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Found 231 results

  1. Solving the Plobbable Residential Housing Bug

    Replies: kschmidt: No I don't have the No Abandonment Mod. I have found a way to plop in LARGE amounts of residential without triggering abandonment of the plopped residential buildings. Thanks for your comment. IL.: Size always matters... For a CJ... Ahem. Talla 2XLC: Thanks for your comment! Terring: Thank you! TekindusT: Cheers! Green and wide I say! kim026: Thanks! Prophet42: Thank you! Everything I have shown has been done without using the Lot Editor. All it takes is the right BATs, LOTs and dependencies. Entry 4: Plobbable Residential Abandonment Problem now Solved! We are in for a treat today folks! I believe I have stumbled across a workaround which prevents plopped residential buildings (R$, R$$ and R$$$) from becoming abandoned. 1. Here is the area I will be infilling- to the left of the road going northwards. 2. Step 1: zone out a plot which matches the size of the residential lot to be plopped, in this case 3x3. 3. Step 2: Pick -- using the BuildingPlop cheat -- a residential lot. I have picked CP_VictorianSmallRes$$_12_Decid and from that the CP_R$$5_3x3_VictorianRow_12Hses. The lot is circled in red and looks good in medium density areas. 4. Step 3: Let residential buildings grow, make sure every one of these lots matches the size of our plopped residential lot. In this case 3x3. REMEMBER: this step is the MOST important of them all!!! 5. Step 4: Pick the residential lot from the BuildingPlop cheat list and plop in the lot exactly upon the 3x3 plots. Press cheetah speed, watch the months go by and voila! No No Job Zot and no abandonment! As long as there is a residential lot which is grown and matches the lot size of the residential lot you wish to use- your plopped residential lot will not become abandoned. 6. And that's it! Now the next step is to complete this area and one thing with this particular housing lot are the street tile textures emerging from the middle of the lot. I create false intersections using the elevated rail pieces: elevated rail connected to elevated rail over street. Demolish the elevated rail section and what is left behind is a 1x1 street segment which isn't rounded. 7. Looks better with those false intersections doesn't it? Lastly we pretty up the area to the left and add some W2W shops plus carparking on top to finish off this city block. 8. It's a very simple layout which works thanks to the fabulous lotting and batting of the content creators. 9. Here are some examples of residential plopping in action. 10. 11. 12. So to conclude: no more waiting around for the residential buildings you want, no more abandonment of plopped residential buildings AND a chance to use every residential building listed in the BuildingPlop menu. Please let me know in the comments whether you are able to replicate (copy) this in your cities. Please also note that if abandonment occurs due to low desirability, traffic noise, crime, pollution, garbage or radiation then I suspect these plopped residential buildings will remain abandoned even if desirability improves. Whereas normal zoned residential buildings which are abandoned can become reoccupied again. One unknown is how plopped RCI will react on a massive scale or on a ubiquitous scale. I would say at least a third of my residential buildings in Pololomia are plopped and my plopped commercial and industrial buildings have not been adversely effected. So your feedback will be most useful! Thanks, and if this cheat works for you then your whole SC4 gaming experience is about to be RADICALLY CHANGED! Enjoy!!!
  2. Stare domy

    Version

    2,608 Downloads

    Old townhouses for real-looking town from central and eastern Europe. This small set consists of 5 w2w BATs. Size : 4 BATs- 2x1, 1 BAT 3x1 Growth stage: 2 Version : Res$$(22 and 75), Landmark- cost 0€ No dependencies
  3. There Will Be Diagonals!

    Replies: TowerDude: Some entries will have commentaries as I explain certain key things. nos. 17: The apple doesn't fall far from the tree... Anyway, thanks for your comment! Talla 2XLC: Just keeping a low profile and focusing on the cities. And yes I use the building plop cheat extensively in my cities. sucram17: Thank you very much! kscmidt: Virtually every RCI building has been plopped- there is a trick to get residential buildings plopped without them becoming abandoned. IL.: Thank you! Abrams124: Cheers! And I will keep going... Entry 3: There Will Be Diagonals! I have developed Pololomia considerably and I am finding it very easy to expand the city and infill areas. So without further adieu here are 16 more pictures to feast your eyes on! 1. Here is Pololomia so far. 2. I am gradually stitching together the various areas. 3. Piece by piece... 4. Diagonal by diagonal. 5. 6. 7. 8. 9. 10. This area came out something special... 11. 12. 13. 14. 15. I'm now going to start developing the outskirts and the rural/urban city borders. 16. MMPs are love. MMPs are life. Next week there will be another update from Pololomia. Enjoy and have a great weekend!
  4. Developing the City of Pololomia

