm just asking this in case anyone knows before I start removing mods to find out which the problem is.
  9. Grape Forest Street

    From the album aciaKa's City

    Mini track and forest on the left and neighborhood on the right.
  10. Pedestrianised Brick Street

    From the album Hall of Fame

    3rd Place entry from Parks and Plazas (S3-11-C) Custom Content 28 Rep 11 Bonus Points 30 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] Here is a simple Pedestrianised Street I have created. It is transit enabled and allows for the growth or plopping of commercial buildings to create a car free commercial area.

    © 2016 tankmank

  11. Pedestrianised Street

    From the album Parks and Plazas (S3-11-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] Here is a simple Pedestrianised Street i have created. It is transit enabled and allows for the growth or plopping of commercial buildings to create a car free commercial area.
  12. Version 1.0.0


    Today i am uploading a Pedestrianised street. The lot is transit enabled . It is 1x6 tiles in size, and you can put two of them together to create a 1x12 long pedestrianised street. The trees are all seasonal and should fit into a variety of different building styles. You can find the lot in the parks menu nearer the top. It functions as a maxis grass area with all the same stats. I tried to use as few dependencies as possible, but there are a few. List of dependicies BSC MEGA Props CP Vol 02 BSC MEGA Props CP Vol01 SHK Parking Pack PEG MTP Super Pack Murimk Props Vol 2 I have tested it numerous times, but if there are any issues please do PM me, or write in my new Lot editing topic Tankmanks Lots. And i just hope that you will enjoy it.
  13. Attempting to create a realistic city, I would need to create low-density neighbors with one-way streets.In my city (and probably in many many others in the rest of the world) one-way streets as one-way roads are used. I know that streets don't generally lead to congestion, the reason I think Maxis did't bother to make a one-way version.. but as I said, I am attempting to create a realistic city... I could not find any DLC that featured one-way streets. Do you know where to find it? Or how difficult would it be to create a mod for it? Regards
  14. I have a problem with my Cul-de-sac mods and automata mods not working at all - they used to, but not since January or so. I think it was a NAM update or something that killed it, I don't know. I've tried re-installing, re-arranging, moving to properly named folders - all to no avail. I recently downloaded the urban tarsealed street mod as well, and only the intersections show up - the rest is still vanilla Maxis streets. Any idea on how to get everything actually working?
  15. 2.2 Schism

    From the album Southside

    I say marginally better because, in reality, it's hardly nicer than southside across this river. The only difference is that the folks over here have a real place to call home - a palace might be a stretch, but at least it's not an abandoned shop front or upturned cardboard box.

    © Bipin

  16. 1.6 Down the Lane

    From the album Southside

    We've made our way to the end of the paved street. I hate having to cycle on gravel, but that's all the city budget allows for.

    © Bipin

  17. NWM Street Parking Add-on Set



    This set of lots lets you plop sections of parallel and diagonal parking spaces (in the median of the roadway) on your Network Widening Mod AVE-6 and RD-4 road networks. It is based on Motokloss's street parking set of lots. Currently, only the two aforementioned road types and non-seasonal tree-lined lots are supported/included. If I find the time, the addition of at least seasonal tree and no-tree versions to match Motokloss's originals is on my to-do list for this mod. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. Network Addon Mod, version 32.0 or later (with Network Widening Mod option installed) MS Parking Lots (Road Set) + Car Props
  18. I am having issues with the SAM roads for the first time since I started using them. When I drag the SAM3 PEG Dirt Road and SAM4 PEG Gravel Road onto each other, or when I drag the SAM3 road onto normal street, they extend far beyond what I want. The image below shows the original layout. I want to drag the dirt road onto the gravel roads where there are gaps and have it create the effect of the "T-crossing" to the far right. How I did that, by the way, I have no idea! But... when I drag the dirt roads the gravel road extends inwards on the right side, and extends past the T-crossing on the left side. If I demolish the right T-crossing and extend the dirt road on the right side the dirt road extends all the way down to the other dirt road. On the left side the street transforms just like in previous picture. This is where I start to swear. How do I stop the SAM roads from extending far beyond what I'm asking for? I don't want the gravel roads going into the more densely populated area.
  19. 277 275 Water Street

    Version 1.0.0


    This is Snake. SimCity, can you hear me? Recreación de apartamentos residenciales situados en Water Street, New York. Esta versión es ligera de detalles con el objetivo de no sobrecargar el modelo y mantenerlo atractivo y compatible con modelos de otros autores. Este es el primero de varios proyectos que desarrollaré. Estaré esperando sus impresiones y opiniones. Saludos. Especificaciones Generales: Categoría............................... R$$ Emergente (Growable)........... Si Monumento (Landmark)........ No Cimientos.............................. Acera (no corner) Dependencias....................... No Especificaciones de jugabilidad: NOTA: Utilice las especificaciones por defecto del SC4 Plugin Manager Costo Edificación................... $3017 Tiempo de Construcción........ 40 Flamabilidad.......................... 40 Estado Maximo de Fuego....... 4 Contaminación....................... 3, 3, 16, 0 Radio de Contaminación........ 5, 6, 0, 0 Energía Consumida................ 2 Agua Consumida.................... 19
  20. Street Tunnels

