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Making grids like that broken up with angled streets, and then odd angled grids coming off them is one of the best ways to make hellish suburbscapes in this game if that's your sort of thing, works really well with the UK terraced houses or something equally as dreary
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# ? Nov 25, 2015 03:57 |
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# ? May 25, 2024 14:24 |
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Consist posted:It wouldn't surprise me if this is what most people's first city looks like. Just grids intersecting grids at horrible angles with the odd street just not perpendicular to anything.
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# ? Nov 25, 2015 04:03 |
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Consist posted:Meanwhile my neighborhood in Los Angeles was clearly designed by someone who didn't have the Precision Engineering mod installed. Why are there two 43rd streets
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# ? Nov 25, 2015 04:04 |
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Badger of Basra posted:Why are there two 43rd streets One's a street and one's a...place? What's so difficult about it? Also those streets don't line up to the right, where there's a mysterious break up in the pattern. So to keep on your street you have to make turns.
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# ? Nov 25, 2015 04:07 |
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Weird angles are usually the result of following contours in the terrain or towns growing into each other. If one of the roads is a really old major route, like an old trail or something, that tends to mess up the grid too. Grids just kind of sprout off of it and then they merge together and it all turns to poo poo.
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# ? Nov 25, 2015 04:12 |
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I've had the game for a while but I finally started playing it, mostly because I'm hoping After Dark is on sale for Black Friday. I ended up staying up all night working on my city and I can safely say it's a complete clusterfuck. Towards the end I figured out how to make ramps and elevated roads and overpasses, but it looks like some architect got drunk and slapped everything together. Dead people are everywhere, everyone downtown won't stop complaining about the noise, my landfills keep filling up and I don't know if the incinerators are working properly, and the industrial zones keep being abandoned because there's not enough workers. Even though I think it's time for me to start over with what I've learned, I'm having a blast. I definitely want to get After Dark now to play around with nightclubs/tourist zones, but does anyone have any suggestions I should keep in mind in the future? I really like these circle cities I keep seeing, but I just end up putting everything into grids because it seems to be the most efficient way to zone.
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# ? Nov 25, 2015 04:28 |
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In Dallas there are three grids, 1, old downtown, is where the original river crossing was, just south of the three forks of the trinity river meeting. the first bridge(s) were built here and the grid is perpendicular to that bridge/main street. This went from about 1850-1904. original buildings on this grid are oldest in the county. 2, newer downtown, at some point people realized the grid should be NE/SW aligned instead of aligned with the river, and they continued on this new alignment from ~1904-1930. other than old buildings being torn down to make up mc mansions, most buildings here are 1920s. Everything here is aligned based on Ross avenue, which dead ends in to.... 3, the suburbs proper, a bunch of WW2 vets moved in to the city and they once again decided to change the grid alignments. the rest of the metroplex roughly follows this grid, but we don't have a numbered street system. most buildings on this grid are 1960s-early 1990s, and on the very fringe of the metroplex you have buildings built in the last 15 years. At the end of ross avenue is Greenville Ave, everyhing built post 1930 is built along the Greenville Ave alignment. Hadlock fucked around with this message at 04:32 on Nov 25, 2015 |
# ? Nov 25, 2015 04:30 |
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Turbo roundabouts are good and I wish the Tokyo metropolitan government would pull its head out of its own rear end and replace all of the dumb intersections.
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# ? Nov 25, 2015 04:48 |
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Minneapolis put one of these in to connect their second airport terminal to the freeway except they decided to go the extra mile by putting a light rail line in the middle of it all too. Approaching it was a total moment but it seemed to work fairly well. As far as multiple angled grids all smashed into each other Seattle's core ended up with three main ones at different angles because three of the guys who helped found the city couldn't have a beer and compromise. Thanks Denny, Maynard, and Yesler. I suppose that's modern American urban planning in a nutshell, just a big clusterfuck of NIMBY and FYGM causing various small to medium sized traffic apocalypses. Either way I still do it with my cities because it looks more real even though the real life reason for it is often flawed. On that note: http://www.highways.org/2015/11/unclogging-study2015/ (direct link to PDF) GG LA Fabulousity fucked around with this message at 05:31 on Nov 25, 2015 |
# ? Nov 25, 2015 05:28 |
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Badger of Basra posted:Why are there two 43rd streets Check out Queens.