    Replies: Urban Constanta: Thank you! Odainsaker: I didn't know that- so thanks for that brief slice of urban history. I basically went for a style that is green, takes up space and has paths/parks running through these neighbourhoods. RandyE: It is harder to build extensively with diagonals because there are fewer buildings to use, but I have worked out ways of creating diagonal city blocks. As for the industry and commerce a lot of that style you were talking must be because I used Mattb325's buildings which are spacey, have green spaces and look rather modern. kschmidt: It means a lot of use of the "Make Historical" button! I used the No Maxis buildings mod and I have in my head a list of buildings which suit various themes. The "standard" you were talking about is actually growable for the green suburbs. licoricebomb: The horses can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2862. Entry 2: Developing the City of Pololomia In this entry I show you the current state of Pololomia and finished areas. This is a large city tile I'm working on and one which is a basic template for the style I go for when playing SC4. Enjoy! 1. So this is the city of Pololomia as it stands. In the southwest corner is the city centre, then the city fans outwards and decreases in density... 2. The W2W buildings I have used are mainly Jasoncw, NoFunk and Goofyguytpa creations which can be found on the STEX. 3. While I have found that Mattb325's creations are great for filling in city blocks which aren't necessarily W2W. 4. The W2W Buddhist temple is zero7's Z7 Temple and Stupa. 5. Every city block I create has parking in the middle, back alleys or gardens at the back which connect together. It's easy to place buildings down but it is a lot harder connecting them together- so I use car parking, trees, parks and other fillers to make each city block unique. Also MMPs are useful too for adding variety to blank texture tiles! 6. An even trickier thing to pull off is density transitions. Ideally in the centre of cities and the inner city area the buildings are at least several floors high with higher buildings dotted around. But in mid-rise areas this can be anywhere between 10 to 4 floors high with the occasional tower block. While for low-rise areas it can be anywhere from ground floor height to four floors high. 7. The secret to diagonal city building is hiding the jagged square edges of the textures. In this picture I have hidden/disguised most of the jagged square edges so that it all blends together. SFBT Diagonal Fillers and Simcoug's Diagonal Tenements are some of my preferred methods for building diagonally. 8. And now back to the inner city area and this time railways. Now railways really need to separate and divide a city. So that means walls, tunnels and bridges. Having road crossings on a railway in an inner city area is not very common. So in this picture I used FLUPS to really emphasise the railway splitting up the city, lastly every bit of the railway is bordered with fences and walls. 9. Little roundabouts can be a great cosmetic addon or architectural addon even if it's a little unrealistic. Also tight FLUPs in urban areas are some of the coolest things this game has to offer. 10. Roundabouts can also prove to be a useful means of separating streets and SAM streets... 11. In this neighbourhood I used KingOfSimCity's Maxis Mansion Overhaul mod which is incredibly cool stuff. Large lots, green areas and those FA tennis courts! 12. But it's also important to break up a themed area with other fillers: for instance WorkingManProductions Allotment set and FrankU's parks (tree fillers). 13. The next entry will show further development from Pololomia and more finished city scenes. I think this city will take four or five weeks to finish. In the north and east I want to create rural areas and farmland and THAT is the trickiest transition of them all - urban to rural! So see you then! And thanks a lot for your comments!
  5. 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.
  6. Hi everyone! Here is the sequel of my last update with some mosaics. I think it's what I will do in my next updates: one bunch of 'normal' pictures, and then some mosaics, because what's better than this for showing a city? Without more useless talk, here are the pictures: 21. ALIJSTAR - THE VENICE OF THE NORTH: THE MOSAICS 1. The Cathedral and some old residential neighbourhood: 2. From top to bottom: the Old Harbour Station and its brand new office buildings, the 'Hertogsvaart' (Duke's canal), the Municipal Theatre, the 'Arsenaal' (another canal, the name comes from its former military allocation) and the Grand Moulins Museum. (Yes, the canals on the upper left are connected to the harbour!) 3. St. Peter's Church, 'Hertogsvaart', 'Vrijheidsplein' (Liberty Square) and 'Oude Vaart' (Old Canal). 4. St. Catherine's Church and the Cathedral. 5. Same than #2 but in the opposite view. 6. Autumn yeah! 7. The biggest one for the end: the Municipal Theatre, 'Hertogsvaart', Our Lady Church, 'Oude Vaart', 'Looiersvaart' (Tanners' canal), St. Catherine's Church, and other random canals. Hope you enjoyed it and see you next time! - REPLIES - @_Michael There is indeed a main station. Or maybe two, I don't know yet It will be close to a part of the harbour now redeveloped as a CBD, but I need to finish it before showing it! Thanks for the help btw! @TekindusT There is an old tramway in service for tourists in the summer season! Thank you for the comment! @Ln X Thanks a lot! @Abrams124 I officially thank you for the comment @MissVanleider Thank you too! @Akallan You're welcome! Thanks too for the comment! @korver Thanks a lot! @kschmidt Thank you too! I tried to had some boats on those canals with the LE but that doesn't really work unfortunately! It's indeed Goober canals, but revisited by callagrafx. And the diagonal ones were added by rsc204 last year! @Dgmc2013 Thanks a lot! @sejr99999 Thanks to you for passing by! @Takingyouthere Thanks a lot! That's important for the sims to have some open areas! @raynev1 Thank you too! @Simmer2 Thanks a lot! I will find a way to add some of your work in the city!
  7. Version 1.0.0