    Hi, are there any street tunnels, especially aftermarket ones? Thanks in advance.
  21. Version 1.0


    STEAM Workshop link available, click download then click on (Main File) options. A set of "puzzle pieces" for splitting your roads or highways in two. Can be used for various purposes, I use them mainly as puzzle pieces to connect and create interchanges and networks. Includes two versions, a two-lane, highway ramp one, and a four-lane one-way-road one. Asset is in a single direction to avoid cluttering the menu. To change the direction, select the Road Upgrade tool, then right click on each section. For safety, attach a road to the asset before changing it's direction, this prevent a weird curve deformation issue that sometimes happens. I called them Bullets because well, they look like bullet-shaped, so there. Asset details Highway ramp version Size: 6x12 Cost: 750 Maintenance: 8 OWR Version Size 6x12 Cost: 1000 Maintenance: 8 To install, unzip file, then move the .crp file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio. Be the first to like my FB page : ) Follow me on Steam If you like this product, please take a moment to leave a comment or give me a rating, I really appreciate that little gesture in exchange of my work. Also feel free to share this on any other social media you may use! Thank you and enjoy!
  22. Version 1.0


    STEAM Workshop link available, click download then click on (Main File) option. Please watch the linked video for a quick tutorial on how to assemble it. Have you ever wanted to build a circular town or neighbourhood but just can't get those circles right? Then this is for you! This asset allows you to create a perfectly circular road layout with a few clicks of your mouse. Simply plop the four quadrants in place, place the missing roads and pedestrian paths, and get building! This is an improved version of my first circular town, which I left as a different download because I feel it still has its uses. Main differences are the presence of a central park, elevated pedestrian paths, and a street layout planned with permeability and congestion reduction in mind. Asset details Size: 64x64 per section, 128x128 assembled. Cost: 36117 per piece. Road types: 6 lane and 2 lane One-way Roads There are three main large circular roads and two smaller ones. The large outer road serves the first inner section of zonable land and collects all traffic from it. The middle one serves the next section in the same manner and finally, the inner-most roundabout is fed and distributes all major traffic on the two main radial arteries exclusively, reducing the number of intersections on it from twelve on the previous version to just four. You'll notice I've reduced the number of 4-way intersections considerably, and that the two-lane roads are now only connected to the nearest large road. This is a principle of urban design in street layouts as explained in the How to Traffic guide and I am hoping with this layout you'll have very little traffic problems. Unlike my first Circular Town Modular, in this one I recommend sticking to 6-lane one-way roads to fill in the missing spaces, as shown in the video. Make sure they continue in the same direction on the other side of the central roundabout. To install, unzip file, then move the .crp file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. Be the first to like my FB page : ) Follow me on Steam If you like this product, please take a moment to leave a comment or give me a rating, I really appreciate that little gesture in exchange of my work. Also feel free to share this on any other social media you may use! Thank you and enjoy! The gorgeous map shown on images is Berglund Mountains, courtesy of Lazy_Leopard, get it here.
  23. A few of you guys may have seen me randomly post tiny little screenshots of this, but now I've created (hopefully) a video for it. And what better time to publicise it than the 100M Download Milestone? Selected screenshots from video: Other teasers:
  24. Version 2