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# ? Nov 25, 2015 05:40 |
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Bold Robot posted:
I mean why even have the streets numbered if you're just gonna have em in any old order?
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# ? Nov 25, 2015 05:59 |
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Hell, I like making conflicting grids, because: 1) they break up the monotony 2) it makes for interesting decisions where the grids clash. 3) if I need to build something that's larger than, say, 8 squares, there'll be at least somewhere to put it that's not going to break the overriding pattern and trigger off my . Usually I'll take the cue from riverside boulevards or other terrain features what alignment to use.
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# ? Nov 25, 2015 06:33 |
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you could just..... not use grids??
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# ? Nov 25, 2015 06:35 |
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BBJoey posted:you could just..... not use grids?? dehumanize yourself and face to grids
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# ? Nov 25, 2015 07:01 |
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For those who like to do lots of grids, sometimes I do very tight grids for lots of 1x1 and 2x2 buildings clustered together. As a tip, interchange the intersections so it's not intersection hell along a single road. So you have a main road that feeds into a bunch of dead end roads. But what I like to do to reduce car traffic is connect those roads by pedestrian walkways. I get tons of foot traffic this way. And since I mix and match residential with office and commercial in those areas, I get a lot of walkers versus drivers. ...I guess that's not a huge tip. Just something I noticed helps alleviate traffic a lot.
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# ? Nov 25, 2015 07:03 |
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BBJoey posted:you could just..... not use grids?? Vigorously refusing to use grids ends up with as unrealistic looking a city as only using grids, imo
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# ? Nov 25, 2015 07:04 |
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Was the SNES version of Simcity the only one that came with scenarios? With what the developers have built with this game it'd be kinda cool if Skylines2 could have (or offer through map mods) a sort of scenario gameplay option where you have to a fix an existing piece of transit infrastructure within limited funds, time, real estate, and who knows what else that you can either accept or try to Machiavelli into something better. Example: The new State Route 520 bridge has been completed and from the freeway's start in the suburbs, to across Lake Washington, to the shores of Seattle the entire freeway is a testament to modern transit design. However no one thought about or wanted to pay for the last mile that connects the new spectacular bridge to the US Interstate Highway 5 that represents the new state route's terminus. You have a new 6 lane freeway trying to connect perpendicularly to an 8 lane freeway using a single mile of interconnecting, deteriorating roadway consisting of four lanes that is also a causeway bridge over a small bay. All of the surrounding land is privately owned, you'll need to find a way to make this work. Your starting budget is $1 billion, an election cycle is coming, the existing 4 lane connector will structurally fail in 15 years, eminent domain is a short term solution that may get you the road you want but will also result in citizen driven voting initiatives and lawsuits that will cripple the funding of the transit department during construction. GOAL: Replace or reconfigure this interchange and have your solution work effectively for 30 in-game years. And no matter what you come up with and how frugal or logical you are a lot of people will still personally hate you. Good luck. I think I just suggested a 4x strategy transit simulator
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# ? Nov 25, 2015 07:17 |
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Fabulousity posted:Was the SNES version of Simcity the only one that came with scenarios? With what the developers have built with this game it'd be kinda cool if Skylines2 could have (or offer through map mods) a sort of scenario gameplay option where you have to a fix an existing piece of transit infrastructure within limited funds, time, real estate, and who knows what else that you can either accept or try to Machiavelli into something better. Whoa, whoa, whoa. I got this. This is easy. Good To Go passes... everywhere.