    157 Downloads

    Here are four Old Time Power Plants using jestarr's various small Boilerhouse models. Thanks to jestarr for the great props. All capacity/plop/monthly costs are balanced to the standard Maxis coal power plant's numbers. These lots feature smoke effects and normal levels of pollution. The diagonal Boilerhouse Type A lot and the Owosso lot have concrete base textures from NCD Railyard Textures pack, matching @T Wrecks' Industrial Revolution Mod I-D fillers. Other lots have grass or dirt base textures. The Owosso Boilerhouse has an overhanging portion: depending on neighboring lots, the basement access stairs will be hidden in a W2W setting, or show on pavement with IRM fillers. Menu Location: Utilities > Power Menu Sort: Before Default Lots Stats: Smokehouse Power Station Size: 1x2 Capacity: 550 Plop Cost: 900 Monthly Cost: 40 Theme: Grassy Boilerhouse Type A Prop family: Sterling Brown/Empire Red Brick Variations Size: 1x3 Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: Dirt Boilerhouse Type A 45 Size: 1x1 with overhanging diagonal prop (Sterling Brown only) Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: IRM I-D Owosso Boilerhouse Size: 1x3 Capacity: 1750 Plop Cost: 2900 Monthly Cost: 100 Theme: IRM I-D Dependencies: BSCMegaProps JES Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSCMegaProps jestarr Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol05 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 Sterling Consolidated Manufacturing by jestarr http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1633 Railyard and Spur Textures, Mega Pack 1.02 by North Country Dude http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2177 Installation: Unzip the file "CT14 - Old Time Power Plants - jestarr Boilerhouses.zip" into your Plugins folder. If prompted, merge with "CT14" directory if existing. Removal: Demolish any of these firetraps which have not yet engulfed their neighborhoods, nay, your entire city in an inferno, and move the folder "Plugins/CT14/Old Time Power Plants/Jestarr Boilerhouses" out of your Plugins folder. Bugs: Please report any problems with these lots to the development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  8. An even longer gap than last time - 145 days. I do apologise, but my RL has been very busy, and I've only really started playing again in the past few weeks. I've been working more of Niederbauen - filling in gaps so that it's good enough to show off. I've worked hard to compress the pictures this time, so they shouldn't take too long to load, although there is a rather large mosaic at the end. Hope you enjoy! ----------------------------------------------{--------}---------------------------------------------- 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. ----------------------------------------------{--------}---------------------------------------------- Replies for "Niederbauen - Historical Introduction" And thank you all for the likes! ----------------------------------------------{--------}---------------------------------------------- Hope you enjoyed the visit! There's more to come!
  9. Version 1.0.0

    2,349 Downloads

    This pack is ispired by real houses mostly from Peru, Ecuador and Brazil (the South America). Pack consists of 50 residential BATs of low wealth. Size of BATs: only 1x2 Growth stage: 1st, 2nd, 4th Dependencies: BSC Mega Props - CP Vol02 (recommend)
  10. R$ Pack Santiaguino 1

    Version 1.0.2

    797 Downloads

    I present to you my first housing pack based on various old buildings throughout Santiago, Chile. These are all low-wealth, low density residential w2w houses. They grow on 1x1 and 1x2 lots. There are a total of 34 unique lots, as you can see in the pictures. If you like these houses, you may also like my other BATs that I'm currently working on. You can check them out here. If you have any questions, or comments, please let me know! Edit: I noticed I used an old picture for the primary screenshot. The textures on the last picture for the last set of houses are the final version, not the ones on the main picture. This is the only slight difference. Edit 2: ...I also noticed that I've uploaded this file to the wrong category. It should fall under "SimCity 4 Buildings (BATs)".
  11. Great Southwest Building

