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  1. As part of the upcoming Trixie Season, the Staff team have been interviewing various prominent members of the community and asking them about their favorite STEX files and City Journals over the past two years, inspriation and creative workflow, along with life outside of Simtropolis. So without further ado, please welcome our next guest: An Interview with Takingyouthere Hi @Takingyouthere, how are you? I'm doing great, thanks for asking. We all have our own unique Simtropolis story. How did you first discover this community? I can't recall the specifics as it's been 12 years and 9 months since I joined the site, but I'm pretty sure I found Simtropolis through a link on the maxis simcity 4 site. Back then there were quite a few more active sites than today but Simtropolis has always stood out as one of the best. How was it that you first came across the SimCity franchise? The first Sim City I played was the original on the Nintendo platform. Even though I was just a little kid who didn't know the first thing about real world city building I somehow became completely enthralled with a game about city building. I still remember building up the old island map from the game over and over again, each time trying to set a new high mark in population;image credit; http://www.simcity.com/en_US/blog/article/Data-Maps-in-SimCity-Part-1 What have been some of your favourite Simtropolis moments? As a highway aficionado the NAM releases are always a big deal for me and release 34 with it's additional flexfly pieces was probably the most exciting release. On a personal note entry 25 of my CJ published last Jan 4th was quite the watershed moment for me, I couldn't believe the community response at that time which was a great source of motivation going forward. As well as when I finally released the HD versions from that niche project of mine, the Towers of Steel(fyi the supertalls are coming!) How would you introduce your work to anybody who's new to it? The easiest and quickest way would be to take a look at my city journal. If I had to narrow it down I would recommend entries 32, 34, 35, 40 & 41 each one of which shows examples of; my urban city building from close up and afar, transportation networks, industry and landscape work. For a really quick introduction here's three pictures which sums it up best; What are the steps in your creative process? The creative process for me begins at the regional level. The first step is to figure out a rough estimation of the paths the road and railway networks will take as they meander across the landscape. I don't like simple grid patterns and instead I build my networks more organically and have them 'follow the terrain'. Next I determine the type of development which will be built in specific areas, starting off with large scale infrastructure projects such as power plants and continuing down what types of zoning will be built in each city tile. When I start an individual city tile the process is more or less the same. Determine the optimal routing for highways, roadways, railways and other kinds of networks like hydro corridors, this all comes first. After that is done I place all the institutional buildings which are necessary to help the city grow and function properly eg. hospitals, schools, police, etc. This is then followed by the zoning itself. I've really never been interested in intentionally making it difficult for my cities to grow. I like them to build as easily as possible and not have buildings abandon afterwards. The problem that I'm most interested in solving is figuring out how to get people from point A to point B. Unfortunately Sim City 4 is rather limited in realistically simulating real world travel patterns. Some areas end up being overbuild and some underbuilt in regards to the traffic they should have in game. From then on I continue to make adjustments to each network while trying to do everything I can to get sims to use what is available to them. Aside from mmp placement almost everything I do in game serves a functional purpose. I don't want to build a city that is just eye candy alone, it has to be a living and breathing functional entry. At the same time though building placement is very important to me from an aesthetic perspective as well. I'll let things grow organically for a while and see what pops up, but it's rare that I'm ever satisfied with the 'look' of whats been grown. In fact most of my commercial and industrial areas are predominately plopped and I would do the same for residential development if only sims could travel in and out of them. I prefer to be entirely in control of all developments much in the same way as how a real world city council or planning department approves and rejects what kinds of development and what density can be built in any particular location. This comes from being a architectural aficionado and in fact before I switched careers I had want to be an architect. It's only once all the functional aspects of the city are complete that I'll focus on the last step which is beautifying it with mmp's. You usually create metropolitan style CJs, what other members are creating similar CJs to yours? How does this competition in your genre help develop your own work? And which piece of their work has inspired you in the past two years? There are quite a few other members who also build similar types of urban environments. I think I've probably taken ques & inspiration from nearly all of them at one time or another. I could easily name a dozen or more but in the interest of brevity I'll limit my answer to three examples which focus on what are my favorite types of things to create in game; mmp work, industrial zones & transportation networks. I guess that was kind of obvious for anyone who follows my work I've taken a lot of inspiration last year from @Scribosilyn's R.C.D & Phoenix Project when it comes to landscaping and mmp usage. His work in the genre is simply fantastic and just as great is his willingness to help others in creating their own meticulously landscaped scene. There's many examples of his superb work which I could link to but the one that I think which best highlights his creative ingenuity is Eréphore - Pt. I @Ln X's My SC4 CJ scrapbook has been an invaluable source when its come to creating large-scale industrial zones especially in the earlier days of my CJ when I didn't have the best understanding of scale. Broadsville's Industry part 1 & 2 for instance really opened my eyes up to what was possible with industry; For transportation I highly recommend taking a look at @kingofsimcity's Exploring Onyx. For members who are trying to create more realistic highway networks look no further than Arcadia Metro I & II - that is what it should look like. Also his prodigious use of angled roads continues to inspires me to incorporate more in my own work. What advice would you give to a custom content newcomer, who was planning on creating their first item? In regards to BATing, I would recommend using 3ds max from the get go. Gmax is easier to use and render your work with but it generally doesn't produce the level of quality that SC4 players expect from custom models today. 3ds has a much longer learning curve but if your having difficulties I would recommend starting a BAT thread, you'll be amazed at how supportive other members of simtropolis can be. Tell us one of your favourite pieces from the STEX in 2015 and 2016 and explain what it is about and why this is your favourite piece? There are a number of very high quality BAT's that have been released over that time which makes this a difficult question to answer. My favorite would probably be Solar das Paineiras by @JP Schriefer image credit; JP Schriefer It's not a well-known building but I choose it for two reasons. First the model and textures used are incredibly detailed. For instance you can clearly see the detailed brickwork on the facade of the building. Secondly, as a art-deco & postmodernism aficionado this type of building style really appeals to me, that is buildings that make use of set backs, solid building surfaces i.e brick & stone and a combination of well integrated and varied building elements, all of which appeals to me which is also why I'm particularly fond of most of JP's releases. What's a quality piece of work from the last two years which you think has been overlooked? I'll go with a @Simmer2 creation here, some of which haven't gotten as much screen time as they deserve. In particular the SM2 Gogar Tram Depot really stands out with an excellent combination of textures and models laid out over a realistically sized lot(real world). Who is an up-and-coming member that we should look out for next year? A few members that haven't been too active on the site yet but who's work shown so far has been excellent are @Mańkowsky, @Artimus, @antsel & @Krisman. You've had a successful year as an entrant in the Simtropolis Challenges, has there been images from other members which have just stunned you? Has there been images which are so different to your usual play style which you think you just couldn't recreate if you tired? I haven't been following some of the more recent competitions but here's one from a little while back which fascinated me; Plantation Metropolis Regional Night View by @pcwhiz24 On top of being a well designed and great looking road & highway network I'm still in awe of how he got the highways to light up just perfectly like that. Finally, if you had to choose, would you rather fight a one horse sized duck, or a hundred duck sized horses? I first read that as one house sized duck!! But even still a horse is pretty damn big. As long as there's no time limit, I'll take the one hundred duck sized horses please! I know I wouldn’t want to face a house sized duck, thats for sure! Thanks for your time, can't wait for the trixies! Likewise and thanks again for having me
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