Jump to content


Simcity 4 ( Warning, big images)


441 replies to this topic

#301 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 02 May 2011 - 14:45

Make sure your version of the NAM is the same driving side as your game. EG if your using right-hand drive NAM, make sure your game is also that. Oh and don't install the SPAM traffic controller, though I think thats an added extra anyway.

Edited by Ion Cannon!, 02 May 2011 - 14:48.

Posted Image

Posted Image

#302 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 11 May 2011 - 11:03

Took a couple of pics of my region in progress (only 2 cities so far);

South District
Posted Image

This is just a small city size (1km x 1km) with a population of 124k.


Pediadis
Posted Image

This city is a large area (2km x 3km) which is connected to South District with the river, the current pop is over 170k.


Add-ons used:
Low bridge mod
jeronij's Sea Walls [link]
Upgradeable Sea Port
Sea port Garbage Piers

Edited by Slye_Fox, 11 May 2011 - 11:05.

Posted Image

#303 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 12 May 2011 - 11:56

Not bad 8| Are you using Rush Hour? you could also fix the repetitiveness of the buildings by downloading loads of custom ones, but I understand if you don't want to do that. I have 3GB of custom content now.. Landmark menu takes about 10seconds to load |8

Heres something I did the other week - retail park with shopping centres.
Posted Image
This night picture is actually an older image, you may notice some of the trees and landscaping present in the above image are not there.
Posted Image

Oh and heres an updated region shot - linked because It's rather large -
http://img714.imageshack.us/img714/9158/cr...tropolitanr.jpg

Edited by Ion Cannon!, 12 May 2011 - 12:18.

Posted Image

Posted Image

#304 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 12 May 2011 - 15:55

View PostIon Cannon!, on 12 May 2011, 12:56, said:

Not bad 8| Are you using Rush Hour? you could also fix the repetitiveness of the buildings by downloading loads of custom ones, but I understand if you don't want to do that. I have 3GB of custom content now.. Landmark menu takes about 10seconds to load |8


Not sure what you mean by 'repetitiveness', but yeah I am using Rush Hour.
Posted Image

#305 TheDR

    Whispery Wizard

  • Administrator
  • 5852 posts

Posted 12 May 2011 - 16:13

I hope you have backed up that region Ion, would be a shame to loose it D:
Posted Image
F O R T H E N S
Posted Image

#306 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 12 May 2011 - 21:57

Got some more work done on my region;

North District
Posted Image

The North part of the District pair, population 137k.


Pediadis
Posted Image

The north side of the industrial island has been finished, and the north part of the mainland has bee built upon.
Due to some demolition work needed to replace the airfield; the population dropped to 152k.
Posted Image

#307 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 12 May 2011 - 23:44

Repetition as in there is alot of repetition of buildings, but the only way to fix that is by downloading lots of custom content. I wasn't sure if it was RH because I can't see any RH buildings, do you have it set to build all building styles?
Posted Image

Posted Image

#308 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 13 May 2011 - 11:05

No, I don't like the 2 on the right.
Posted Image

#309 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 13 May 2011 - 12:15

Fair enough, if you like the older style of building I suggest you maybe download a few of these - http://www.simtropolis.com/forum/index.php...ds&mid=8697

Some real gems in there.
Posted Image

Posted Image

#310 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 14 May 2011 - 13:58

First off theres been some redevelopment in the suburb of Astoria, here is the before view. These houses were all bought out and land redeveloped as..
Posted Image
A suburban leisure/retail complex, highlights include the swim centre and aquarium. It is known locally as the Astoria Plaza.
Posted Image
The new "Astoria Plaza" at night
Posted Image

On the other side of the region the long awaited Brookside to Mesa City pass has been completed, a tunnel was deemed to expensive and the slope was to steep to support a double lane road, instead the city opted to have two one way roads to deal with the large volumes of traffic.

The "Hermit Hills" pass from the suburbs below.
Posted Image
Looking down to the suburbs from the top of the pass.
Posted Image

This rather nice looking suburb is known as Uppingham, some of the wealthiest residents of the region live here, the area also has a large amount of government and administration buildings, much of the workers either live in Uppingham itself, or in the nearby cities
Posted Image
Posted Image
Posted Image

Posted Image

#311 TheDR

    Whispery Wizard

  • Administrator
  • 5852 posts

Posted 14 May 2011 - 16:52

The diagonal suburbs looks great, must of taken a while to get right.
Posted Image
F O R T H E N S
Posted Image

#312 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 15 May 2011 - 13:05

View PostTheDR, on 14 May 2011, 17:52, said:

The diagonal suburbs looks great, must of taken a while to get right.


I generally have an idea of how I want things to look and how to achieve it, so it doesn't take that long anymore.
Posted Image

Posted Image

#313 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 18 May 2011 - 22:01

First up a closer shot of the administration areas of Uppingham.
Posted Image
Secondly we have this, a WIP of a massive powerplant complex.
Posted Image
Posted Image

Posted Image

#314 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 22 May 2011 - 20:36

I've now installed the NAM with the correct drive-side, but I've got a problem: I have a completely filled city with about 20% IM, 60% ID and the rest water and 3 ports, but my R/C city is about one quarter the size of the industry city, and many in the R/C city are without jobs, despite the info saying "Communte time: Short". Any ideas? I've already got 3 Monorail tracks leading into the ID, none of which are fully used yet, and the road access is given too.