    Version 1.1

    995 Downloads

    The Great Southwest Building, formerly the Petroleum Building, is a skyscraper built in 1926 and located at 1314 Texas Avenue in Downtown Houston, Texas, in the United States. The structure was originally commissioned by Joseph S. Cullinan, founder of The Texas Company, to house the offices of his growing oil and gas business. Designed by New York architect Alfred Bossom, the building features Art Deco styling with unusual Mayan touches including reliefs and a stepped back style on upper floors to mimic a Mayan pyramid. This is the second version of this building, the old one is now unavailable. Textures and nightlights were improved. Click on the image to check the other views: INFORMATIONS The model is available in two versions - LM and CO$$$ - and with and without the annex building. All of them are corner W2W. Landmark - with annex Plop cost: 70,000 Lot size: 3x2 Commercial Office - with annex: Lot Size: 3x2 CO$$$: 1,500 CO$$: 2,000 Landmark - no annex Plop cost: 55,000 Lot size: 2x2 Commercial Office - no annex: Lot Size: 2x2 CO$$$: 1,500 CO$$: 2,000 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Great Southwest Building (with annex - MN): this is the version with the annexed building for those who do not use SimFox Day and Nite Modd. Great Southwest Building (with annex - DN): this is the version with the annexed building for those using SimFox Day and Nite Modd. Great Southwest Building (no annex - MN): this is the version without the annexed building for those who do not use SimFox Day and Nite Modd. Great Southwest Building (no annex - DN): this is the version without the annexed building for those using SimFox Day and Nite Modd. Note: inside each .zip there are the Landmark and Commercial Office folders. If you don't want one of them you can delete its respective folder, but never the .SC4MODEL. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only).
  12. 261 5th Avenue

    Version 1.0.0

    983 Downloads

    261 5th Avenue is a 26-story high-rise building located in New York City, U.S. Built in 1929 in art deco style, the building offers several commercial offices. INFORMATIONS The model is available in two versions - Landmark and Commercial Office. Both are W2W. Landmark Plop cost: 100,000 Lot size: 3x2 Commercial Office: Lot Size: 3x2 CO$$$: 6,000 CO$$: 8,000 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! 261 5th Avenue (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. 261 5th Avenue (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. 261 5th Avenue (Commercial Office - MN): this is the Commercial Office version for those who do not use SimFox Day and Nite Modd. 261 5th Avenue (Commercial Office - DN): this is the Commercial Office version for those using SimFox Day and Nite Modd. NOTE: if you download both MN or DN .zips, I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only).
  13. Palo Alto: An Introduction

    Hey all! Long time lurker here, with my first city journal. My city is based heavily on the cities I grew up in, Palo Alto and San Francisco (as well as Northern California in general), and inspired by the geography of Hong Kong, as well as the density of New York City. It is named Palo Alto (not to be confused with the actual Palo Alto!) and is envisioned as being north of San Francisco, yet still maintaining SF's Mediterranean climate and geography. Street names and some history have been borrowed heavily from Palo Alto, as well as local cities Atherton and Menlo Park, as an homage to the area I grew up in. In this alternate reality, the gold rush heavily affected the Palo Alto Bay region, catapulting Palo Alto into the world’s economy as a heavy financial and tech sector, leaving San Francisco as a regional economy with strong tourism (think Austin, New Orleans, San Diego, etc). I’ve envisioned most of the institutions that define the San Francisco Bay Area (both current and those that have relocated) as originating in Palo Alto instead, as well as some notable companies from the Pacific Northwest. The Palo Alto economy is defined by many financial, tech, and Fortune 500 companies, including Bank of America, Wells Fargo, Google, Chevron, Gap, Apple, Facebook, McKesson, Hewlett Packard, Safeway, Visa, Oracle, Salesforce, Clorox, Charles Schwab, Starbucks, Nike, Nordstrom, Levi’s, Union Bank, Electronic Arts (!), Intel, Adobe, the Hearst Corporation, and PG&E, as well as being the national hub of venture capital, and hosting the (still intact in this world) Pacific Coast Stock Exchange, in addition to the Federal Reserve Bank for District 12. This diversity and strength of industry has allowed Palo Alto to become a Global Alpha city, and a major population and commercial hub of the United States of America. I’m still learning to play the game, so this is just as much about my experiments with creating a city as it is with perfectly polished regions. My focus is going to be on neighborhoods, developing infill over time, and transportation routes (particularly subways and buses). My goal is to create a city (primarily wall-to-wall) that feels like it grew naturally rather than disjointed, and each post will feature a different area, project, or transportation system. Anyway, I hope you all enjoy!
  14. It's been some time... 105 days in fact. I've been away from SC4 for a while having been weighed down with RL events, but I finally managed to get more work done on the city of Niederbauen. I completed the historical center to an extent that I felt ready to show you guys and there's a lot left to show. Hope you enjoy it! ----------------------------------------------{--------}---------------------------------------------- 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. 30. 31. 32. 33. There appears to be a protest in town... 34. ----------------------------------------------{--------}---------------------------------------------- Replies for "Some Winter Scenes" ----------------------------------------------{--------}---------------------------------------------- Thanks for viewing. Remember to like and comment if you enjoyed and follow the CJ to see all the latest from Niederbauen!
  15. Version 1.0.0