    Short description: This override mod replaces the concrete sidewalk on SAM 8 Cobblestone Streets by the same cobblestone texture found on pedestrian zones. (See screenshots.) The main reason for me for making this mod was to improve the look of older districts of a city and having a smooth transition between SAM 8 streets and aforementioned pedestrian zones. This mod does not affect any in-game function, neither of the SAM 8 streets nor of the pedestrian zones, it is merely a visual enhancement. Furthermore, I’ve replaced the lanterns on the streets by older looking lanterns. These will automaticly be spread on the sidewalks by the game on all straight orthogonal and diagonal routes, when buildings (both growable and ploppable) are standing there. Since several players already use roadtop transit stations (like those from the RTMT), I’ve also created 3 roadtop transit stops that can be placed on SAM 8 streets from this mod, visually fitting the textures. There are stations for bus, subway, and bus and subway combined. For users of RTMT, I’ve added a texture that will replace one of the RTMT’s textures (on the Roadtop SAM 8 stations) to match the textures from this SAM 8 override mod. For further information, please refer to the readme in the download. Please read the installation instructions below carefully, because not only is the installation a bit tricky, if this mod isn't installed correctly, it may not work. Dependencies: - Network Addon Mod Version 36 or newer: This mod includes the following mod packages required for this plugin: Street Addon Mod. Without the Street Addon Mod, you won’t be able to build SAM 8 streets in the first place. As you may already know, it introduces a big variety of additional networks to the game. The dependencies below are only required for the roadtop stations: - SFBT Moderne Bushaltestellen von Fluggi und khoianh94 or SFBT Modern Bus and Tram Stops: Contains the bus stop buildings and the most props on the lots and introduces a series of bus and tram stops on or next to roads. Only the file SFBT_Haltestellen_Fluggi_khoianh_Props.dat is required; you can delete the rest of the files if you don’t want to install the bus and tram stops themselves. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2536 (LEX registration required) - Road Top Mass Transit (RTMT): Required for the subway stairs. This plugin introduces a set of various road-top traffic stations. You’ll only need the file RTMTV3_PropF_Subway_Ninja_Gray.dat. Link 1: Link 2 (with installer): Note: If you don’t want to install the RTMT plugin itself, you can instead download Additional Subway Entrance Props. This plugin contains the same file. Since it only contains props for plugin developers, it does not modify the game itself. - SAM No Grass Mod: Required for the SAM 8 overlay textures. This sidewalk mod alters the look of SAM streets 2, 7, 8, and 9 by removing the grass parts of the sidewalks. The homepage is in Japanese and therefore most people won’t understand everything. After following the link below, scroll down a little bit until you see a file with this name being mentioned: z_SAM_NoGrass_Mod.zip (you may also have a look at the last screenshot below; its content is not part of the Full Cobblestone Street mod, I've just added it to facilitate looking for this dependency file). Hit the Download link to download it. Note: If you don’t want to install this sidewalk mod itself, open all folders in this mod that you find and remove all files except those containing “Omake“. http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=803 Currently available languages: - English - German Note: This is my first attempt at uploading multilingual files. I tried my best doing everything in the way a tutorial explained it to me. Players that have installed the game in German should get German text, everyone else should get English text. (This does, however, only count for the roadtop stations.) If this does not work, please write me a message or a review here. Installation: Step 1: Basic installation Extract all files to a folder where you will find them. Move or copy the folder z___zSAM 8 Cobblestone Street Override (it is strongly advised to keep the folder name) into your Plugins sub-folder of your edition of SimCity 4 (for instance: C:/Programs/Maxis/SimCity 4/Plugins). You can overwrite any previous version of this plugin with the new files. Step 2: Road textures For users of default (American) road textures: Remove the file SAM 8 CSO Euro Textures.dat. For users of European road textures: Remove the file SAM 8 CSO US Textures.dat. Step 3: RHD/LHD on roadtop stations If you have right-hand drive installed: Remove the folder Roadtop Stations LHD. If you have left-hand drive installed: Remove the folder Roadtop Stations RHD. If you do not want to install the roadtop traffic stations at all: Remove both folders. (All stations will work with both RHD and LHD, they just look differently. See screenshot below.) Step 4: RTMT users The file SAM 8 CSO RTMT_SAM_Textures Override.dat will override one of the textures of the RTMT, having the texture on your SAM 8 roadtop stations match with the textures from this SAM 8 override mod. (I'm, however, not sure if this requires you to bulldoze your SAM 8 stations and build them again, if this would be the case, please leave me a note here.) If this is not desired, remove this file. Uninstalling: To uninstall, demolish all roadtop stations from this plugin in your cities, if you've built some, and then remove all files from this plugin. Further notes on installation: - This mod will affect the look of all SAM 8 streets immediately after being installed. It is not necessary to build new streets, and it is not necessary to remove them before uninstalling. - Make sure that the folder containing these files loads last in order to override all default NAM files, or else this mod will not work. - Important note: SimCity 4 apparently handles special characters, such as the “_“, differently than Windows Explorer. Windows Explorer shows files containing the “_“ first, but SimCity 4 loads them last. Changing the above mentioned folder name can result in this mod losing its effect because it will be overridden by the files from the folder “z___NAM“. Compatibility: Since this plugin requires installation of the Network Addon Mod, it is only compatible with SimCity 4: Rush Hour, or SimCity 4 Deluxe. Credits: - Ganaram Inukshuk (Simtropolis Exchange) for valuable help on explaining me how to create the textures for this modification. - eggman121 (sc4devotion) for valuable help on explaining me how to add props (lanterns) on these streets. - rsc204 (Simtropolis Exchange) for the suggestion to release an override texture for RTMT users. You are of course welcome to write me a private message or leave a comment here for any of the following: - You want me to make improvements or additions. - You have found a bug. - You want me to improve the readme text (the English one in particular, my English may not be perfect). - You can translate the in-game and readme texts to another language. - You found out that I forgot to credit someone (hopefully I can remember everyone).
  25. Version


    I found these in my folders while cleaning my hdd. Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY! ... but this is only the first part ...

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