#315 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 22 May 2011 - 21:11

Do you have lots of R$$$ sims? they won't take jobs unless they are the right type. Its also worth noting that you may need to load both cities and let them run for few years then save. This may fix your problem. I sometimes have to do that to get the right flow of traffic. However backup the region/cities beforehand, so in case it doesn't rectify itself all is not lost. You also need to check the average commute time in the graphs section. There are also times when buildings abandon for no reason. I have two small areas in two of my cities that no matter what will say they have no jobs, if I delete the buildings it just passes onto the buildings which previously had jobs. I have also found sometimes adding jobs can lead to mass abandonment. I added some CS$$ jobs to one of my dormitory towns and instead of the commute time going down, the entire city no jobbed. I deleted the C$$ and it went back to how it was before, so just be careful.

Edited by Ion Cannon!, 22 May 2011 - 21:14.

Posted Image

Posted Image

#316 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 23 May 2011 - 23:30

More suburby goodness, particularily proud of this one.

From this..
Posted Image

To this.
Posted Image


And some closeup shots.
Posted Image
Posted Image
Posted Image

Posted Image

#317 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 31 May 2011 - 00:00

I now have a photobucket account so the images will all be better quality hopefully.

Heres a few new ones.

From this..
Posted Image

to this |8
Posted Image
Posted Image

Who else is still playing SC4? even if only a little..
Posted Image

Posted Image

#318 Destiny

    Forum Nakadashi-er

  • Member Test
  • 3141 posts

Posted 31 May 2011 - 15:06

Maybe you should develop the mountains |8
Posted Image

#319 Jinzor

    Amateur

  • Project Leader
  • 148 posts
  • Projects: 2142 Northern Excursion Mod

Posted 31 May 2011 - 15:42

*mouth wide open*

Those areas look 50x better than anything I've ever created. My god. I've got a crap load of custom content myself, I just don't use it in a good way like you've done.

One question, what kind of water mod are you using? Yours is basically the kind of water mod I've always wanted yet I could never find.
Posted Image

Steam: Jinz
X-Fire: jinrenegade

#320 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 02 June 2011 - 03:26

View PostJinzor, on 31 May 2011, 16:42, said:

*mouth wide open*

Those areas look 50x better than anything I've ever created. My god. I've got a crap load of custom content myself, I just don't use it in a good way like you've done.

One question, what kind of water mod are you using? Yours is basically the kind of water mod I've always wanted yet I could never find.


Thanks, at first it can take while to build such areas, but as you do it more and work out what fits its much quicker.

As for the water mod it comes with the JRP set, it means the JRP pieces match the normal water. You'll need to sign up to the LEX to get it, It's by Mas71. I'm not sure which actual download its in though, the JRP uses about 5 I think. http://sc4devotion.c...php?lotGET=1674
Posted Image

Posted Image

#321 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 05 June 2011 - 09:51

After the recent HDD-crash, my previous region is essentially gone, so here's what I'm working on:

Spamming 3 ports when I don't fully need them on Ugly City was probably a mistake, because now, I have 6000 IA,ID and IM demand and can't get rid of it :beer:

Also I have an extensive monorail system, in Rio, the last monorail station before passing to Ugly City is using 8500 of 2000 capacity >.<

Posted Image

and a little bonus, which was actually accidental: Infinity firestation! :)

Posted Image

Edited by Sgt. Rho, 05 June 2011 - 09:58.


#322 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 06 June 2011 - 00:29

Is the name Rio Phallus deliberate?
Posted Image

Posted Image

#323 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 06 June 2011 - 01:08

Well yeah. It has to do with the funny shape of that bay, I may just rename it into "Rio" tho.

Edit: Rio has grown, and was renamed to just Rio. It no longer recieved power from Ugly City, but instead is now powered by 2 solar power plants, and is soon going to get a new one.
Posted Image

Edited by Sgt. Rho, 06 June 2011 - 01:51.


#324 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 07 June 2011 - 17:35

A new guy in the neighbourhood.
Posted Image

Solar power!
Posted Image

And with this, Rio is essentially full.
Posted Image

Twins!
Posted Image
I only built the monorail bridge to lower the congestion of the Monorail system which on some stations is using 8000 of 2000 capacity >.<

Posted Image

#325 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 08 June 2011 - 03:15

You should download some higher capacity stations from the STEX. One of my main transport hubs has a usage of about 120k, which would be impossible with maxis stuff.

New region shot, you can probably see that the outer cities are much less dense and have much more of a suburban feel. Inner core is still dense as fuck though. - http://i1218.photobucket.com/albums/dd417/...nRegion_3-1.jpg
Posted Image

Posted Image



27 user(s) are reading this topic

0 members, 27 guests, 0 anonymous users