    166 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY NYBT ABBT Studebaker Building by SimHoTToDDy 1 - INTRODUCTION/OVERVIEW This huge, iconic factory building from ye goode old times™ marks the 15th and final upload in the third series of IRM W2W lots based on BAT models made by other artists. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs by the Manhattanville Team were designed to be W2W in the first place, and Studebaker Building was certainly no exception. Besides, the lot didn't leave much space to work with in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The building will provide 488 I-M jobs for your Sims and, as the screenshots show, will look great among mid-rise development. The lots can be used to form an interesting end cap to a 4-tiles deep W2W block, closing it off to three sides and with two 2-tile deep rows of W2W buildings back-to-back on the last side. As the screenshot shows, there is not much lot design to speak of; the building sits snugly on the lot. As usual, here's the lots breakdown: 4x4 left cap, Stage 2 4x4 right cap, Stage 2 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT The Studebaker Building. Only the .sc4model files are required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for their great team effort in general, and to SimHoTToDDy for this impressive BAT in particular! A big shout out to all you guys who went with me on this IRM W2W journey, followed, liked, and downloaded my stuff - it is much appreciated. I know wall-to-wall industry is pretty niche, so this will be the last upload of this category for quite a while. On a more cheerful note, you can brace yourselves for a huge number of good old regular (non-W2W) industry. T Wrecks, June 4, 2017
  16. Version 1.0.0

    1,317 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Empire Leather Works by jestarr 1 - INTRODUCTION/OVERVIEW This is the 18th upload in a second series of IRM W2W lots based on BAT models made by other artists, this time manufacturing industry. For this upload, I turned Empire Leather Works by jestarr into an entire family of no fewer than 10 lots - from a single compact W2W factory to large complexes with multiple buildings.. The lots will provide 80 I-M jobs (Empire Leather Works 1), 96 I-M jobs (Empire Leather Works 2), 160 I-M jobs (Empire Leather Works 3 and 4), 208 I-M jobs (Empire Leather Works 5), respectively. Here's the lot breakdown: 1x2 straight, stage 1 [Empire Leather Works 1]4x2 left corner, stage 1 [Empire Leather Works 2]4x2 right corner, stage 1 [Empire Leather Works 2]5x4 left corner, stage 1 [Empire Leather Works 3]5x4 right corner, stage 1 [Empire Leather Works 3]5x4 left corner, stage 1 [Empire Leather Works 4]5x4 right corner, stage 1 [Empire Leather Works 4]6x5 left corner, stage 1 [Empire Leather Works 5]6x5 right corner, stage 1 [Empire Leather Works 5]6x6 straight, stage 1 [Empire Leather Works 5]In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this downloadSave all the cities and exit the game when you're done bulldozingRemove the associated files from your plugins folderHint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need BSC Mega Props Jestarr Vol. 06 to see the buildings: BSC Mega Props - JES Vol06 (v1.0). It doesn't only contain the train cars etc. you can see in the screenshot, but also all the required building models. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 1.0 (or higher) from January 23, 2015 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS It's not the first time I'm writing this, and it won't be the last: credits to jestarr for this BAT! T Wrecks, December 6, 2015
  17. Aaron Graham's NYBT Residential Thread

    Aaron Graham's NYBT Residential Thread Hey everyone, this is were I will be making my NYBT Residential Bats at, like the Aaron Graham's BAT Thread, Im in to making residential buildings, why because I feel that there is not enough of residential building to support the commercial buildings in Sim City4.
  18. Version 1.0.0

    259 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 3 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 14th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 3 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 36 to 140 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 641 West 131th Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 603 West 130th Street (108 I-M jobs): 2x2 straight, Stage 1 641 West 130th Street (140 I-M jobs): 2x4 straight, Stage 1 (2 versions) 524 West 131st Street (112 I-M jobs): 2x2 straight, Stage 1 624 West 131st Street (100 I-M jobs): 2x2 straight, Stage 1 630 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 3247 Broadway (136 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 3251 Broadway (128 I-M jobs): 3x2 left corner, Stage 1 2x3 right cap, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (3rd Pack). Only the .sc4model files are required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  19. Version 1.0.1