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# ? Nov 25, 2015 07:38 |
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Re:grids http://www.speedrun.com/run/pzgx11em Dr. Stab fucked around with this message at 07:51 on Nov 25, 2015 |
# ? Nov 25, 2015 07:42 |
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Skylines got functional leaderboard before simcity.
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# ? Nov 25, 2015 07:45 |
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Bold Robot posted:
52nd Ave 52nd Rd 52nd Dr 52nd Ct loving love it. I think the problem with the NY area is that while Manhattan was well designed by the Dutch, primary planning was just at the tip of the island. Broadway originally was the fastest (and primary) route up and down the island, which is why it meanders through the other very rigid grid on the island. Roads like Grand Ave were major thoroughfares that followed the lay of the land through the farmland, and rural farms would connect to that pathway. Over time immovable infrastructure grew up along those pathways, before the urban planners could determine how the urban grid would expand out.
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# ? Nov 25, 2015 08:03 |
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Consist posted:Meanwhile my neighborhood in Los Angeles was clearly designed by someone who didn't have the Precision Engineering mod installed. How much of that is just not having a ruler and/or a shaky hand, and LA (like most large US cities) being built in a swamp, so it's hardly surprising if the roads slide around a bit after having been laid down… Splash Attack posted:I've had the game for a while but I finally started playing it, mostly because I'm hoping After Dark is on sale for Black Friday. I ended up staying up all night working on my city and I can safely say it's a complete clusterfuck. Towards the end I figured out how to make ramps and elevated roads and overpasses, but it looks like some architect got drunk and slapped everything together. The one thing that grids are particularly susceptible to is that they can create “clever shortcuts” that bypass your carefully constructed high-volume thoroughfares and instead make 4e29 trucks an hour try to drive through your (no longer) quiet narrow-street suburban area. And since the stock AI has no conception of open roads vs. queues, they will keep jamming themselves onto that one pile. That's why policies such as heavy traffic ban and old town are so crucial: they remove this choice from the AI and keep everyone on the main roads. Similarly, designing areas with only one entry and exit point means that only traffic that is actually bound for that area will enter it — no-one else will gain anything by going there so they don't. This keeps the roads clear and let service vehicles flow in and out more easily.
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# ? Nov 25, 2015 08:20 |
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ExtraNoise posted:Whoa, whoa, whoa. I got this. This is easy. If we're going the 4X single player campaign route then Orions' Sound Transit really needs to happen before the Antarens' Good To Go scheme.
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# ? Nov 25, 2015 08:42 |
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Fabulousity posted:Was the SNES version of Simcity the only one that came with scenarios? With what the developers have built with this game it'd be kinda cool if Skylines2 could have (or offer through map mods) a sort of scenario gameplay option where you have to a fix an existing piece of transit infrastructure within limited funds, time, real estate, and who knows what else that you can either accept or try to Machiavelli into something better. I'd play the heck out of this, and it would be possible to do with a save game created up to that point and then put on the workshop
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# ? Nov 25, 2015 08:44 |
Fabulousity posted:Was the SNES version of Simcity the only one that came with scenarios? SimCity 2000 (at least DOS, Mac and Windows versions) also had scenarios. They were mostly of the type "city is being hit by natural disaster, recover from it". Though at least one was "this city is all slum and getting abandoned, bounce back".
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# ? Nov 25, 2015 08:52 |
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nielsm posted:SimCity 2000 (at least DOS, Mac and Windows versions) also had scenarios. They were mostly of the type "city is being hit by natural disaster, recover from it". Though at least one was "this city is all slum and getting abandoned, bounce back". A mid-scale sim where you have to design and manage a large transit project (whether it's a new freeway or subway or whatever) taking into account the various aspects include budget and, ahem, political concerns would be pretty interesting. It might be hard to pull off, though. The Deadly Hume fucked around with this message at 09:07 on Nov 25, 2015 |
# ? Nov 25, 2015 09:04 |
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Ploppable rocks are so good and add so much to landscaping possibilities. Gotta spend hours landscaping my hilly regions now.
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# ? Nov 25, 2015 16:19 |
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Makes it look like a Farcry map.
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# ? Nov 25, 2015 16:25 |
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xzzy posted:Makes it look like a Farcry map. I want to live in the alternate universe where where a Tropico sequel exports directly into Farcry maps. Give me weird asymmetrical open world games where one or more players are manipulating the world from outside the map as a "gamemaster" faction.
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# ? Nov 25, 2015 16:34 |
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deadly_pudding posted:I want to live in the alternate universe where where a Tropico sequel exports directly into Farcry maps. Give me weird asymmetrical open world games where one or more players are manipulating the world from outside the map as a "gamemaster" faction. Streets of Sim City was such a good idea with such a bad implementation, but this is also my dream whenever I hit first-person mode for a random commuter
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# ? Nov 25, 2015 16:41 |
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ANIME IS BLOOD posted:Streets of Sim City was such a good idea with such a bad implementation, but this is also my dream whenever I hit first-person mode for a random commuter I know that feel. I played absolutely excessive amounts of Sim Copter as a kid. I really loved tooling around in that hideously-rendered city, doing randomly generated activities. I always made crazy cities for myself in the Urban Renewal Kit, like built around Arcologies and stuff.
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# ? Nov 25, 2015 16:48 |
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deadly_pudding posted:I know that feel. I played absolutely excessive amounts of Sim Copter as a kid. I really loved tooling around in that hideously-rendered city, doing randomly generated activities. I always made crazy cities for myself in the Urban Renewal Kit, like built around Arcologies and stuff. You were not the only one (I wasn't even a kid!). I also would still do it if it was possible in Skylines.
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# ? Nov 25, 2015 17:56 |
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# ? Nov 26, 2015 01:44 |
Congratulations, you created Copenhagen.
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# ? Nov 26, 2015 01:59 |
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deadly_pudding posted:I want to live in the alternate universe where where a Tropico sequel exports directly into Farcry maps. Give me weird asymmetrical open world games where one or more players are manipulating the world from outside the map as a "gamemaster" faction.
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# ? Nov 26, 2015 02:01 |
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I was playing with this mod this evening. I was hoping I'd be able to zoom out a bit more with the isometric mod enabled, but you still have to be pretty close. Still, it's really pretty.
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# ? Nov 26, 2015 03:52 |
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Fabulousity posted:Was the SNES version of Simcity the only one that came with scenarios? nielsm posted:SimCity 2000 (at least DOS, Mac and Windows versions) also had scenarios. They were mostly of the type "city is being hit by natural disaster, recover from it". Though at least one was "this city is all slum and getting abandoned, bounce back". The original SimCity also had a bunch of scenarios (usually six or eight); most were focused on recovering from specific disasters (e.g. the San Francisco earthquake of 1906, flooding in Rio, or a nuclear plant meltdown in Boston), while the others dealt with more general problems (e.g. traffic in Bern, crime in Detroit, or building up "Dullsville"). Different ports could come with different scenarios; the Amiga port had a scenario with UFOs attacking Las Vegas, but the PC port didn't.
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# ? Nov 26, 2015 08:43 |
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So I had an island on my map that I enlarged with the terraform tool but now part of the island has the sandy texture, is there a way to change this texture to the normal grass from ingame?
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# ? Nov 26, 2015 09:31 |
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Le0 posted:So I had an island on my map that I enlarged with the terraform tool but now part of the island has the sandy texture, is there a way to change this texture to the normal grass from ingame? Right click with the terraform sand tool
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# ? Nov 26, 2015 09:41 |
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# ? May 25, 2024 14:24 |
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xzzy posted:Not everything. Melbourne kinda has something like this but with its CBD, weirdly enough.
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# ? Nov 26, 2015 10:28 |