    225 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 2 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 13th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 2 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 72 to 260 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 609 West 131st Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back. 3259 Broadway is a bit of the exception here: It is much bigger, will look great in a mid-rise environment (see demo screenshot) and can be used as a kind of "end cap" for a 4-tiles deep W2W block, i.e. it will face all three street sides - front, back, and left/right - and sit neatly wall-to-wall with everything around it. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 605 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 609 West 131st Street (100 I-M jobs): 1x4 straight, Stage 1 (2 versions) 635 West 131st Street (100 I-M jobs): 2x2 straight, Stage 1 3259 Broadway (260 I-M jobs): 2x4 left cap, Stage 2 2x4 right cap, Stage 2 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (2nd Pack). Only the .sc4model files are required. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  20. Version 1.0.0

    210 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY Manhattanville Pack 1 by NYBT ABBT 1 - INTRODUCTION/OVERVIEW After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the twelfth upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Frankly, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 1 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there. The buildings will provide 72 to 144 I-M jobs for your Sims (for details, see lot breakdown below). They will look best among low-rise development. As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road. As usual, here's the list of lots included: 640 West 132nd Street (96 I-M jobs): 2x2 straight, Stage 1 2x2 right corner, Stage 1 641 West 131st Street (144 I-M jobs): 3x2 straight, Stage 1 653 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 2307 Joe DiMaggio Highway (92 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 2311 Joe DiMaggio Highway (108 I-M jobs): 2x2 left corner, Stage 1 2x2 right corner, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: NYBT ABBT Manhattanville Project (1st Pack). Only the .sc4model files are required, plus a descriptor file for a prop - if you don't keep the following file, the little side building on 2307 JDM Highway will not show up: NYBT ABBT 2301 JDM Hgwy-0x6534284a-0xdc5ed037-0x5c8398fa.SC4Desc If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to the NYBT ABBT guys for these BATs! T Wrecks, April 23, 2017
  21. IRM W2W E-Z Polish Factory by jestarr

    Version 1.0.1

    659 Downloads

    INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY E-Z Polish Factory by jestarr 1 - INTRODUCTION/OVERVIEW This is the 19th upload in a second series of IRM W2W lots based on BAT models made by other artists, this time manufacturing industry. For this upload, E-Z Polish Factory by jestarr, we return to regular single-building lots. The specialty this time is that the lot is visually transit-enabled. This means that it will connect to the road in front (see screenshot No.4) and you will see cars enter and leave the lot, but it doesn't have any actual transit switch function. Since the building is pretty tall, it probably looks best in combination with mid-rise apartment blocks such as the ones by NYBT's Aaron Graham, some creations by marcszar and TagOne, and the old (but still very good!) gmax BATs by Don Miguel - all of which I can only recommend to anyone who's into that style, by the way. The lots will provide 360 I-M jobs. Here's the lot breakdown: 5x4 straight, stage 2 (2 versions with alley on left/right side) In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building:: The E-Z Polish Factory (v1.0). It doesn't only contain the train cars etc. you can see in the screenshot, but also all the required building models. If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 1.0 (or higher) from January 23, 2015 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS It's not the first time I'm writing this, and it won't be the last: credits to jestarr for this BAT! T Wrecks, December 16, 2015
  22. Bassenheim

    Hi, So a couple of weeks ago, I finished the main part of a new city, Bassenheim. I tweaked the city a bit, edited images and am now ready to present to you, the city of Bassenheim. Hope you enjoy! Replies for "Niesen": Thanks @gviper! I understand the comment about the rocks! Thanks for the comment @MissVanleider! Thanks for the praise @Ln X! Thank you for all the comments @LexusInfernus! I do try to improve the world! Thanks for the comment @Dreadnought! Thanks for understanding @takemethere. And thanks for all of the comments! Thanks for the comment @kschmidt! The RHW and Rail make such wide curves in order to stay smooth, as the terrain is quite steep. There is one station, but as the rail is much higher up due to the cliff, than the other parts of the village, as second station was not practical. As for RHW access, there is a interchange that can be accessed by juts going about 200m into an adjacent tile. Thanks for the comment @kelistmac! I've nearly finished on the content for the next entry! I think you'll enjoy it! ----------------------------------------------{--------}---------------------------------------------- 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ----------------------------------------------{--------}---------------------------------------------- Hope you enjoyed the entry!
  23. Sophia Building

    Version 1.0.0

    1,343 Downloads

    DESCRIPTION Located in Belo Horizonte, MG, Brazil, the Sophia Building is a modernist residential building from the 70s. INFORMATIONS The model is available in two versions, Landmark and Residential building. Both W2W corner building. Landmark: Plop cost: 25,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$: 950 R$: 1450 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Sophia Building (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. Sophia Building (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Sophia Building (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. Sophia Building (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). You can check all my projects visiting my thread
  24. Alijstar - The Venice of the North

    Hi everyone! Time has come for a real update of Alijstar, also known by tourists as 'the Venice of the North'. I advice you to make yourself a cup of tea or coffee and install you comfortably, because there are more pictures than usual 20. ALIJSTAR - THE VENICE OF THE NORTH 1. Let's begin our tour of Alijstar with one of the city's main location: The Liberty Square (Vrijheidsplein). This important place has always been the central point of the city. It's indeed here, during the Middle-Ages and Renaissance, that merchants from all over the known world unloaded their precious shipment. Since then, the city has never lost its commercial identity, even if the harbour facilities moved a bit outside the city centre. 2. Next to this square, you can find the Ducal Palace and the Our Lady Church. 3. Not far from here is located the Municipal Theatre. 4. 5. 6. In this densely urbanised city, canals offer some fresh air and some greenery to its citizens. 7. The former Grand Moulins factory, now used as the city's Modern Art Museum. 8. 9. The Old Harbour Station. Well, you can't actually see the harbour but it's for another update 10. 11. St. Catherine's Church 12. 13. 14. Diagonal canals, yeah! 15. 16. The St. Rumbold's Cathedral, part of UNESCO World Heritage. 17. 18. Despite the quiet feeling that the canals could give, Alijstar is a bit noisy city. The highway is for instance not far. 19. But less forget the noise and come back where tourists prefer to spend their time: the St. Peter's Church and its surroundings. 20. 21. Summer seems obviously like a good idea, but autumn is also a nice season to visit the city. 22. 23. 24. 25. 26. 27. Some random shots. 28. 29. 30. 31. More general views: 32. 33. 34. 35. 36. 37. 38. And finally... I hope you enjoyed all those pictures - REPLIES - @_Michael I'm glad this gives you inspiration! Thanks for your enthusiasm! @KRMill09 A bit of 50/50. I usually plop most of the buildings on the corners and let it grow in the middle of each row. Thank you for the comment! @kschmidt I try to build every churches from my plugin folder each time I build a new city! Because it's how an European city is supposed to look like. Thanks a lot for the comment! @Themistokles Thanks a lot! I'm glad you like it that way! @rathefalcon Yeah indeed, 5GB of plugins! Most of the time, those who designed train networks tried to avoid as much as possible steep slopes, it's why I try do do it that way. Thank you too for the nice words! @Akallan Thank you too for the comment! Yeah I often have abandoned buildings when it's Work in progress, or here when it's unfinished! Pour l'autoroute, il n'existe pas de tunnel pour le RHW. En fait, il s'agit d'un tunnel de route à sens unique modifié grâce au Rivit Tunnel Mod (attention, bien lire le mode d'emploi, envoie un MP si t'as besoin d'aide) et le RHW y est simplement construit jusqu'à l'entrée! @Odainsaker Thank you too! That's how I try to build my avenues! @kelistmac Thank you too my friend! I really tried to make this river part of the city's identity, instead of just being an annoying bunch of water in the middle of the city. Of course, Xannepan's banks help a lot! @sunda Thank you too! @TekindusT Thanks a lot! @weixc812 Thank you! @raynev1 This game is so frustrating indeed... I wonder why I still play it. I must be masochist... Thanks a lot for the comment! @dc'smycity Thanks a lot! @Takingyouthere Thank you too! Yeah, sometimes you only need a few buildings to make it look great! @123deoliveira4 Well, here it is. Thanks for the comment!
  25. Olsènes - Unfinished stuff

    Hello guys! As said previously, even though I decided to give up with Olsènes, I promised to post some unfinished pictures. I was thinking that those parts of the city, even if they look like crap, were still deserving to be featured on an update. I also thought this would interest some of you to see how the city was planned. Thus, I will explain here neighbourhood by neighbourhood what I was planning to do. ps: please don't mind the bad quality, as I said it's unfinished work 19. OLSENES - UNFINISHED STUFF 1. Central Station and its surroundings As shown on the 'work in progress' thread, the central station was formerly a passing station, so I didn't like it. I built this Orsay station instead, which I think is one of the best station ever made for this game. Normally, stations surroundings are often crappy neighbourhoods but here I wanted something different. I wanted a prestigious station surrounded by nice looking surroundings. It's why I built the 'de Ligne Boulevard' a tree-lined avenue with the tramway that ends with the 'Belmont park". I know I don't build enough park in my cities so I wanted a little bit of greenery in the city centre. I also built an Haussmannian neighbourhood next to the station, called 'Litlle Paris'. Rents are obviously high there. Unfortunately, after trying to finish it and being unable to save each time, I gave up. On the west side of the station is located the CBD with one railway track going through it. Two other tracks were crossing the river to the south. Then, on the east was supposed to be build some railyards and some train depots next to the tracks. Between the tracks and the river, some low health houses, to make some contrast in comparison with the showy buildings of the CBD. 2. Upper city This is the upper part of the old city. In the middle was supposed to be the 'Place d'Arme', an important square and transport hub with several tram and metro lines. There was also supposed to be another important station next to that neighbourhood, just next to an important church. 3. Herbinster Nothing special here. It was supposed to be the kind of neighbourhood that grown just outside the city walls before they were removed. It's then a mix of offices and apartments. The neighbourhood is separated from more suburban areas by an urban tree-lined highway, as you can see on the bottom of the next picture. There were supposed to be the city university there, some commie blocks ans some healthy houses on a hill. 4. CBD For once, I was 100% happy with my work here. At first, I didn't plan to build huge skyscrapers in the city but then I changed my mind. For me, they're a way to add some verticality and some modernity into my w2w European cities. I was really proud of that CBD because I thought (and still think) I found here the best combination of buildings who all look great together. It's also not too much and enough at the same time. 5. Etale & Glanes Here is Etale and Glanes neighbourhoods. The lowest part of Etale is located on the extreme left of the following pictures. There are some buildings from the CBD there. I also added a tramway line running in the middle and a bridge connecting it with the old city. I still had to change some w2w buildings. Just on the right, below the stadium is located 'Upper Etale'. It was supposed to be built around a square with a small church and a museum. You can also see the railway and the motorway going below the hill with a tunnel. Even though I liked that idea, I was not really satisfied on how both the railway and highway were made on the top of the picture. I indeed didn't like the connection between the two railway lines and the fact it was not possible to make a more curvy motorway. Finally, on the left: Glanes. This was supposed to be a low residential neighbourhood. A bit of Hollogne on the left: 6. Mazy-Notre-Dame & Avenue Louise I've already shown this neighbourhoods with some pictures. That district was supposed to be divided by the 'Avenue Louise', a prestigious avenue between the city centre and the suburbs. This was inspired by the eponymous avenue in Brussels, an avenue surrounded by offices and healthy housing which has become an open sky motorway due to its traffic and the way it was built. The avenue was supposed to end with a palace surrounded by a healthy neighbourhood, as well as some of the tram lines running in the middle of the avenue. On the left was also planned an important train station. 7. Yvoir & Mariefontaine Yvoir (on top of the river) and Mariefontaine (on the bottom) were supposed to be the most industrial neighbourhoods of the city. As you can see on the pictures, there were already some factories built there. The idea here was to mix industry and low health residential areas like in other industrial European cities (the examples here were Liège or Charleroi). The next picture show that idea: some rail tracks with warehouses, some empty lots, industry next to buildings and some supermarkets replacing closed factories. I also added the Grand Moulins building (the white one on the right) as a symbol of renewal and conversion. On the other bank, the motorway was supposed to run through the area on an ugly bridge above the industries. 8. Global views And we finish here with 4 global views of the city: I hope you enjoyed it even if it was a little bit unusual update - REPLIES - @_Michael Thanks a lot! @tariely Thank you too! @raynev1 Thanks for the kind words @Ln X Thank you too! tram is love, tram is live @kingofsimcity Thank you @philforhockey51 Thanks! I wish I could add some boats but it doesn't look that great with the LE. @Akallan Merci beaucoup @kschmidt Thank you too Yeah right, some of the small Scandinavian houses could make thing of Copenhagen @Wallibuk Thank you too! Amsterdam or Bruges, it's just for the canal idea. But you're right, with those buildings from my plugin folder, it looks more like Stockholm @Takingyouthere Thank you! i indeed spend a lot of time trying to find the best place for each building. @slickbg56 Thank you for those kind words! @kelistmac Thank you my friend! My inspiration comes from your previous work on Bassen, it always amazed me! The sidewalk is a personalized one. I just took a random texture on google image @RandyE Thank you too! @sucram17 Thank you too
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By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections