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City Showcase (All games welcome) => Mayors' Diaries => Inactive Best Sellers => Topic started by: Splime on May 31, 2009, 12:32:57 PM

Title: Barsalargonia - Update 23 - August 23 2009
Post by: Splime on May 31, 2009, 12:32:57 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FFrontPage.jpg&hash=764cb27d8c582a0ccf83f329c6ffbf6ccd76e6ae)

Welcome to Barsalargonia, a 7x7 large quad region that I am about to tackle... oh my.

I've decided to make a Mayor Diary here at SC4D, as my summer vacation is coming up, and I'll have a bit more time. (Though I should note I will be without SC4 from June 22nd to the start of July.) I have in fact made City Journals before at ST, but it's been a while since then. In fact, they don't show up on searches anymore. Oh, and there's my GRV II Region (http://sc4devotion.com/forums/index.php?board=323.0).

So, for this region, I used the Barsalonia region by the NHP (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1506), and made a few adjustments. I hope you enjoy it!  :thumbsup:










Table of Contents:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate00.jpg&hash=5dd52ff7883b99de3534b9178b607febb5941e4c) (http://sc4devotion.com/forums/index.php?topic=8005.msg250468#msg250468)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate01.jpg&hash=002d7ddac8152347157817d1a8248c6aa371c2d6) (http://sc4devotion.com/forums/index.php?topic=8005.msg250654#msg250654)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate02.jpg&hash=81812a5d5ee047ca3e516842c9bff6a0ce52503b) (http://sc4devotion.com/forums/index.php?topic=8005.msg252340#msg252340)
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Title: Re: Barsalargonia
Post by: Splime on May 31, 2009, 12:33:34 PM
Update 0: John Newman Mining Corp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-1_QuadC3.jpg&hash=597300dac937cd7fbf3be5d024fb09ce38c77fdb)
Here's where I began the project, Quad C3. (I've given each row a number from 0 to 6, and each column a letter from A to G. The details are in the last picture.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-2_QuadC3_Trees.jpg&hash=5d002bc12fdc973ae297f21a68bd37db442bf8c0)
And here's where it is after adding trees. The specific trees are Elm, Douglas Fir, and Subalpine Fir, which are all probably my favorite trees when put together. It gives some nice diversity, in my opinion. Anyway, for the rest of the update, I worked in the southeast corner of the quad.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-3_JohnNewmanMiningCorp.jpg&hash=171fd531d2ba8d599098865d07542c821cd5b2fb)
This is the John Newman Mining Corp., a combination of Big John's Mine (to the South) and the Newman Inc. Coal Mine (North). There's going to be a small industrial area nearby to process the mined materials.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-4_JohnNewmanHighway.jpg&hash=d1aa72bd79eee5c104de7a8d761f5d743c4a3cf2)
This is the main road near the mine, the John Newman Highway. To the south, it follows a nearby river, and to the north (off screen), there is a fork in the road between following the river and crossing the mountains.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-5_MineHousingPrep.jpg&hash=ac790b90361a13d6b3e6d20e3ebe240506ae9614)
And this is the zoning that was made to prepare for housing. It turned out that it wasn't enough (since the mines added too many industrial jobs) so I had to add some more...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-6_MineHousingExpansion.jpg&hash=2e582c38f9e4a2075b811692e6600b9264d353ab)
You can see some of the initial housing to the west, and to the east is the new housing zones and a church in the middle of the new development.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-8_JNMC_Night.jpg&hash=9dd3c68d593991ae1e33b1615e92a3cdae840a42)
This is the mine, with the nearby industry built up (mostly). I cheated and filled the empty zones with deadwood's oil field lots, and I think it adds a neat effect.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-9_WoodsHousing.jpg&hash=45a39dfda150e195088327288b14b2740db5bed7)
Here's a zoom in of that housing expansion.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-7_DevelopmentOverview.jpg&hash=3d65d2674296b4d06e6dd3eb5e88ee53225da152) (http://i285.photobucket.com/albums/ll57/Splime200/Barsalargonia/Update%200/0-7_DevelopmentOverview.jpg)
An overview of the update. (Click for full image.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25200%2F0-10_RegionContext.jpg&hash=bceccb8b36a2f67c45c508f84bb0fbb842c5a0a9)
And the current region map.

Thanks for reading!
Title: Re: Barsalargonia
Post by: io_bg on May 31, 2009, 12:35:37 PM
Nice start, can't wait to see more! :thumbsup:
Title: Re: Barsalargonia
Post by: art128 on May 31, 2009, 12:42:07 PM
Excellent start my friend, it's very nice.
I like your residential development !
Looking forward to more.

Take care,
-Arthur.
Title: Re: Barsalargonia
Post by: kwakelaar on June 01, 2009, 03:26:00 AM
Great looking mining town and a nice start for this new MD.
Title: Re: Barsalargonia
Post by: Nexis4Jersey on June 01, 2009, 06:17:03 AM
what an excellent start , i like the quiet mining town feel to it  :thumbsup:
Title: Re: Barsalargonia
Post by: Splime on June 01, 2009, 06:52:53 AM
Thanks everyone!

Replies:

io_bg: Thanks, you will get to see more soon.

Arthur (art128): Thanks, though you can thank XiahouDun for forcing me into spreading out the houses like that in GRV II, which gave me this "system" of spreading out the houses.

kwakelaar: Thanks, I'm glad I managed to make it look like a mining town.

Corey (Nexis4Jersey): Thanks, though it's not too quiet in the industrial area.

I'll have a new update later today, probably.
Title: Re: Barsalargonia
Post by: straha on June 01, 2009, 09:40:27 AM
I really like the look of the land and the terraforming you did.  What terrain, water and tree mod's are you using?  They look really good to me.
Title: Re: Barsalargonia
Post by: TopCliff on June 01, 2009, 10:11:14 AM
This is an excellent start. I especially like the map you're working with,, reminds me somewhat of a shrunken Italy with more islands.
Title: Re: Barsalargonia
Post by: blade2k5 on June 01, 2009, 11:19:32 AM
This is so cool :thumbsup:  Someone using one of my maps for an MD ;D  I'm going to have to follow this one closely because funny thing is, I liked working on this map myself.  Good start, love the mining town, also, and interesting way to name your tiles.  I'll definitely be back to to see what you do with this map.  This is indeed a treat ;D
Title: Re: Barsalargonia
Post by: Splime on June 01, 2009, 03:33:08 PM
Replies:

straha: Thanks! The terrain is c.p.'s Meadowshire Terrain Mod, water is Pegasus' Brigantine Water Mod, and the trees are c.p.'s Elm, Douglas Fir, and Subalpine Fir.

Leo (TopCliff): Thanks, though I think more applause should go to the NHP for the amazing map!

blade2k5: Wow, the actual creator of the map! It looked like a great map to work with, so I had to try it.

Update 1: Agriculture and More Farms

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-0_PlopLake_Workspace.jpg&hash=87d214b9e324df9c7d96883ed21178434698a805)
So I noticed that there was a bit of empty space between some of the houses near the church, so I decided to put a small ploppable lake there. After removing the trees (and activating the grid), this is what the area looks like.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-1_PlopLake_Water.jpg&hash=516c39a85901fc23e1b7db969fde415ed785388c)
Of course, every ploppable lake needs water! Though first, I had to lower the area it would sit in.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-2_PlopLake_Details.jpg&hash=45bae33e0e35199fe70cc65cc3e25302b3bd02d5)
Then came some details to surround the lake, and a pathway so sims can enjoy it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-3_PlopLake_Trees.jpg&hash=10d133df6b051d31708802f68a4a19aa5087b0ec)
Add some trees back, and there's the finished product.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-4_PlopLake_Full.jpg&hash=f9cf479272ab427fa43e58583c8c7a6e1389ce1a) (http://i285.photobucket.com/albums/ll57/Splime200/Barsalargonia/Update%201/1-4_PlopLake_Full.jpg)
Here's a zoom 5 shot of the lake. (Click for full image)

The next half of this update deals with some more expansion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-5_Expansion_Zones.jpg&hash=0815bf8043206be089945f4ac1c1734d22c30a6b)
Here's some extra zoning, including a cow farm and a few more houses.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-6_Expansion_Completed.jpg&hash=3c8fbbbcaf6503b126261d84aecdb35cc5cf598f)
...And here's its developed form.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-7_MoreExpansion_Zones.jpg&hash=dbc770a4da9fadc2d714bee754211afdb373418a)
And then I took on some of the land north of the railroad, adding three more farms, some housing, and a small commercial area.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-8_MoreExpansion_Complete.jpg&hash=0417a1d3881e1c76b051eb63f7948b3daf21788c) (http://i285.photobucket.com/albums/ll57/Splime200/Barsalargonia/Update%201/1-8_MoreExpansion_Complete.jpg)
...And after the click (well, after a few clicks, as some of the farms were less than satisfactory... remind me to clean out my plugins soon). (Click for full image)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25201%2F1-9_QuadC3_Overview.jpg&hash=e50c0ce39c866a0ddd4f966c2b62a0c18434fca0)
And here's the status of the town after Update 1! Thanks for reading!
Title: Re: Barsalargonia
Post by: Battlecat on June 01, 2009, 03:58:51 PM
Excellent start!  It really does look like a mining town.  Nice work on that pond, looks great!  Can't wait to see what you're planning next!
Title: Re: Barsalargonia
Post by: evertonforever1 on June 01, 2009, 08:18:06 PM
Really reminds me of a small town anywhere in BC, or Alberta
Title: Re: Barsalargonia
Post by: blade2k5 on June 02, 2009, 02:44:50 PM
QuoteWow, the actual creator of the map! It looked like a great map to work with, so I had to try it.

<a href="http://plugin.smileycentral.com/http%253A%252F%252Fwww.smileycentral.com%252F%253Fpartner%253DZSzeb008%255FZSfox000%2526i%253D15%252F15%255F1%255F131%2526feat%253Dprof/page.html" target="_blank">(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsmileys.smileycentral.com%2Fcat%2F15%2F15_1_131.gif&hash=fa30c0627b57311bd6385065498c545f78ff3f6f)  I tend to agree.  Out of my fantasy map collection, it is one of my favorites.  I had the 4x4 northeast corner of the map finished before I got bored with it.  I've never completed a region yet and most likely never will :D

Love the update, but got a question for you, what trails are you using?  I have a trail set, but nothing like that...
Title: Re: Barsalargonia
Post by: petercintn on June 02, 2009, 02:55:06 PM
Very nice, I like everything so far.
Title: Re: Barsalargonia
Post by: Splime on June 03, 2009, 06:43:13 AM
Replies:

Battlecat: Thanks! I always like working on small things like ponds.

evertonforever1: Thanks, though I've never actually been to BC or Alberta, but I'll take your word for it.

blade2k5: Thanks! The paths are from ChrisAdams3997's RRP: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1885 They're draggable, which allows for the nice curves.

petercintn: Thanks!

I'm not exactly sure when I'll have the next update. I'm busy with a project that needs to be finished this week, as well as some GRV II work I need to do. If I don't update before the weekend, I'll definitely have an update then.
Title: Re: Barsalargonia
Post by: calibanX on June 03, 2009, 10:07:53 PM
Great looking mining town. Rural settings are my favorite. It will be fun to watch this.

Geoff
Title: Re: Barsalargonia
Post by: Luke09 on June 04, 2009, 10:04:57 AM
Nice Splime!I love those small towns,they are my second favorite town style!Keep it up
Title: Re: Barsalargonia
Post by: Earth quake on June 04, 2009, 12:30:28 PM
Excellent work Splime.
I really like this village.
A very beautiful rural atmosphere, you used the batiments perfectly

Vivien.
Title: Re: Barsalargonia
Post by: art128 on June 06, 2009, 02:46:32 AM
this last update is fantastic my friend, your little towns are looking wonderful. I really love the pond you make, it's very realistic.  :thumbsup:
Looking forward to more.

Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia
Post by: Swesim on June 06, 2009, 04:53:40 AM
I really like this MD, especially since You seem to be using the Barsalonian map which I am using myself at the moment.
I will follow this MD closely to get any tips on how to develop the map...  ;)
Title: Re: Barsalargonia
Post by: Splime on June 08, 2009, 06:54:42 AM
Replies:

Geoff (CalibanX): Thanks! I don't know what it is about rural settings that makes them so nice, but I like them too.

Luke09: Thanks, but what's your first favorite town style?

Vivien (Earth quake): Thanks!

Arthur (art128): Thanks. Sorry I haven't supplied anything new yet, but there should be something soon.

Swesim: Thanks, it is a nice map to work with. And thanks for bringing us to page 2!

Sorry I haven't updated yet as promised, I've had a pretty busy weekend. I'll hopefully have something substantial within a few days.
Title: Re: Barsalargonia
Post by: Earth quake on June 08, 2009, 11:22:09 AM
Impatient to see this new update, in spite of delay.  :thumbsup:

Vivien.
Title: Re: Barsalargonia
Post by: Luke09 on June 08, 2009, 06:52:11 PM
Suburbs and CBD's are in a Tie for first position(so rural towns are the third not the second lol,a little mistake),but i think i prefer suburbs.And i just dont have creativty to make suburbs   :-[
Title: Re: Barsalargonia
Post by: Tomas Neto on June 09, 2009, 03:13:24 AM
Wow, your MD is fantastic!!! Great work here, with realistic rural areas!!!
Title: Re: Barsalargonia
Post by: FrankU on June 09, 2009, 07:04:45 AM
A good feel of beautiful detail in your MD.

Also the very realistic look of the first mining settlement in simple rows. After that a better and more widespread placement of housing.

But how do you get your neigbourhoods so uniform in housetypes? Did you plop them? Or did you just have these in your plunginsfolder? One of the most irritating things in game is that it is amost impossible to me to make neighbourhoods with uniform housings. If someone has tips, I'd really like to hear about them.

Nice map indeed! Too large for my computer though....
Title: Re: Barsalargonia
Post by: Splime on June 09, 2009, 05:35:05 PM
Replies:

Vivien (Earth quake): Thanks, though I'm afraid this is more of a mini-update than anything.

Luke09: Well, I'm not sure you'll be seeing much of any CBDs here, but maybe some suburbs...

Tomas Neto: Thanks, though probably helps that I live in a rural area (sort of).

FrankU: Thanks! The housing is all grown. The secret is that I have a maxis-blocker, and these houses seem to be the only stage 1 R$ homes I have. (Switching to Chicago tileset only helps for these houses.) For the first 1000-2000 people, that's all that grows. Then I have to deal with a few stage 3's that try to move in. Not a problem for my bulldozer though. Later on I might be forced to do stuff to my plugins, but for now, that's how it works.

Update 2: A Small Expansion

So, I find myself without much time, but I do have a few pics from some development recently, so I can show them until I get something bigger to show you all.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25202%2F2-0_School.jpg&hash=5d3c3715e72c66233677b1952c202cbd89c726ec)
First of all, there's a new school, which should attract some R$$ into the town.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25202%2F2-1_FillingIn_WorkSpace.jpg&hash=8dd9d6b55ccedc4bb4913da45e1d5c7fcfc84deb)
In the north of this area (east of the mountains) I've decided to fill in the last of this space.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25202%2F2-2_FillingIn_Zones.jpg&hash=58a5a429917a6e541a1a6563841d596f6b873f45)
Here's the proposed zoning.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25202%2F2-3_FillingIn_Results.jpg&hash=fda2a17338e6776da5976293718d039bf6e0dbb0)
And a final result. Well, it may not be final, because I'm not sure about the cul-de-sac village. I might replace it with another farm, but I might just leave it. We'll see.

When I have more time I'll finish up this side of the mountain range and then we'll be going through the tunnel to develop the other side.
Title: Re: Barsalargonia
Post by: Luke09 on June 09, 2009, 07:20:59 PM
Nice pics Splime!And about the CBDs,well there is no problem,i love rural development,since i dont have may bats,and i cant do it here,so i like to see others ppl development
Title: Re: Barsalargonia
Post by: Swesim on June 10, 2009, 08:39:39 AM
Wonderful rural pix again, thanx for sharing!
Title: Re: Barsalargonia
Post by: Battlecat on June 10, 2009, 08:47:25 AM
I know the feeling about having small quantities of time to update.  Glad to see you found some!  Nice update, those are a couple of great additions to the area. 
Title: Re: Barsalargonia
Post by: Splime on June 12, 2009, 06:56:44 AM
Replies:

Luke09: Thanks, I'm glad you like the pics!

Swesim: And thanks for looking at the pics!

Battlecat: Thanks! My summer break is coming up very soon, so I'll have more time then.

As far as another update is concerned, it should come within a few days. I've get a GRV II update to do first.
Title: Re: Barsalargonia
Post by: kwakelaar on June 13, 2009, 03:57:07 AM
Well, what can I say... the results are looking great. Nice combination of rocks and flora
Title: Re: Barsalargonia
Post by: Earth quake on June 14, 2009, 04:02:56 AM
Nice update Splime.
I really love the first and the last pics.
Excelent work.

Vivien.
Title: Re: Barsalargonia
Post by: Splime on June 15, 2009, 08:41:04 PM
Replies:

kwakelaar: Thanks! I do like incorporating nature in my towns and cities.

Vivien (Earth quake): Thanks! Based on your feedback, I'm guessing that showing the final product is better than showing the process. (Though I will probably still include both.)

I was going to have an update ready today, but it's getting late, and I'd rather not be editing pictures into the night. So, here's part of the region picture after the expansion I did earlier today:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-0_RegionTeaser.jpg&hash=e2c1b8b19cb55544dadd2dcb8c6e24cdd1b73af2)
The rest of the update, which will detail how this came to be, will come later.
Title: Re: Barsalargonia
Post by: art128 on June 15, 2009, 11:11:18 PM
Nice region view there my friend, the general shot of C3 is realistic. Also, the last update is great, I love the extension you made.
Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia
Post by: Splime on June 16, 2009, 12:30:49 PM
Reply:

Arthur (art128): Thanks, I'm glad it looks realistic.

Update 3: Finishing the Area

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-1_JNHwy_Undeveloped.jpg&hash=0dbec967218b26bef310ca77f1e4073d661d3482)
So, this section of land seemed empty, and while I wanted everything here to be sparse, I at least wanted some development.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-2_JNHwy_Zones.jpg&hash=9722001122d8f29c1c65a9c80d9a4c7849291b78)
Some scattered residential zones did the trick, allowing for enough development to achieve a realistic spread, without making the area lose its rural nature. The lots were specially placed to allow power road access to the FAR pieces and avoid the need for power lines.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-3_JNHwy_Developed.jpg&hash=e9ea135a54831d9ce27702566ded5eeb2fa16fad)
And here's the finished product. The only downside is that if you zoom in, the driveways don't quite connect to the road.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-4_River_Undeveloped.jpg&hash=419ab53d4d135ee982c5a3f8d8cac581bc9f2b5a)
Next, I moved on to develop across the river. I forgot to take a picture of before development, so here's a picture with the basic road network in place. When I built the bridge, I noticed that the green arch bridge fit perfectly, so I had to choose it, even though there may have been better choices for a rural bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-5_River_Zones.jpg&hash=6b03c7e38192cccb392018cafa3302b92e5fa13c)
After some minor terrain adjustments, this is the zone plan.

Click here for mosaic of the results (~1.0 MB) (http://i285.photobucket.com/albums/ll57/Splime200/Barsalargonia/Update%203/3-6_River_Developed.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25203%2F3-7_C3_Overview.jpg&hash=816502e9fd75a6dc578ada381559372192aa49bd)
Finally, an overview pic of everything that has been done in Barsalargonia so far. Next update, we'll be on the other side of the mountains.
Title: Re: Barsalargonia
Post by: art128 on June 16, 2009, 12:50:21 PM
Again, the extensions are looking excellent for me my friend ! great work with the fields.
Take care,
-Arthur. :thumbsup:
Title: Re: Barsalargonia
Post by: Luke09 on June 16, 2009, 01:36:08 PM
Nice pics Splime!I really loved your job.Could You show a Transport vision on next update  :) ?
Title: Re: Barsalargonia
Post by: Battlecat on June 16, 2009, 02:35:53 PM
Looking good!  I really like using that sparse zoning method you did there!  The driveways not quite connecting up is just one of the small prices we have to pay for breaking the grid.  When it comes right down to it, the curves and fractional angles make everything look so good, it's hard to care about those little details.  Keep up the great work! 
Title: Re: Barsalargonia
Post by: FrankU on June 17, 2009, 03:44:27 AM
Really nice work. So natural, no fancy stuff, but somehow real good looking.
Title: Re: Barsalargonia
Post by: Splime on June 17, 2009, 08:18:29 AM
Replies:

Arthur (art128): Thanks! I would hope the fields are good, since they take up half of my work.

Luke09: Thanks! I'm sure I can include some sort of Transportation image. Would you prefer an in-game pic, or a hand-made map?

Battlecat: Thanks! It does seem like as the custom content gets more and more advanced, more small glitches will appear. It's all for the best though.

FrankU: Thanks, I do enjoy simple things that look nice.

And some news about the status of this MD:
So yesterday, my computer with SC4 on it decided to stop functioning. I describe it as a coma: the power button works, and the fan turns on, but nothing else happens. It just sits there, idling, with none of the start-up sounds being made (and no video output whatsoever). It seems like this is a problem with the processor (a 4 1/2 year old Pentium 4), and this would only mean a delay of a few days to fix the problem if it weren't for the fact that I'll be away on vacation in Florida for about 10 days starting on the 22nd, which means we won't be doing anything to fix the computer until we get back.

So, this MD will be delayed for about 3 weeks. I am fairly certain that the hard drive is still fine (though I can't be 100% sure yet), so there won't be problems there. If the hard drive is compromised, however, I have back-ups of my SC4 stuff from May 31 (Update 0) but nothing afterward, so there would be a bit of a loss.

I'll still be around to give replies, but I'm afraid there won't be any new SC4 material for at least 3 weeks.
Title: Re: Barsalargonia
Post by: calibanX on June 17, 2009, 08:31:38 AM
Say it isn't so Splime! I'll be looking forward to your return, and to the return of Barsalargonia. Enjoy the vacation.

Geoff
Title: Re: Barsalargonia
Post by: Luke09 on June 17, 2009, 09:51:06 AM
I love hand made maps,but you have a GRVII region to care about,so make an ingame mape,i would like it  ;),and gl with your GRV II region
Title: Re: Barsalargonia
Post by: FrankU on June 18, 2009, 01:09:12 AM
I hope there wasn't a thunderstorm last night?
It's frustrating to do things over again. On the other hand: you can do new things that will be as interesting as you showed us up to now.
Anyway, usually the HD is ok, an you will be able to work on after your vacation.
If the computer is useless, you finally have a good reason to buy a quick new one!
My computer is almost as old as yours and I must admit that the long delays in loading the game and rendering the screen give some irritation. It's just a question of money... I hope you have enough of it.

And everybody deserves some vacation, so how could I not agree with a short stop?
Have a good time.
Title: Re: Barsalargonia
Post by: Swesim on June 18, 2009, 02:55:54 AM
I´m sorry to hear about Your computerproblems, I have a computer about the same age as Yours and it works although being extremly slow at startup (15-20mins from boot to being able to actually use the computer).
I have given the computer a massive upgrade over time with a new graphicsboard and more RAM, but it seems the single processor have a tough job with the game anyways.
Hencely I hope that You get the computer up and running again, but if You can afford it I would suggest buying a new computer to get the advantage of the twin processors capacity.
I have noted that it make quite a difference when playing on my wife's computer which has double processors.
Regardless of which option You choose I look forward to seeing what this MD will give us in the future.  ;)
Title: Re: Barsalargonia
Post by: Splime on June 18, 2009, 08:28:27 AM
Replies:

Geoff (calibanX): Thanks, hopefully I should be back with Barsalargonia a few days after my vacation.

Luke09: I'll probably go hand-made then, because it's not that hard to make a hand-drawn map.

FrankU:It wasn't a thunderstorm or anything, just a somewhat random decision by the computer to stop functioning. The hard drive is most likely fine though, so I won't have to redo anything or redownload half a month of custom content. It's not the redoing of the city that I dislike a lot, but redownloading custom content will be annoying, if I have to do that. The computer isn't useless, but the university I'm going to has a laptop program that I'm getting my next computer from. The timing of this isn't especially good, since I'll only be using the SC4 computer for two more months.

Swesim: My computer is actually pretty good, besides the processor. Then again, that's because all of its components, short of the processor, have been upgraded since I got this computer 4 1/2 years ago. And as I said above, It wouldn't be wise for me to get a new computer, since I'll be getting one at the end of August anyway.
Title: Re: Barsalargonia
Post by: Splime on June 19, 2009, 01:30:28 PM
Just a quick update on the situation: The source of the problem has been found! It wasn't the processor, which is good since neither I nor my father have much experience with processor problems. Interestingly, the video card was preventing the computer from going through the start-up sequence. Now, without the video card I won't be doing anything with SC4, so there's still going to be about 2 1/2 weeks until another update, but we are closer to fixing the problem.
Title: Re: Barsalargonia
Post by: Luke09 on June 19, 2009, 02:58:18 PM
This is great to know,but is a mess because your MD/GRV II region are going to have some delay... &mmm
Title: Re: Barsalargonia
Post by: Splime on June 21, 2009, 12:50:11 PM
Reply:

Luke09: Well, time flies by pretty quickly, so it wouldn't be too hard to wait. However...

The computer has been fixed! There would have been more delays, but I've taken my dad's video card, and he's going to upgrade his after the vacation. I managed to squeeze this small update before I leave tomorrow, but there will still be a 10+ day wait for the next update.

Update 4: Modifying the North End

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-0_Before.jpg&hash=bdd480a28229a0fb5a6ce9419c21a3d7197397e2)
Back in Update 2, I made this residential area on a cul-de-sac here. However, I wasn't sure it fir so well there, as there was a lot of open space, and it didn't seem right to have a small village at the end of a road, rather than having some farms at the end instead.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-1_Redesign.jpg&hash=fbdc599f3b08825d742df1634f2085cae012cce2)
So, I redesigned the residential section to fit a farm at the end. Only three houses were saved from the bulldozer.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-2_NewFarm.jpg&hash=2d79df55ac08b3c753f39d2fa2184546e521cc6c)
Using Steamrobin's Rural Set on the STEX (http://www.simtropolis.com/stex/details.cfm?id=21822), I made a small farm. There's also a trail that goes north of the farm to give easy access to the crops that will be grown there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-3_Fields.jpg&hash=4359b8d0950c741f859775e551840a23e71d084c)
Next come ploppable corn fields from the 3RREX (http://sc4devotion.com/forums/index.php?topic=5603.0). The growable version is SimGoober's, and is in the SW corner of the pic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-4_Results.jpg&hash=0aedc06183db1d3c8c3e45985539fbce0ae54349)
Here are the results of the development, with some new housing and the corn growing tall.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25204%2F4-5_InContext.jpg&hash=1b623cc997684f0ac88805e2c92b57cccdc43128)
And here's everything in context.

I know I said that this update would be the other side of the mountains, but I felt that I needed to fix this area first. Next update will start over there, and I should also have a road map made by then. Of course, you'll have to wait at least 10 days for it.
Title: Re: Barsalargonia
Post by: art128 on June 21, 2009, 01:10:30 PM
Oh yes, that new structure is sure better that the old one. Great work on it with the farms and the cul-de-sac residential zone.
Take care,
-Arthur. :thumbsup:
Title: Re: Barsalargonia
Post by: Nexis4Jersey on June 21, 2009, 04:00:40 PM
terrific update , reminds me of the rolling rural hills of PA  &apls
Title: Re: Barsalargonia
Post by: calibanX on June 21, 2009, 04:03:49 PM
Congratulations on the computer fix Splime. That little hamlet looks great. We'll be waiting here ten days from now for the next installment.

Geoff
Title: Re: Barsalargonia
Post by: Luke09 on June 21, 2009, 04:28:27 PM
Its good to know that your pc is fixed!And nice pics,and i will get that farm...
Title: Re: Barsalargonia
Post by: evertonforever1 on June 21, 2009, 05:39:52 PM
Very nice custom farm!   &apls
Title: Re: Barsalargonia
Post by: FrankU on June 22, 2009, 07:13:25 AM
Beautiful details. Much better indeed!  &apls
Title: Re: Barsalargonia
Post by: Battlecat on June 22, 2009, 01:47:07 PM
Good choice on that small change, I think the end result looks pretty good!  Looking forward to seeing the next location.
Title: Re: Barsalargonia
Post by: Splime on June 22, 2009, 06:39:06 PM
Replies:

Arthur (art128): Thanks, the area was just bugging me so it had to be changed, and I'm glad you like the new part.

Corey (Nexis4Jersey): First someone says this is like BC, Canada, and now you say it looks like rural PA! Well, that's an area I have actually been through, and I can see some similarity.

Geoff (calibanX): Thanks! I really am glad to have the computer fixed up.

Luke09: Thanks! When I saw the farm kit, I knew I had to use it somewhere.

evertonforever1: Thanks, I'm glad you liked the farm.

FrankU: Thanks, I'm glad you like the improvement.

Battlecat: Thanks, I've been slightly bothered by that area, and I'm glad it turned out well.

Also, I failed to notice that we have passed 1000 views! In fact, we're over 1200! So thanks everyone!
Title: Re: Barsalargonia
Post by: KoV Liberty on June 23, 2009, 07:09:19 PM
Good job so far Splime! And congratulations!
Title: Re: Barsalargonia
Post by: Tomas Neto on June 25, 2009, 07:05:22 AM
What a beautiful rural area, very well constructed!
Title: Re: Barsalargonia
Post by: Splime on July 01, 2009, 06:01:56 AM
Replies:

Driftmaster07: Thanks! Your MD is going really well too!

Tomas Neto: Thanks, there should be more rural areas coming soon.

So, I just looked at the MD Statistics for June, and found that even though I've been unable to update for almost two weeks, Barsalargonia is 5th in Growth for the month! Thanks guys!

Anyway, late tomorrow I should have a new update about this vacation and the observations I've made about city building. The next update with SC4 in it will come a bit later.
Title: Re: Barsalargonia
Post by: danielcote on July 03, 2009, 08:54:16 AM
I like you're way's of development.
Title: Re: Barsalargonia
Post by: nedalezz on July 03, 2009, 09:02:56 AM
Really looking forward to that next update! Your last teaser update was fantastic :)
Title: Re: Barsalargonia
Post by: Splime on July 03, 2009, 09:54:52 AM
Replies:

danielcote: Thanks! I always think small-scale development achieves the best results.

nedalezz: Thanks! Ironically, you posted while I was making this update. (Though I'm not sure this update is what you were expecting next.)

Update 5: What Real Life Looks Like

(Just a note, these images are a bit bigger than usual, sorry if they are too big for your screen.)

So for the past 10 days, I've been away in various parts of Florida, and saw a lot of interesting things. When seeing those things, I rethought a bit about how to make realistic cities in SC4. So, the subject of this update is what I saw, and there's some satellite imagery to help illustrate everything.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25205%2F5-00-Westchester.jpg&hash=135da8252c00d3a0ea32573553d294386b8a29fd)
This is where the plane journey began: Westchester County Airport. It's a small airport that is just big enough to have commercial flights. If anyone wants to build an airport for a small city, this airport is probably a good model.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25205%2F5-01-Farms.jpg&hash=0671a79416c91abe1a57fa1e2cf7f47b336a7c22)
The plane ride to Orlando had me looking out the window seeing how the real world looks. Since SC4 is played in a top-down view, this was a great place to look at everything from. One of the things that stood out was how farms are laid out in the Mid Atlantic, as there is still empty space amongst the farms. The farm land itself is quite irregularly shaped too. (This image was taken from Delaware, btw.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25205%2F5-02-RHW2.jpg&hash=a4b57e9640490489452241522d43689c780c730c)
One of the first places we went was the Kennedy Space Center, and along the way there was a fairly long road that I think is the perfect example of a RHW-2. There was nothing along this road except for the initial intersection with the 528, an intersection with I-95 (the beginnings of which can be seen at the top of the image), and its end. It was basically an extended exit ramp. Also, it was really straight and really flat, which is very different from where I live. In fact, everywhere I went in Florida was really flat, and as you can see in the bottom of the picture, the elevation is really low. It turns out that contrary to my previous beliefs, building a city that's on a completely flat region is in fact realistic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25205%2F5-03-KSC.jpg&hash=28f5a268106bc5765293ee0213a27a68fbe87b8b)
What surprised me was that the Kennedy Space Center has its own highways, even in a restricted-access area. Applied to SC4, this means that any sort of restricted area (like a military base) could still have a highway, as long as the facility is big enough to warrant it. Also, it seems that the US Government has its own license plates, separate from state ones.

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The next day took us to a nearby beach. SC4 isn't very realistic with its beaches at all, because its perfect sandy beaches occur only in specific situations, not whenever there's water. If you notice, there's a nice straight sandy beach at the bottom of the pic (east), but not on any of the other shores. In SC4, this can only be achieved by turning off beaches completely with terrain mods and plopping sand, but this results in the ugly water bug.

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A day or two later, we traveled to Miami, but we took a windy route that took us around Lake Okeechobee. We went through the rural parts of Florida, and what surprised me was that most of the roads didn't have normal names, but instead had numbers. Where I live, the closest area with numbered streets is New York City, so this was kind of weird. However, the area this picture was taken in was a kind of grid, so it made some sense.

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However, in other areas it made less sense. This picture is from a not as griddy area, and yet they still kept the numbering system. What I found particularly hilarious was that there were some dirt roads with names ending in "Boulevard", indicating that the word has lost its original meaning in this area.

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We then drove through a large agricultural area south of Lake Okeechobee. In addition to being really flat, it was a grid of farms. I knew these sorts of places existed in the middle of the country, but didn't expect them in Florida. In addition, I've never actually been through one of these areas, so it was certainly interesting. The farms in Delaware were fairly flat too, which leads me to believe the shapes have more to do with how and when the areas were settled rather than solely the terrain.

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In Miami, there were more interesting grid situations. The whole city and suburban area is built on a grid, but parts of the grid are filled in with curvy suburban cookie-cutter complexes. Even though these streets are not on a grid, they still stubbornly hold onto numbers.

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In fact, I think almost every road in Miami-Dade County has a number in the Miami system, as I saw numbered roads all the way until the Keys. Even in this farming area, the numbering remains. (I'm not sure this is a great illustration however, since I'm not sure the street map and satellite images are quite in sync.)

Afterward was the Everglades, which are incredibly flat and uninhabited. In addition, there weren't that many people visiting, so it was quite an experience being in the middle of nowhere. Also, it turns out that those farms south of Lake Okeechobee use up a lot of the water that used to go to the Everglades, causing a bit of an environmental issue.

Next was the trip to Key West, which was a completely different road system. While the Miami area was a grid with some main roads and highways weaving through it, the Keys are built on a single road as a backbone, the US 1. All addresses are built off of the mile marker on US 1.

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In Key West, the beaches they have are artificial. It seems that not even being next to the ocean guarantees a sandy beach. (Though, being from England originally, I already knew that.) Sand in SC4 is even more unrealistic than previously thought.

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Along the way back to Orlando to fly back, we stopped at a hotel in Bonita Springs. We weren't there long, but my impression from the area is that it seems to be fairly new, and built up as a generic suburb. The main roads were lined with major stores, and the suburbs filled outside of that. It didn't seem like it was full of many people however, maybe due to the economy. Our hotel was fairly empty as well. The area is probably a good model for a suburban area.

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Sadly, the plane ride back went over some hazy skies, so I couldn't see much of the ground. Here's a satellite image near where I live, which should show how development is different everywhere. Of course, there are few more hills in CT...

So that sums up where I was for the past two weeks. I'll have a new update soon, which will actually contain SC4 content.
Title: Re: Barsalargonia
Post by: Battlecat on July 03, 2009, 11:17:41 AM
Nice look at the real world!  Google Earth provide us with a fantastic tool to explore our world for inspiration.  I'll be interested to see what you've got coming next.
Title: Re: Barsalargonia
Post by: FrankU on July 06, 2009, 03:58:31 AM
Yes, this is really an interesting review of your trip. All real life scenes can be inspiring, but it is good to have someone's thoughts with it. This makes the story personal and leaves us with new ideas.
Nice work.  :thumbsup:

One remark, though, hit me. As I am an inhabitant of the Netherlands, which is a country famous for its flatness, I felt an urge to react on your remark that flat cities can indeed be realistic.
Almost all dutch cities are built on flat land. So this is realistic. What is not realistic is that the flat cities need to be orthogonal. Funny enough the Romans made their cities orthogonal and the United States do. Of course, because they are planned.
The dutch cities are in no way orthogonal, because flat is definitely not the same as empty. The landscape in the Netherlands shows a lot of variety.
The fact that it is almost completely horizontal gives special meaning to every small bump. This had made the dutch landscape an enourmously varied one with no straight lines whatsoever, except some we made ourselves in the last centuries.

Maybe this isa nice theme for a trip through the surroundings around here.. But time... so little time, so much to do.  :'(
Title: Re: Barsalargonia
Post by: Splime on July 06, 2009, 06:32:40 PM
Replies:

Battlecat: Thanks! I guess sometimes it takes something from outside the real world to learn more about it.

FrankU: Thanks! And that's a good point about areas outside the US. I do have to add that I strongly dislike grids, so you won't have to worry about seeing US-style grid towns here.

Update 6: The Other Side of the Mountains

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So this time, we're back to SC4. Here's an image just to remind everyone where we left off, if you've been following the development of this area.

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Next up are the main roads. This is the exception to my rule that I develop in small chunks. I find that roads (and rail, which gets added after this pic) are really helpful for dividing large areas into smaller workspaces.

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Here's the basic zoning for the new town. This is the one time you'll see me using a grid, only because it's good for a town centre.

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Next, I let the core develop, and zoned some sprawl around it.

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Here's the results of that zoning. However, I felt that there was something missing between those railroad crossings, and so this isn't quite complete. (I realize that I should have built only one railroad crossing, but it was a bit awkward trying to fit in the split south of the road. I may still return to this area to fix that.)

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To fill in that space, I made a bit of a commercial strip. The road gets plenty of traffic, so this land is prime real estate for businesses, as long as they don't mind the pollution.

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Here's a close-up of the area. There's plenty of food, as well as an electronics store (supplied by the nearby industry), a gas station, and a gray office building.

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This is the center of town, which I have aptly named Town Centre. (Yes, I like to switch up the spelling every-so-often.)

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This is some of the sprawl from the town. I would call it suburban sprawl, but there's no city nearby, so it doesn't really count as suburban.

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More of the same.

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This is the industrial area. The mine is in the top right. There's also a new power plant to support the new town, which is larger than the one on the other side of the mountains.

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By request of Luke09, here's the transportation view of the region. I'll make a hand-made one eventually, but the town will be growing a bit more so I'd rather not put in the effort yet.

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And we finish off with the region view. I think it's turned out well so far, though there will be plenty more to add to C3. Thanks for reading!
Title: Re: Barsalargonia - Update 6 - July 06 2009
Post by: Battlecat on July 07, 2009, 08:42:35 AM
Glad to see you back!  That town looks excellent!  I like the layout you're using with the grid at the urban core, and then the sprawling suburb.  I may have to play with that idea a bit in the future.  Looking forward to seeing what else you've got coming up! 
Title: Re: Barsalargonia - Update 6 - July 06 2009
Post by: art128 on July 07, 2009, 08:52:10 AM
Nice work with that new town my friend, It's always nice to see the spot before and after the click. I like the new residential development made on picture four. Also, the commercial strip is nice, I really love it.
Looking forward to more.
take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 6 - July 06 2009
Post by: Luke09 on July 07, 2009, 09:27:23 AM
Nice Splime,and thank you for the transports map  :thumbsup: .And i loved your town centre,its so...beauty
Title: Re: Barsalargonia - Update 6 - July 06 2009
Post by: Tomas Neto on July 09, 2009, 03:08:14 AM
Wooowww!!!  &apls &apls &apls Fantastic update, my friend!!! Great again, Splime!!!
Title: Re: Barsalargonia - Update 6 - July 06 2009
Post by: Splime on July 09, 2009, 09:38:46 AM
Replies:

Battlecat: Thanks, I'm  glad to know that something I've done is influencing another MD! Calling it an urban core is a bit generous though, considering that all of tile C3 has barely 5,000 sims at the moment.

Arthur (art128): Thanks! This is definitely the sort of feedback I like, since I wasn't sure how many people actually wanted to see the pre-development images. I'll be sure to include that in the future.

Luke09: Thanks, I'm glad you like it. Though, I think a lot of the credit goes to c.p. for his amazing houses (and the SimGoober houses scattered around).

Tomas Neto: Thanks! That's quite a lot of clapping!

I'll have the next update soon, which will focus more on farming and small villages. The only real delay is a massive GRV II Challenge involving population growth, and I want to get my main city to 40,000 people before doing more with Barsalargonia. I'm pretty close though...
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: Splime on July 10, 2009, 02:32:51 PM
Update 7: Sprawling Developments

For this update, I've expanded the width of all my pictures to 1024 for better detail. Sorry if you have a small monitor and this makes it harder to view the page.

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Our first stop puts us near the industrial area I created last update. I felt it needed some filling in.

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After throwing this nice big building and a warehouse (complete with fencing and trees) the area looks filled in.

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Next, I wanted to start expanding the town towards the west.

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This is the first set of zones. It fills up about half of the space between the town and the river, and net update should fill in the rest of the space.

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Finally, here's the result of the latest expansion.

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Since I had passed 6000 people, I felt it was a bit mean to deny them healthcare, so I added this hospital just across the main road from the mining area.

And finally, a mosaic I made of the West Suburbs:
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Thanks for reading!

EDIT: If anyone has any ideas for naming this tile, I'd love to hear them.
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: Scarton on July 11, 2009, 04:45:47 PM
I admire your ability to build suburbs, wish I could do the same  :(. BTW, what landscape mods are you using? (terrain mod, rock mod, water mod, etc.) I think I'll follow this MD, It's interesting.
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: woodb3kmaster on July 11, 2009, 10:15:42 PM
Impressive! I love the development up to this point, and the tangent about RL development practices was very informative. Your style in building suburbs, with the many gaps between zones, is something I'll have to try out in Nyhaven. Keep up the great work! (clicks Notify)
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: art128 on July 12, 2009, 01:50:10 AM
Nice place for the new industrial development my friend, great work with the filers lots. New zoning and farms are good too. Also good job with the hospital and its surrounding. And the mosaic is fantastic, I really appreciated it.
Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: Splime on July 12, 2009, 09:21:18 AM
Replies:

citycapitalizer: Thanks! I'm using the Meadowshire Terrain Mod by c.p., the TSC Orange_o_ Aubrac Rock Mod, and PEG's Brigantine Water Mod.

Zack (woodb3kmaster): Thanks! A lot of the suburbs with empty spaces idea comes from where i live, where the houses are even more spread out than this.

Arthur (art128): Thanks! It looks like you listed pretty much everything in the update!

The next update is in the works right now, and has quite a few farms in it. Also, if anyone has any ideas for naming the town, please post them.
Title: Re: Barsalargonia - Update 7 - July 10 2009
Post by: Sciurus on July 12, 2009, 09:26:44 AM
This is a very very nice city :thumbsup:I like the big industry too, it's nice :P

Guillaume :thumbsup:
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Splime on July 12, 2009, 08:50:08 PM
Reply:

Guillaume (Sciurus): Thanks, I'm glad you like it!

Update 8: Crops and Cattle

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One thing I didn't share last update was this road, a gravel street heading west from the town, following the terrain as it curves. You can see the river in this picture, as well as some wildlife. Wildlife in SC4 seems to be one the most forgotten features.

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Construction this update began with this dairy farm southwest of the town.

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After the cow farm was built, more farms were zoned nearby in order to fill up the space.

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This is what the area looks like fully developed. (The farm with the brownish stuff doesn't look that great when zoomed out, sadly. It looks fine when zoomed in though.)

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The flower industry in Barsalargonia came into existence thanks to these farms.

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These are two farms built along the main highway through town.

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Next up was farming to the north of town. The town itself would expand slightly northward, and two big farms were zoned. A cattle farm would be added afterward.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25208%2F8_07_NFarms_Developed.jpg&hash=36dca9e3662e0578a5dc6de5c4636465b91d4181)
Here is the result of the development, along with a new plopped pond.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25208%2F8_08_NFarms_CowFarm.jpg&hash=90081f0df8cf67407b3b12617994e94370aa7fd1)
Here's a close-up of the cow farm and the pond.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25208%2F8_09_C3_Overview.jpg&hash=6be3475833cd502ef2003d96b60e9bd36cc976fb)
Finally, this is what C3 looks like at the moment. Also, this is the last call for naming the town. When the next update comes around, I'll have given it a name. However, the name I have in mind is rather boring, so I would like suggestions. (Of course, I wonder how many people actually read this text...)

Thanks for reading! I won't have another update for a few days, since I'm short 50,000 people in the GRV II Challenge, and I'll be away on the 15th and 16th due to college orientation...
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: peter007 on July 13, 2009, 12:41:08 AM
good stuff &apls
Looks pretty realistic
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: art128 on July 13, 2009, 02:01:53 AM
Nice farming work there my friend, those newest shots are wonderful. Great use of fillers to make it looking as realistic as possible, the result is just stunning.
Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Splime on July 13, 2009, 08:18:50 AM
Replies:

peter007: Thanks!

Arthur (art128): Thanks! It's amazing how something as simple as a filler lot can have such a great effect.

Just so you all know, I've updated the first page to have a graphical table of contents, much like in Endora. Let me know what you think of it.
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Luke09 on July 13, 2009, 08:27:06 AM
omg Splime!Wonderfull work on barsalargonia!I loved the development of the city!People practice sports there?(this is a suggestion  $%Grinno$% )
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Battlecat on July 13, 2009, 11:13:22 AM
That town has come together quite nicely indeed!  Those farms really polish it off nicely.  I think Tumbler Ridge could be a good name for this community.  Tumbler Ridge is a small mining community in the north of British Columbia and your little town reminds me of it for some reason.
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Tomas Neto on July 13, 2009, 12:47:57 PM
Wooowww, my friend!!! Great update again!!!  &apls &apls &apls
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Splime on July 13, 2009, 07:08:36 PM
Replies:

Luke09: Thanks for the comment! Also, that's a great idea, I think I'll be working a town park into the next update, complete with sports fields.

Battlecat: Thanks! I really like the name, and I think I'll be using it for the main town in C3...

Tomas Neto: Thanks, I'm glad you enjoyed it!
Title: Re: Barsalargonia - Update 8 - July 13 2009
Post by: Bobbi on July 14, 2009, 05:59:28 PM
Great!!! &apls
The town looks realistic.
And I hope the new update. :thumbsup:

---Bobbi
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: Splime on July 17, 2009, 12:14:01 PM
Reply:

Bobbi: Thanks! And here's the next update!

Update 9: Expanding Northward

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-0_TownPark.jpg&hash=060ce5e05d95a1cfae1d7dd550a23238d5bc3c3a)
First of all, I took Luke09's suggestion and built a park. There's also a Farmer's Market right next to it so that all the sims can get fresh food.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-1_NFarms_Zones.jpg&hash=94b5d4f33f279976081c8d0dd30e3ea07c4a67d2)
The wave of expansion moved to the north, where three more farms have been zoned.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-2_NFarms_Developed.jpg&hash=99317def7081709bde3dbc4b92b6d62df04b981d)
The result is two flower farms (top two) and a strawberry farm (bottom).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-3_StrawberryFarm.jpg&hash=d77088ed1156e7b6e8d897df2f0aa9592dbc9b1b)
The strawberry farm was a bit of an issue, since the main road was diagonal and the farm lot was a big rectangle. Only one small corner met up with the road, and the paths didn't connect to the road properly. I had already demolished a few farms that looked bad (that I haven't removed from my plugins yet), so I thought I'd try to fix this up a bit. It's not a perfect fix, but I think the farm looks much better now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-4_NewVillage.jpg&hash=5a9b20a65ec110c1d9c2ee806333f3d8cf76890e)
Next up was a small village at the intersection of two major roads.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-5_NewVillageCompleted.jpg&hash=fee61450f77962eb7348bb8189e36b485f8a8dc7)
And here's that village after it developed. (You may notice I changed the street and zone layouts slightly after the previous image.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%25209%2F9-6_RegionOverview.jpg&hash=57dc2398024db67a681dbdbf757440ae79936a88)
Finally, here's what the region looks like at the moment.

Thanks for reading!
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: art128 on July 17, 2009, 01:02:21 PM
Excellent work with the new development, my friend. The sport park looks good and is nicely thought. Great work with the installations and others farms land. The new residential area is, like all, nice !
Take care,
-Arthur. :thumbsup:
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: blade2k5 on July 17, 2009, 04:18:38 PM
Sorry I missed the 7 or 8 updates, but I was gone for my usual summer hiatus [well truth is, I found employment and have been busy settling in :P ].   Anyways, I'm blown away at how well this MD is turning out to be.  I've recently gotten the rural look bug after spending years building metropolis' and have found it to me more realistic than most of my concrete and steel jungles.  So all I can say is good job and keep the updates coming &apls

Oh!  Almost forgot.  When do you plan to give a full regional shot ()what() hint hint :P
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: Splime on July 17, 2009, 07:32:41 PM
Replies:

Arthur (art128): Thanks for your comments!

blade2k5: Thanks! I always like rural areas because they're easier to build and manage, which gives more flexibility in my opinion. Also, I could give a full region view soon, but it would just be the old region view with C3 pasted on top. I'll still post it later if you want though.
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: Luke09 on July 17, 2009, 08:01:36 PM
Nice Splime!I really love your rural towns.I liked the park  ::)
Title: Re: Barsalargonia - Update 9 - July 17 2009
Post by: Bobbi on July 17, 2009, 09:39:59 PM
@Splime,
I love your style. :D  And the town is more and more perfect. &apls

---Bobbi
Title: Re: Barsalargonia - Update 10 - July 18 2009
Post by: Splime on July 18, 2009, 05:30:16 PM
Replies:

Luke09: Thanks! That park idea was a great one.

Bobbi: Thanks for your comment!

Update 10: Finishing Route 25

I'm starting the process of numbering the main highways in the region, though most of the numbering will wait until this tile is finished and work begins on the others. The numbering system is much like that of American roads: odd numbers are north-south, even numbers are east-west. In Barsalargonia, the numbering starts in the northwest and increases towards the southeast. Route 25 has its number because it is a north-south route, and is a bit east of the western edge, but not by much.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-0_Zones.jpg&hash=441d3969a362dfd8df5cc2b2e939ea248d1c7b96)
The last stretch of the highway in the north is about to be developed. It's mostly farming, but there will be some housing and businesses as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-1_DevelopedOverview.jpg&hash=cceacb1d9857e971012aa60e87b9e229637f7610)
Here's what everything looks like when developed. Sadly, some of the crops in the bottom left farm have gone dark, indicating that the traffic of Route 25 is too much for it. It'll probably get replaced by a residential subdivision soon.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-2_Residential.jpg&hash=78e43932044517f816b48402d3318cd8c7ad1590)
Here's a closeup of the residential area. There's a gazebo and a few small trails in the woods nearby, to boost desirability.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-3_Crossroads.jpg&hash=3de1c78983aa47053fdac4c77a0a0469f99e154f)
This is a small crossroads on route 25, with a train station right near it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-4_PPond.jpg&hash=276bd7dd27c9c781f00ea8829068668f64c2c56b)
I made yet another ploppable lake here, though I used PEG's ploppable water this time. I think it came out really well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-5_SVillage.jpg&hash=300c93d6e7e266508a49be5675440545e232ac44)
To the south, I decided to fill in a small space between Route 25 and the railroad with a small village. The area is also the location of the Barsalargonia Department of Agriculture Building.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252010%2F10-6_Region.jpg&hash=aeb96c2575dd8510a2e67ed0807203711a86bf94)
Finally, here's the full region view, by blade2k5's request. As you can see, we've barely scratched the whole region.

Thanks for reading!
Title: Re: Barsalargonia - Update 10 - July 18 2009
Post by: Sciurus on July 19, 2009, 04:32:40 AM
It's very nice, this little village on the middle of the forest and the fields, very nice :thumbsup:

Guillaume :thumbsup:
Title: Re: Barsalargonia - Update 10 - July 18 2009
Post by: Tomas Neto on July 19, 2009, 10:01:15 AM
Nice rural area!! :thumbsup:
Title: Re: Barsalargonia - Update 10 - July 18 2009
Post by: kwakelaar on July 19, 2009, 12:16:08 PM
Beautifully detailed farmland, farms and small villages, always a pleasure to have a look in this MD.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Splime on July 20, 2009, 05:56:05 PM
Replies:

Guillaume: Thanks, I'm glad you like the village.

Tomas Neto: Thanks!

kwakelaar: Thanks, though this update ventures into some more populated places.

Update 11: Tumbler Shores

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-00_SiteofTumblerShores.jpg&hash=cc6ff5dbb5a420dbc93ad753ab0212413eaee72d)
Here's where I'll be working next. It's quite a bit away from everything else, but I felt like moving on to the next population center before going back to farms. (Note: This picture looks north, most of the remainder of the pictures look south.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-01_BigBoxDevelopment.jpg&hash=519511eb23275378bf705ee90f05b7f8344d54eb)
At the intersection in the last picture, I added some Big Box stores, as it will soon be a busy intersection. There's also some zoning for a residential area.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-02_Terraform.jpg&hash=62479234acd52670be55f074259d4e03121da645)
The next challenge was to terraform the shore area so that a boardwalk could be added. It's not easy to determine from C3, but this body of water is in fact the ocean. (Technically it's a channel between the mainland and an island, but it's still salt water.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-03_CoastDevr.jpg&hash=97c67ff4e0c4173d6031841a1ee794b5cd9fbef3)
Next, I started developing the coastline. There's also the beginnings of a town centre, using PEG's Seaport Village and JBSimio's Smalltown USA lots. Also, some substantial terraforming has been done to the hillside.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-04_HillsideZoning.jpg&hash=24541857fedabc4f3cc226ac39029acacb8ad0d2)
Next came some more civic buildings, as well as some zoning on the hill. The street setup is a bit more boxy than usual, as diagonal streets and hills do not mix.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-05_EastTumblerShores.jpg&hash=ac613c6cf92fea4cbd29aa2fe6c0f4ff1698f6be)
Here's the result in the east (remember, this is looking south)...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-06_TumblerShores.jpg&hash=278f8d1049a11f488b55cd8e508bd0edfb0124c8)
...and the result in the main town.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-07_BigBox.jpg&hash=e404de3727f5153e26b56591032161e8e8b8699b)
This is the Big Box area, facing north this time.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-08_HistoricCentre.jpg&hash=2fb7e86ed8931fca3382b9e90e7eea079f641dc4)
This is the Historical Centre, with the W2W buildings and Seaport Village.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-09_TownPark.jpg&hash=bd82a022aa4c164858b65d9c65e1984fdf1a0922)
Here's a closeup of the town park, right in the middle of town.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-10_Crossroads.jpg&hash=62a2b10e0fa59249f7254f579c5b0c79d105656a)
This is a crossroads on Route 23, on the way to quad C2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-11_Housing.jpg&hash=88bb10a37bb90452802d43e6321c9689c1d869ef)
This is the suburban area right near the center of town.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252011%2F11-12_Map.png&hash=d4fec2af4c1c536381cb63b36743a36d522132d3)
Lastly, this is a little project I'm working on. It's not finished yet (since the quad isn't finished yet), so I won't be giving a key yet, but that's how far along I am.

What I want to know from all of you is, where should I go after I finish developing this tile? North, South, or West? (I'm holding off on East for now, since I want that area to be a bit more urban.)

Thanks for Reading!
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: art128 on July 21, 2009, 01:53:51 AM
Trumbler shores looks like a nice place to relax my friend, good job on the waterfront and the W2W.. Great stores strip there and good development of housing. The map is nice.
take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: joelyboy911 on July 21, 2009, 02:09:18 AM
Wow. This is such a great MD. I love the regional views. However, I was wondering if you could tell me where the houses in the second to last picture, on the road leading out of the quad, came from. I really like them. Also the small w2w buildings on the waterfront.

I'm looking forward to watching this region develop into the future - It's one to follow for sure.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Sciurus on July 21, 2009, 02:22:30 AM
Really good, I like &apls

Guillaume :thumbsup:
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Bobbi on July 21, 2009, 03:22:37 AM
I like the beautiful road line and shoreline.

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Luke09 on July 21, 2009, 07:07:45 AM
Nice Splime.The sea town is very nice,your map is with a nice look too
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: beutelschlurf on July 21, 2009, 09:20:58 AM
moin Splime,

that i call a workload! ... creating an entire town within one post! fabulous!  :thumbsup:
really nice update! keep it up!

b_schlurf
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Splime on July 21, 2009, 10:03:31 AM
Replies:

Arthur: Thanks for your kind words! Also, as you'll see below, you hold the position of the 2nd most replies, so thanks for always being a source of encouragement!

joelyboy911: Thanks! I'[m assuming you're talking about these houses (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=241)? They are by far my favorite R$ housing, made by c.p. He's also made some great R$$ housing, if only he could make some R$$$ so there would be a complete set... This is also the same c.p. that made the terrain mods that are pretty much the standard now.

Guillaume: Thanks again!

Bobbi: Thanks for your comment! You're number 100!

Luke09: Thanks! As you'll see below, you are the top replier in Barsalargonia! Thanks for all the encouragement you've given.

beutelschlurf: Thanks! It probably helps that I'm off from school, as that town took much of the day to build.

So, I see that Barsalargonia has passed 100 posts (and 2500 views), so I've compiled this chart of posters:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2F102postsr.png&hash=f36c0386dd262e9baf3eb5a7f8ede2577b380945)

I'll have to give some sort of prize to the top 5 repliers, which will probably involve naming things in Barsalargonia after them. And thanks to everyone who's posted here, no matter how many times you have replied, for getting Barsalargonia into the Best Sellers section (as soon as the mods come online and do their thing).

Also, if you guys have an opinion on what quad I should expand into once I'm finished with C3, please let me know.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Battlecat on July 21, 2009, 10:16:49 AM
Nice job on the last few updates, can't believe I missed so many of them!  I really like that waterfront in your latest update!  Also, your farming is continuing to look fantastic!  Keep up the great work. 

Also, with regards to your question in update 11, I'm going to vote for heading North.  If I've oriented myself properly on your map and region view, I'd like to see what your plans are for the coastal area up there! 
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: art128 on July 21, 2009, 10:28:34 AM
Nice work on these stats there my friend, I didn't know that I was the second, what a surprise ! and with that, my part is in red, my favorite color !  :D
And also, congratulations for having 100 (+) post on your topic, you're now a best seller !  &apls
Looking forward to more,
-Arthur.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: blade2k5 on July 21, 2009, 12:14:39 PM
Update #10 & 11:  Very, very nice.  Some of the landscapes you've created are reminiscent of the area I live in.  In fact, Tumbler Shores is a close copy of the 40 arcres my home sits on, the landscape around here is very much like your wilderness areas with the ponds and trees.  Nicely done. &apls  Nice regional view as well.  If you don't have Region Census, you should get it.  It works great for taking full regional pics.  I think there's one on the LEX, an updated version I believe.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: beutelschlurf on July 21, 2009, 02:31:13 PM
moin Splime,

how kind from you having me into the count, but actually i'm post-number 102, which means i'm just over!  ;)
thanx anyway - it's nice to have some stats. well done!

b_schlurf
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Tomas Neto on July 21, 2009, 06:15:34 PM
Wow, stats fantastic my friend! Welcome to the Best Sellers!
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Schulmanator on July 22, 2009, 08:27:14 AM
Congrats on your 100 posts. You have some very good looking pix here.  &apls
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Scarton on July 22, 2009, 09:14:58 AM
Congrats on moving to Best Sellers! This CJ deserves it! &apls &apls &dance I've missed the past few updates, everything is really looking good. I enjoy the way you present your suburb development. :thumbsup:

I think you should expand west. North would also be interesting. Also, I think you should develop a large coastal city with many ports either in the west or south.
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Splime on July 22, 2009, 10:03:07 AM
Replies:

Battlecat: Thanks! I've been eying the north as well, since not only does it have a coastal plain, but but it's an area where there will be a major bridge (possibly two).

Arthur: Thanks, and I'm glad to know you got your favorite color!  :D

blade2k5: Thanks! I do in fact have the region census, and I used it to make the larger region images. I just shrunk them down so that they wouldn't be massive. I can upload a full-sized image later if you want though.

beutelschlurf: I realized you weren't in the first 100, but I decided to count you anyway since I am continuously collecting the data anyway.

Tomas Neto: Thanks! I'm happy to be here in the Best Sellers.

Schulmanator: Thanks!

citycapitalizer: Thanks! West definitely seems like a good option to me. I've been considering a coastal city in the south, actually, so it seems like we have similar ideas.

Thanks everyone for this massive wave of comments!
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Luke09 on July 22, 2009, 11:24:10 AM
Hi splime!Its nice to see that i am the top poster(YAY  &hlp ),and congratulations on more than 100 posts
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: blade2k5 on July 23, 2009, 11:54:14 AM
Quote from: Splime on July 22, 2009, 10:03:07 AMblade2k5: Thanks! I do in fact have the region census, and I used it to make the larger region images. I just shrunk them down so that they wouldn't be massive. I can upload a full-sized image later if you want though.

I asked because I got the impression that you weren't able to get full regional pics.  No need for a bigger pics, the one you posted was just fine.  Thanks by the way :thumbsup:
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Splime on July 23, 2009, 05:40:34 PM
Replies:

Luke09: Thanks!

blade2k5: I suspected that was why you asked...

Update 12: Tumbler Shores Agriculture (Route 30)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-00_STmbShrs_FarmZones.jpg&hash=3e59c7ca878fbcee3f6d65c32b4e791a795cc39e)
First of all, I had to fill in the space south of Tumbler Shores (all non-region images in this update face south). Since there were enough homes already, I filled the area with just agriculture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-01_STmbShrs_Farms.jpg&hash=192820d052d8f94edc79cdb18b6d1114292ffca3)
After it all developed, this is the result. You may notice the farm with a round transparent dome in the upper right. Farming in Barsalargonia is beginning to go hi-tech. Also, I blended in the fields with the terrain using green grass; I'm not to happy with how it looks in the lower zooms. It looks better when you look closer though.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-02_STmbShrs_Village.jpg&hash=fda20bbe6b97d94861a5ae01d7a8ca877b0d0706)
In the center of this farming area is a small village, centered around a farming supply center and a few other small businesses.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-03_STmbShrs_Dairy.jpg&hash=5fec8f484811e444ccac361e8b6e0c5464d0ddd4)
Here's one of the many dairy farms in quad C3. This one was created using the "Adara Method" (http://sc4devotion.com/forums/index.php?topic=6976.0) (Named after Battlecat's MD), which involves letting a livestock farm grow, dezoning the green pasture area that develops, and using chrisadam's Rural Renewal Kit to create fencing around the redone farm area. The Adara Method then puts all sorts of flora inside the fencing, a step which I am not going to try at the moment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-04_STmbShrs_PPond.jpg&hash=a284ea17a97731c84786fff8ab9d4908bd4a610f)
Then, I found another depression in the map, so I had no choice but to fill it with another pond.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-05_East_Zones.jpg&hash=2404b4abebe177981e62b66e291b1107e764c294)
Moving on, this is the the area east of Tumbler Shores, the area we skipped over to get to Tumbler Shores from the northern end of Route 25.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-06_East_Attempt1.jpg&hash=4dd45966a392a80a01d9e31e26386366dc0e4a77)
This is what it looked like when I first developed it. I wasn't too happy about it, since it looked like I cleared too much forest in the region view.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-07_East_Attempt2.jpg&hash=bd4a3769d13e7fe73f56f4b4090efa5461baa79d)
With some adjustments (dividing the bigger farms into halves, removing some of the new half zones because they took too long to develop or messed up the terrain, and applying the "Adara Method") I got an effect that I though looked much better. The farm arrangement looks a bit more scattered, more accurately modeling farms near where I live. (See Update 5 for more info about what farms are like in different areas.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-08_East_Dairy1.jpg&hash=2d9342f10bab14fdba6ec0ef30e457119a51cafd)
Here's a result of these changes.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-09_East_Dairy2.jpg&hash=7b4526fadeaa8b8c34ddcb9b37fcb7c9570d5df0)
Yet another dairy farm...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-10_East_Fukitol.jpg&hash=d1479501e2ef61cfd0de66137e7e949b1407f52d)
This is probably one of my favorite (ph)arms. Not because it's realistic at all (because it isn't at all) but because it's a really nice easter egg, as long as it is used in moderation. Since it's seasonal, it looks normal for some of the year too. Thanks to SimGoober for this gem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252012%2F12-11_Region.jpg&hash=22b95c2ac12aed747886394ef5b1b1f7be21efad)
So there's a few more updates left, where I'll be dealing with the south of C3. Then, I need to move on to another quad. I've highlighted the choices, so I want to know your opinion. This isn't a vote, this is just an opportunity for you to give feedback on where you want this MD to go, and why. I'm avoiding D3 for now because I'd like to build a fairly major city there, and want to wait for demand to get better for the things I want.

Thanks for reading!
Title: Re: Barsalargonia - Update 11 - July 20 2009
Post by: Tomas Neto on July 23, 2009, 05:43:11 PM
Wowww, guy!!! Fantastic update again!!!  &apls &apls &apls
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: woodb3kmaster on July 23, 2009, 06:18:56 PM
Looking greatm as usual! As for where to go next, might I suggest C4? The terrain is still fairly varied, so it should still be pretty interesting to watch you develop it. Looking forward to more!
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: blade2k5 on July 23, 2009, 06:57:27 PM
Bravo!  Bravo! &apls  Splendidly well put together update :thumbsup:  Fabulous regional shot, and I agree with woodb3kmaster on the C4 quad  :satisfied:  Good place to develop next.  Looking forward to the next update.
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: art128 on July 24, 2009, 12:27:47 AM
Your farming is excellent my friend,  great work with every farms you put (or grow) there, the result is a masterpiece. The region view is, as usual, fantastic !
Take care,
-Arthur. :thumbsup:
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Scarton on July 24, 2009, 06:31:48 AM
Very good as always. This is in my opinion one of the best CJ's out there, and it is really inspiring. &idea I have a question:

Did you use the "Adara method" with all your cattle farms in the last several updates?

Also, as stated before, I think the best way to expand would be B3, where you could build several small towns, including some on the coast. C4 is in my opinion the best place for a good size port city, especially if you're planning on a metropolis in D3, allowing more accessibility between the two cities, as well as industry (exporting goods via the sea). In my opinion, C2 would be interesting to develop, but probably not the best way to expand now.

This is all my opinion, and thanks for this wonderful CJ! :thumbsup: &apls &apls :)
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Battlecat on July 24, 2009, 10:47:42 AM
Beautiful update as always!  I'm very surprised and honored that you would name that technique after my diary, you've certainly put it to good use here!  Thanks very much!  Great choice on developing that second batch of farms.  Resisting the urge to just flood fill blocks of roads has made an amazing difference as far as I'm concerned,  those latest ones look fantastic with the blocks of trees! 

I'm particularly impressed with how you handled the fences along the diagonal roads, I hadn't actually thought of a couple tricks you used there. 

One of the reasons I use the plopable grasses and flowers on my fields is because I'm using the Olympic Terrain mod  On slopes near rivers and mountains there is a bit of a random jumbled logs texture that forms, which doesn't work so well for cattle farms since they're the sort of thing a farmer would remove from his land.  The grasses cover those up nicely.  However, on flat land, as you've done there, the typical Cycledogg terrain style looks great all by itself without any extra texture!

I think i'll keep my vote on C2, for now, but C4 also looks like it's got some interesting potential.  Keep up the great work! 
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: kwakelaar on July 24, 2009, 11:36:26 AM
Excellent work on your farming area's, and a nice little town on the seaside as a bonus.
I would like to see how you continue making your farms into the neighbouring tile, that would be C2.
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Splime on July 24, 2009, 12:24:43 PM
Replies:

Tomas Neto: Thanks for your comment!

woodb3kmaster: Thanks! C4 does look like an interesting quad to work with.

blade2k5: Thanks! With a little luck, you should see another update some time this weekend.

Arthur: Thanks! The region view is something I think is important, so I'm glad you like it.

citycapitalizer: Thanks! I used the "Adara Method" on all the cattle farms this update. The other ploppable cattle farms were built by my own decisions, and I think there's one livestock farm with pale green grass tiles in an earlier update.

Battlecat: Thanks! I'm glad you're honored about the name of the technique! Your MD was the place where I saw it used, so it only made sense to name the technique after the MD. Your ploppable grass and flower explanation makes sense now, but even if it didn't have to cover anything up, it adds a nice effect.

kwakelaar: Thanks! There really seems to be a battle between C2 and C4 brewing here.

Thanks for the comments everyone! This decision for which quad to develop next seems to be quite a tough one... Anyway, I'll have the next update up this weekend, most likely.
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: blade2k5 on July 24, 2009, 02:20:04 PM
Quote from: Splime on July 24, 2009, 12:24:43 PM
blade2k5: Thanks! With a little luck, you should see another update some time this weekend.

I look forward to it. :thumbsup:  I have to work all day Saturday, but other than that, I should be around :D
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: djvandrake on July 25, 2009, 12:20:41 PM
This is an absolutely beautiful Mayor's Diary.  &apls  I love the work you put into the trees, they look fantastic.  I also enjoy seeing the pre-development shots so keep those up if you like.  :)  The rural layouts you have look very realistic. Nicely done.

If you don't mind my asking; what terrain mod is this?  It's beautiful.

Looking forward to your next uipdate.  :thumbsup:
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Scarton on July 25, 2009, 09:28:04 PM
I have a suggestion. Maybe you should create a poll for which quad you should expand into. Of course, if you have already decided, then no worry.

I still think you should expand west for the next update (B3). And it would be very interesting to see how you develop C2.

Anyways, I can't wait for the next update, as this CJ is so fabulous! %BUd% %BUd%
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Bobbi on July 26, 2009, 02:26:40 AM
@Splime,
Wonderful!!! And I can't wait for the next update $%Grinno$%

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 12 - July 23 2009
Post by: Splime on July 26, 2009, 10:16:17 AM
Replies:

blade2k5: Well, the update wasn't Saturday, so you should be around to see it.

djvandrake: Thanks for the praise! I'm using the c.p.'s Meadowshire Terrain Mod (Power Search "c.p." as the author in the LEX).

citycapitalizer: I considered making a poll, but what's more important to me is the reasons rather than the number of votes.

Bobbi: Thanks! Hopefully you won't have to wait too long for update 13!

So, I'm pretty close to finishing up update 13, I just have one small area I want to develop. The update will be a fairly small one as far as the scope is concerned, I'm not building a whole town in one update again for a while.
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Splime on July 26, 2009, 03:06:06 PM
Update 13: South of Tumbler Ridge

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-0_SpaceToFill.jpg&hash=d8544d61e1092518c91ac4633a36e09741843d56)
We now move to the opposite side of C3 from where we were last time. This is going south along Route 25, if you've been following any of the maps.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-1_Zones.jpg&hash=42ae975a8c7870539b376cd22f35062f5ee61634)
The area looks like a nice place for a small village, so I added one to the east, along with a few farms.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-2_VillageOverview.jpg&hash=4225b2f304e0989dce5771fcdd61647badea3dfa)
Once everything's developed, this is the result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-3_VillageFarms.jpg&hash=d7e4e5c21d4f9cc8a8653b2db349d2d1044ce11e)
Here's a close-up of the farms. The farm on the right oriented itself the wrong way (probably because of the FAR nearby, but I've seen similar issues occur with no such FAR complications) so I used Darmok's Trail Set to reconnect the road with the farm buildings.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-4_VillageCloseUp.jpg&hash=5f1566fd5de9f598bec108f586afd847c052bffb)
This is the village in a closer zoom. Before building this, I had started modifying some of the lots that commonly grow in Barsalargonia so that they would fit in better with everything else. In this picture the only adjustments were base texture changes, which you can see in the R$ lots near the gas station in the upper left (the non c.p. ones). After this image was taken, I modified the larger R$ house near the small church in the center to have a better texture and seasonal trees. I'll have better pictures showing these lots soon.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-5_FurtherSouth_Empty.jpg&hash=d0ef221d54a057a3eb015d97071e4cf025b6d4ce)
We then move further south to finish up this update, at the intersection of Route 25 and the new Route 36.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-6_FurtherSouth_Zones.jpg&hash=7d121c91db51a2b93d50b8ee139ebf710d077560)
I made a tiny little village here, though to call it a village is a bit much. I didn't even develop all of those residential areas.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-7_FurtherSouth_Developed.jpg&hash=8989a741c1a8c25eda2775fc7019b1c53c361893)
Once everything's developed, this is the result. Sadly, the farm with yellow crops that's in the upper right corner from the last area I was working on seems to have developed a "low desirability fungus" as I call it. I'll probably replace it with a cattle farm soon.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252013%2F13-8_FurtherSouth_CloseUp.jpg&hash=e7abe41ac6c3b0b42db3c639da9436c1cf840dd2)
Here's what the crossroads looks like at a closer zoom. These commercial buildings don't look that great on diagonals, but there's not much choice when it comes to small commercial service buildings.

Thanks for reading!
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: blade2k5 on July 26, 2009, 03:19:49 PM
Lovely update and didn't even notice you hadn't developed a whole town :thumbsup:  Anyways, it looks so darn peaceful there I'm thinking of moving my Simself there  :D  Great job Splime &apls
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Scarton on July 26, 2009, 04:02:09 PM
Yet another spectacular update! :thumbsup: I agree with Blade2k5 about the peaceful look of the area, and would like to move my simself there as well. $%Grinno$%
Your abilities at making small communities still amaze me.  :o &apls
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: art128 on July 27, 2009, 02:15:52 AM
The new village is great my friend, good layout and nice installations. You've done en ingenious work with the wrong oriented farm.
Take care,
-Arthur.
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Bobbi on July 27, 2009, 08:32:19 AM
Great update!!!
And I still feel amazing for the good details of those farms, ponds and parks. :o

Keep doing Splime!!! :thumbsup:

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Splime on July 27, 2009, 09:02:51 AM
Replies:

blade2k5: Thanks! If you see a nice house there, I'm sure I can arrange for your simself to move in...   :D

citycapitalizer: Thanks! The offer to move in applies to you too!

Arthur: Thanks again! My stats indicate that you have taken the lead as the top replier... besides me, of course.

Bobbi: Thanks for your comment!

Also, I have noticed that we passed 3000 views! Thanks everyone! And if you're one of the non-posting viewers, feel free to comment on Barsalargonia, positive or negative.
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Battlecat on July 27, 2009, 09:38:32 AM
Beautiful farms and small towns you've got going there!  It's continuing to look amazing!
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: djvandrake on July 27, 2009, 10:34:52 AM
Very nice!  i really like your use of the gentle curves in the roads and streets for a realistic rural look.   :thumbsup:
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Luke09 on July 28, 2009, 11:18:50 AM
Hi Splime!Some time that i dont post there huh?Well i went to my grandfathers farm(someday if i pos an MD i will show it  ;D ),1 week to be exactely...so 1 week without surfing on web...but its ok.Nice pics and beauty farms...where can i found darmoks set?(im a fan of darmok,i really love AVR)and that yellow farm too,they are pretty nice!Good Luck with Barsalalargonia  :thumbsup:
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: io_bg on July 28, 2009, 11:31:04 AM
 :o This is one of the best rural MDs I've ever seen! I really enjoyed all the pics from the last update, great job &apls
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: Splime on July 28, 2009, 12:08:28 PM
Replies:

Battlecat: Thanks for the praise!

djvandrake: Thanks! Ever since the introduction of the gentle curves, I avoid using the regular sharp ones, even if it makes things harder.

Luke09: Thanks! You've posted here so much, I think it's fine to take a 1 week break...  :D Those trails can be found here. (http://www.simtropolis.com/stex/details.cfm?id=16301)

io_bg: Thanks!

So, I'll be working on the next update shortly, should have it today or tomorrow.
Title: Re: Barsalargonia - Update 13 - July 26 2009
Post by: blade2k5 on July 28, 2009, 12:18:54 PM
Quote from: Splime on July 27, 2009, 09:02:51 AM
blade2k5: Thanks! If you see a nice house there, I'm sure I can arrange for your simself to move in...   :D

Ok, will do :thumbsup:  I'll keep my eyes peeled for a nice place ;D  Looking forward to the next update later today or tomorrow ;)
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Splime on July 28, 2009, 05:10:48 PM
Reply:

blade2k5: Thanks! And there won't be anymore waiting now...

Update 14: The Start of Route 36

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-0_LowDesFungus.jpg&hash=4e65e183efff9e16e22c5a9def9d4a068ed5e473)
First off, we start where we left off. This was one of the farms with yellow crops, but it had a block of darker crops in it. This is caused by low desirability from the traffic on the roads, so there really wasn't much I could do to fix the underlying problem...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-1_LDF_Fix.jpg&hash=8bc303592f6f0734861d372c9aa107ca58df5c20)
...So I covered it up by replacing the old crops with 3RR Ploppable Corn Fields. You can see that they're not quite the same as the growable ones on the right, but they're close enough, and much more versatile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-2_Crossroads_Open.jpg&hash=5b75af9c56e4d973023f4218974d38ce756c2cbf)
And now for the meat of the update, the plot of land west of last update and south of the rail line. The major road in this area is Route 36, and east-west route that travels from Route 25 into quad B3.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-3_Crossroads_Zones.jpg&hash=c40388049a214aef6f1d7a443787f70662397086)
For this section, I've set up an arrangement of four farms at a crossroads between route 36 and a side street.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-4_Crossroads_Issues.jpg&hash=1c58f969f17a09f10abedefd516ab4786e1d2a46)
A few issues came up with the first development. One of the farms, although really nice-looking on the whole, had a lot foundation rear its ugly head. From this view it's not as visible, but I decided it would have to be fixed somehow. Also, one of the farms didn't seem to want to grow.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-5_Crossroads_Fixes.jpg&hash=c12fb41cd0dd42ab93974ef3b90831934bb0aa0c)
To fix the lot foundation issue, I replaced the grown farm building with a ploppable one (using Steamrobin's Rural Set). To fix the farm lot that refused to grow, I made a large cow pen.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-6_FurtherWest_Zones.jpg&hash=1632cddc0e7cbe66db852ba3e98bd5405efa8eb3)
Next up is an area a bit further to the west. Route 36 makes a long curve at this point, or at least the best representation of a curve I can make using only the 8 possible angles (horizontal, vertical, 2 diagonals, and 4 FAR directions). It's still much better than if we never had the FAR.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252014%2F14-7_FurtherWest_Development.jpg&hash=91954ded28e2b209e3b3cac489ee82165f7cce4d)
When everything was developed, this was the result. There's a tiny village in this area, with a few commercial buildings.

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Here's a closeup of the tiny village. You can also see a bit more of the farming in this image.

There's not too many updates before we move on to the next quad now. I'm leaning towards C2 at the moment, because I want to build a major port in C4, and my non-agricultural industrial demand at the moment is fairly low (it was substantially negative, now it's just a little negative), so I need to build some more R and C. C4 will most likely come after, however.

Thanks for reading!
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: blade2k5 on July 28, 2009, 05:34:00 PM
A lovely update &apls after an excruciatingly long wait ::) $%Grinno$% :D  I like how you made you own highway markers, never thought of doing it the way you are.  I'm also liking how well you develop your rural areas, mine end up looking like suburbia :P   Nice work, keep the updates coming :thumbsup:

What trees are you using by the way?  For the life of me, I can't think of what and who's trees those are :P  I most likely have them [I've dl'd so many tree paks I can't keep track of them all $%Grinno$% ] but I'm having a complete lapse of memory %confuso
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: djvandrake on July 28, 2009, 05:57:04 PM
Very nice update, and good solutions to your minor problems.  I'd say those cows have quite the setup!  :thumbsup:
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: just_a_guy on July 28, 2009, 08:48:47 PM
Your farm fields are awesome looking! I wouldn't mind taking a relaxing drive through Route 36. There's a lot to see.
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: dedgren on July 28, 2009, 09:16:00 PM
Barsalargonia is really starting to come together.  Working through the challenges of developing credible, attractive rural areas is one of the game's great challenges, and you're certainly rising to it, my friend.

I enjoyed reading this MD through from the beginning tonight, and hope the updates will just keep on coming.


David
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Battlecat on July 28, 2009, 09:38:44 PM
Very odd that that one lot just wouldn't develop.  Good choice on a solution there though, looks great!
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: calibanX on July 28, 2009, 09:39:43 PM
Very nice update Splime. I'm enjoying your development style. Each update shows your challenges and your solutions. That makes for a great MD.

Take care.

Geoff
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Scarton on July 28, 2009, 09:44:32 PM
Yet another fantastic update! :thumbsup: I'm glad those obstacles were overcome. Can't wait to see C2!
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Splime on July 29, 2009, 10:04:48 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

blade2k5: An excruciatingly long wait?!?! Looks like someone needs to learn about patience... :D The trees are a fairly old set, and I did manage to find them on the STEX (http://www.simtropolis.com/stex/details.cfm?id=12362). There's a set of tree controllers, and I switch between the Elm, Douglas Fir, and Subalpine Fir controllers when I do mass tree planting (i.e. starting a new quad). Otherwise, I plop those trees by hand. Either way though, it's a combo of elm, douglas fir, ad subalpine fir.

djvandrake: Thanks! Yeah, I realize that the cows have a nice setup, but I think their farms look nice that way.

just_a_guy: Thanks! Soon there will be more to see on Route 36, so keep your eyes peeled.

David: Thanks! It's good to know that the MD is readable from the start to finish. I tried that with 3RR once... let's just say it wasn't the most thorough read of and MD.  :D

Battlecat: Thanks! There was another farm lot that didn't develop, and that was the second cattle farm I made.

Geoff: Thanks! I do try to cover a bit of the building process in each update.

citycapitalizer: Thanks, and you shouldn't have to wait too long for C2 either.

So you may notice that I've made a special header for replies. In the left of that banner, you might notice that there's a flag. Here's a better image of that flag:

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I do plan to turn Barsalargonia into a country soon, but it definitely isn't developed enough for that yet. I realize it looks a bit like Greenland's flag (http://en.wikipedia.org/wiki/Flag_of_Greenland), but that wasn't the intention. The image was in my head though, so I guess it had some influence.
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Luke09 on July 29, 2009, 11:48:20 AM
Hey Splime!Nice updates and,well,that fungus sucks  ::) .Nice Flag at all
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Tomas Neto on July 29, 2009, 01:02:51 PM
Hi my friend! Awesome, fantastic update!!! Your MD is great!!!  &apls
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: vester on July 29, 2009, 01:59:37 PM
Some nice updates.

Nice flag. Where did you get the inspiration from ? The flag of Greenland (http://nn.spejdernet.dk/uddannelse/diamant/danmarksbedste/kursist/flag/Gr%C3%B8nland.gif), perhaps ?
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: Scarton on July 29, 2009, 02:08:17 PM
I think the flag looks good. :thumbsup:
Title: Re: Barsalargonia - Update 14 - July 28 2009
Post by: blade2k5 on July 29, 2009, 09:32:52 PM
Quoteblade2k5: An excruciatingly long wait?!?! Looks like someone needs to learn about patience... Cheesy The trees are a fairly old set, and I did manage to find them on the STEX. There's a set of tree controllers, and I switch between the Elm, Douglas Fir, and Subalpine Fir controllers when I do mass tree planting (i.e. starting a new quad). Otherwise, I plop those trees by hand. Either way though, it's a combo of elm, douglas fir, ad subalpine fir.

Thanks, I do have those.  Now I know why I can't find them :P  Never used the plant-able trees before, but now I will :D  And nice flag too :thumbsup:
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Splime on July 30, 2009, 02:26:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: Thanks for your comment!

Tomas Neto: Thanks for the praise!

vester: Thanks! The flag of Greenland did have a bit of an influence on the design, though I wasn't trying to just copy it with different colors. It's a nice design though, simple yet unique.

citycapitalizer: Thanks!

blade2k5: You never used plantable trees before? What kind of trees did you use then?

Update 15: Entering the Finishing Stretch

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In the picture above is the only space left in C3 that I will be developing before declaring C3 finished. You can also see quite a few route markers. Don't worry, there will be a map covering all of this soon. (In fact, I'm planning a whole update as an overview of C3 before moving north to C2.) In this update, I'll be focusing mainly on the western half of the remaining area.

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First, I'll be making another small town near the railroad, right where a passenger/freight station is. (I had to photoshop (well, GIMP actually) a no road access zot from the station, since I had plopped it a while ago when there was no road there. Can you tell?)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-02_SmallTown_Complete.jpg&hash=5b0f1762c9396992c8394780a60e5c1670d52ae2)
This is the finished product. You can see a newly acquired radio station in the center of the town. C3 now holds almost 15,000 sims in ~16 km2 (~4 sq mi). Of course, houses in SC4 tend to hold many more people than they would in real life.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-03_WestFarms_Zones.jpg&hash=0b88c395aa07039cc702ac12b8fddd7e8e19c778)
Moving on to the west, this is the next farming area. The largish building in the middle is one of PEG's Corner Stores, but I demolished it once everything developed because it stood about a bit too much.

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This is the result of that zoning. The grassy splotch on the cattle farm doesn't look very good at zoom 3, sadly, but it looks fine at zoom 4. It was my attempt at blending the grown building with the open area next to it, and the results were mostly good, I think.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-05_NorthFarmZones.jpg&hash=b684652df4cb810c703296436311bd9e5bca9d46)
Then I moved to the north of town, and put down some more zones. There's also an archaeological site there, keep an eye on it next update.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-06_Overview.jpg&hash=4db2f8b972cd00911195635e4bc04fbe6d5cfab6)
After all that zoning, this is the overview of the development done in Update 15.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-07_ArchaeFarming.jpg&hash=41484769ee093d2636e814f33c74bad4bbe12802)
Here's a closer look at the archaeological site, where a few more facilities will be built next update.

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To the west, this is a farming area right near a road junction, where there are two little cottages and a small commercial structure. Somehow the 7 Eleven (directly left of gravel street) and the building to the left of it managed to blend in together, so that the commercial lots blend together. Commercial lots usually have a nasty tendency to not blend in at all, so this was a nice improvement.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252015%2F15-09_NewTown.jpg&hash=adc23f035600f19cd9a083b416d4605cc45a5845)
Finally, this is a close-up of the town.

Thanks for reading!
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: blade2k5 on July 30, 2009, 02:34:29 PM
Quote from: Splime on July 30, 2009, 02:26:31 PMblade2k5: You never used plantable trees before? What kind of trees did you use then?

Plopables :thumbsup:
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: io_bg on July 30, 2009, 02:36:12 PM
Great job as always! &apls
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Scarton on July 30, 2009, 02:39:26 PM
Great update, as usual. &apls That blending in of a store with the 7-Eleven is probably my favorite pic. Great job! :thumbsup:
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Battlecat on July 30, 2009, 02:44:35 PM
Looking excellent!  Your small towns look excellent, I'm very impressed by how many residents you've slipped into this one tile while still keeping the rural flavor!  Keep up the great work! 
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: woodb3kmaster on July 30, 2009, 02:52:11 PM
Another excellent update! That town looks terrific, and I see you added JBSimio's post office to it - a nice touch. If you don't want to edit out zots in future images, you can always hide them in-game by entering the cheat code 'tastyzots'. It toggles the zots on and off. I've used it a lot in taking my pictures.

Looking forward to more!
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Splime on July 30, 2009, 03:27:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

blade2k5: Of course, I wasn't thinking there... that's a lot of work to plop them all though!

io_bg: Thanks!

citycapitalizer: Thanks! I definitely liked the commercial lots blending together, one of those little things that just looks great.

Battlecat: Thanks! It is quite a few residents, but I think the number is definitely overstated by SC4.

Zack: Thanks! I knew there was a cheat for removing zots, but I hadn't thought of it as a way to fix the issue. In the future, I'll make sure to remember it.

Wow, 5 replies in one hour... that's probably close to the fastest update response time in Barsalargonia so far!
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Luke09 on August 01, 2009, 03:11:19 PM
Hey splime,nice update!Archeology huh?Great pics and interesting flag  ;)
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: nedalezz on August 01, 2009, 04:02:02 PM
I love how you develop the farms seemlessly with the forests around it, and the towns are a work of art :)
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: Splime on August 01, 2009, 09:14:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: Thanks for your comment!

nedalezz: Thanks for the praise!

So, I've got the development for Update 16 done (C3 is finished!) but it's getting late, so you'll have to wait until tomorrow for the next update.
Title: Re: Barsalargonia - Update 15 - July 30 2009
Post by: blade2k5 on August 02, 2009, 11:24:10 AM
Don't know how I missed your last update $%Grinno$% but I'm glad I found it.  You are a farming machine and I have to say that I actually like your farms better than those I've seen before, even my own :thumbsup:  Excellent work and looking forward to update 16 :thumbsup:
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Splime on August 02, 2009, 12:34:41 PM
Reply:

blade2k5: Thanks! I have to put plenty of effort into making good farms, since they do take up the majority of the land.

Update 16: Templebrook

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-00_RemainingArea.jpg&hash=a67d108a1d6426e4996b971f71a55337ca22edcf)
This is where we start. The last remaining area to develop in C3 is surrounded on three sides by a small river. The river, as well as the temple ruins nearby (visible on the far left of this picture) are what give this area the name Templebrook.

The following images show the development process for this town:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-01_Zoning1.jpg&hash=22043934d555da8d629f72e32542deef4b46da26)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-02_Dev1.jpg&hash=7537466341c10e2def81edc227ba64641394c33f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-03_Zoning2.jpg&hash=6135e31a4240f8ed5f2841547b2d15059bc68677)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-04_Dev2.jpg&hash=91dfeddb0cf8f9ff45cba25d4666340f2ff9a75f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-05_Zoning3.jpg&hash=70238cb818da5c52a805dd4ff22cf8205303f666)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-06_Dev3.jpg&hash=d86bf6fce02b075eb967624c1239705e7c72ad58)
The center of town is more built-up than most towns in the C3, and it includes a modern office complex. The rest of town, however, is just as rural as before, with new farms built up only a short distance from town.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-07_SouthTemplebrook.jpg&hash=e67698420d7eda035726d4a870291b79e5804900)
Here's a close-up of the south of Templebrook. At the top of this image is a new elementary school to educate the local residents. High school students, however, will have to travel to Tumbler Ridge for their education.

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Here is a closer look at the eastern area.

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This is a close-up of the temple area. It's named the Temple of Luke IX after Luke09, who was the top poster in Barsalargonia when it had 100 posts. (He still is top poster, by the way.) I did promise everyone in the top 5 posters at 100 posts that they'd have something named after them in the region, and I've finally started to fulfill that promise. I'll probably do a similar thing for the top posters once we get to 200 replies.

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And here's a close-up of the ploppable pond just a bit to the east.

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Town Centre is home to a number of businesses, including the Templebrook Office Complex (built by ill_tonkso on the STEX) and Deadwoods Theatre (which was built by SimGoober).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252016%2F16-12_NorthTemplebrook.jpg&hash=4a7288a5a1e2331388d2ba1a9960954c51f78b7a)
This is the Northern part of Templebrook, which is more integrated into the forest than the other parts of Templebrook.

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Finally, this is how the region pic for C3 looks. I think it came out pretty well. This is probably the slowest I've ever developed a large quad (it's been 2 months) but I think it's probably the best quality quad I've built so far.

So, now that C3 is done, next update will be a C3 overview update, with mosaics and stats throughout. Then it's off north to C2. Thanks for reading!
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: projectadam on August 02, 2009, 12:47:56 PM
I have been a lurker for quite sometime and thought I should comment. The region is looking great Splime and I loved the separate pictures for the phased development of Templebrook.
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Luke09 on August 02, 2009, 01:59:47 PM
Luke IX is posting now:
I think im going to cry now  :'( .Joke.Nice update with great pics.A sugestion to C2 its since it has a large water river(or sea dunno)you can make lots of fishing towns.Keep it up Splime
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Bobbi on August 02, 2009, 07:58:45 PM
@Splime,
The pond is quite beautiful. I'm sad why I can't make a good-detail pond as yours. :'(

Tile C3 is finished.I suggest you can develop tile C2 or C4. I want to see your harbour.

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Albus of Garaway on August 02, 2009, 08:40:56 PM
Great update, Splime. Looking forward to C2!
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: art128 on August 03, 2009, 04:29:32 AM
As usual, excellent farming my friend, really like how you use these houses. The little commercial strip is great too, good mix of old and modern in it.
Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: danielcote on August 03, 2009, 08:56:10 AM
I like how you showed the steps of you developing you're town.
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Battlecat on August 03, 2009, 09:36:48 AM
Nice job on finishing up this quad!  It looks fantastic! 
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Splime on August 03, 2009, 12:23:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

projectadam: Thanks for delurking!

Luke IX: You deserved that temple after being the top replier here! That large river is sort of like the English Channel, since it separates an island from the mainland. I'll be sure to include some fishing areas.

Bobbi: Thanks! I think the key to making those ponds is the details that surround them. Find the right ploppable flora and rocks and you'll be able to make great-looking ponds easily!

Albus of Garaway: Thanks for your comment!

Arthur: Thanks! I think a mix of old and new is vital to make any realistic city (though calling this a city is a bit of a stretch).

danielcote: Thanks, I'm glad you liked that!

Battlecat: Thanks for the praise!

OK, so that overview update I've discussed is  still in the works, don't worry. I still have a bit of work to do.

EDIT: Barsalargonia is only 87 views away from 4000 views!
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Luke09 on August 03, 2009, 02:30:55 PM
Humm...Like english canal huh?Nice...and we are close of 200 posts and 4000 views,nice job splime  ;)
Title: Re: Barsalargonia - Update 16 - August 02 2009
Post by: Tomas Neto on August 03, 2009, 04:22:21 PM
Hi my friend!!! Great update, really fantastic!!!  &apls
Title: Re: Barsalargonia - Update 17 - August 03 2009
Post by: Splime on August 03, 2009, 05:13:46 PM
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Luke09: Hopefully we'll reach 4000 views soon... I'm pretty excited.

Tomas Neto: Thanks!

Update 17: C3 Overview

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252017%2F17-00_UpdateMap.png&hash=db25f3189a9cb0c510942dc835b1edb208629a89)
First of all, this is a map that shows where all the updates took place. Small numbers in parentheses indicate where a minor development or change occurred, Larger numbers indicate more significant changes.

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This is the main map. Green Lines indicate the major roads, which are given numbers. Odd two digit numbers (ie 23, 25, 27) indicate a north-south route, and even two digit numbers (ie 30, 36) indicate an east-west route.

A route with an "A" after it (ie 30A) is an alternate route which overall shares a similar path to its two digit counterpart (ie route 30) but bypasses a major town and/or is of lower quality. In this case, route 30A avoids Tumbler Shores, and is an unpaved road. It will meet up with route 30 in quad B3.

A three digit number (ie 136) indicates a short spur into a town from the main route. In this case, route 136 connects from route 36 to Templebrook. (In fact, the route actually starts before the junction with route 36 at a nearby train station.)

The colors in the corners (which are hard to see when the signs are shrunk down for a map like this) indicate the sort of road it is: yellow indicates unpaved or otherwise bad conditions, green indicates a normal road with at-grade intersections (single or dual-carriageway), and blue indicates a motorway.

The icons that look a bit like the British Rail logo are rail stations. The colors indicate different rail lines (and gray indicates a cargo station).

Anyway, now that that's over, time for 4 mosaics!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252017%2F17-02_TumblerRidgeMosaic.jpg&hash=14ded59c69c3672c82ca1640318a4a037703bfd2)

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(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252017%2F17-05_SouthwestTumblerRidgeMosaic.jpg&hash=a0e4d588c23ba23443bf4c33d2143209d4542cc4)

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Finally, here's the region view, manipulated into a square. I tried to make the labels so that you could see what was beneath them, but still read them. If you can't read the text, it says "Tumbler Ridge (C3) Pop. 18,459" and "Next Up: C2".

Well, after this update, I'm not sure Photobucket's bandwidth meter will be too happy...  :D Thanks for reading!
Title: Re: Barsalargonia - Update 17 - August 03 2009
Post by: Luke09 on August 03, 2009, 05:24:31 PM
I liked the maps,they are pretty good.The other pics are nice too,and i cant wait to C2.Keep it up Splime
Title: Re: Barsalargonia - Update 17 - August 03 2009
Post by: danielcote on August 03, 2009, 08:19:40 PM
Wow think of what you can do with that giant region.  :o
Title: Re: Barsalargonia - Update 17 - August 03 2009
Post by: Battlecat on August 04, 2009, 10:26:58 PM
Fantastic job on the maps and on the mosaics!  Everything looks excellent as always!
Title: Re: Barsalargonia - Update 17 - August 03 2009
Post by: Splime on August 05, 2009, 05:58:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: Thanks! The first images of C2 should be up soon.

danielcote: Yes, it is quite large. The whole region is 822 km2, about 1/5 the size of the US State Rhode Island. I seriously doubt I'll ever finish developing it.

Battlecat: Thanks for your comment!

I should have another update soon, which will cover the planting of trees and a transport network. Transport networks always take me more time than I expect...
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Splime on August 06, 2009, 12:25:18 PM
Update 18: Laying the Foundation

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252018%2F18-0_BridgeProblem.jpg&hash=67b3042637cb0cd3a3b618c663d6385c79a12da2)
So, this is what C2 looked like when I opened it up. (Actually, I had already made an adjustment to the mountain area in the lower right since it was preventing the rail connection from appearing in C2.) I wanted to build a bridge connecting the island (North) with the mainland (South). The issue was the grid, as it always is when dealing with bridges. The blue line in the image is parallel with the north-south grid lines, and shows that a bridge on this terrain would look a bit odd, since it could not start and end on the pieces of land that jut into the sea the most.

The situation was set up that I could have built one bridge that was right on the coast on both sides, and I was considering this plan. However, the potential awkward setup and the fact that I wanted a road and rail bridge forced me to reconsider...

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Of course, then I realized that simply modifying the terrain would yield a much less awkward situation. (The dotted lines indicate the old shoreline.) In the grand scheme of things, it's a minor change, but it's a lot more grid friendly than the old setup.

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This is what the bridges looked like when built. I was somewhat limited in bridge styles by the fact that I wanted matching bridges that looked good on a large span of water, but I think this is a good setup. You'll notice there's a significant height difference between the island and mainland (the island is higher, on the right). This requires a bit of a ramp on the south side (slope mods are far too useful here), which I'm still working on trying to blend it in with the terrain a bit better.

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This is the basic road (and rail) setup. I haven't touched the island side yet, since I'll be developing that side only once the mainland side is finished. You may notice that these roads could be really confusing to travelers: there's a 23, 25, and 26. It's a bit of an unfortunate side-effect of the route numbering system in place.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252018%2F18-4_Trees.jpg&hash=66ec6d34d62ea85dea549b2a6b308843df117c1b)
This is what the quad looks like with trees in place. This is zoom 1, so the tree quality isn't so great, but this gives a pretty good idea of how everything looks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252018%2F18-5_TransportationView.jpg&hash=2b2138982cae3c3db3330e5dec1748ca6ec113bb)
This is the region transportation view, so you can see how the C2 roads fit in.

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Finally, here's a region shot of C2 and C3.

You may notice that I've changed the color of the headline text. Since we've moved into a new quad, I think it's not a bad idea to change the headline text to show that change. Also, sorry if you were let down by a lack of development, but this foundation work needed to come first. Anyway, thanks for reading!
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: projectadam on August 06, 2009, 01:08:02 PM
Splime,

I know that you have followed my project and I will never be one that will be let down by seeing the foundation laid :D

Things continue to progress very nicely and the transportation view looks like it both fits in with the terrain and fits very well with C3. Keep up the good work.
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Bobbi on August 06, 2009, 08:21:00 PM
@Splime,
Good idea for both road and rail bridge cross the river. :thumbsup:

Maybe tile C2 will be good as tile C3.  :)

Bobbi :thumbsup:

Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Luke09 on August 07, 2009, 12:14:39 AM
Humm...nice splime,i liked how the bridges are looking,and the roads too.There is a nice place to make port on C2.Keep it up
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: danielcote on August 07, 2009, 07:31:19 AM
hm lets see what you do with this aria.  ;)
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Battlecat on August 07, 2009, 08:37:08 AM
Hey, as you say, gotta have a foundation to work on!  Looks like an interesting area already, looking forward to seeing more!
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: djvandrake on August 07, 2009, 07:40:16 PM
Very nice.  I like how your road networks have just the right amount of curvature and variation in them to make them look good in the context of the smaller cities.  Great stuff and looking forward to more.  :thumbsup:
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Splime on August 07, 2009, 08:26:07 PM
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projectadam: Thanks! Considering the insane level of planning you do, I'm not surprised at all that you liked that update.

Bobbi: Thanks! I'm always hoping that each tile I do will be better than the last.

Luke09: Thanks! I'm not planning on making any major industrial ports, but there should be some nice fishing villages and boardwalks.

danielcote: Thanks, it should be an interesting area to develop.

Battlecat: Thanks! I think the foundation is important in flat areas like this especially, since it helps maintain order in a space where it's always tempting to just mindlessly fill in space.

djvandrake: Thanks! Ever since those curves have been out, I've never been able to go back to sharp bends. (there is, however, the exception with streets, only because those curves aren't always too happy with diagonal streets.

So, the work on update 19 is underway, and I've got 400 sims so far. This area should be pretty rural, besides the coastal areas which will be a bit more developed.
Title: Re: Barsalargonia - Update 18 - August 06 2009
Post by: Luke09 on August 07, 2009, 08:29:16 PM
Yea,i know that you do not pretend to make industrial ports...you say 400 sims in C2 or in the region?
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Splime on August 08, 2009, 12:11:39 PM
Reply:

Luke09: That's 400 in C2. The region has nearly 19,000 at the moment.

Update 19: Small Village in the Woods

Much like the size of the village, this update is a small one. I got to a point where I thought would be a good time to take pictures, so I'm sharing a small update.

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This is where I'm going to start development, in the southeast corner of C2.

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This is the initial zoning setup. On Route 25 there's a small commercial area, and an old-looking cabin on the corner. This is Arthur's Tavern, named after art128, who was poster #2 when Barsalargonia was at 100 posts. The lot was made by paeng over at SimPeg, for those who want to know. I'll have a closer picture in a later update. In the center of the development is SimGoober's Geothermal Plant and a water tower, since the new tile needs its own utilities.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252019%2F19-2_NextDev.jpg&hash=5332f84e0fb94357125cf4c8f9910d3987179029)
Once everything develops, this is the result.

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Here's a closeup of the residential area.

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Finally, I named the dairy farm after Battlecat, the #3 poster when Barsalargonia reached 100 posts. I thought the farm was fitting since it uses the previously named "Adara Method".

Yes, that was a short update. FrankU and Tomas Neto are the last of the top 5 repliers at 100 posts that need something named after them, and I may be able to get that dealt with before post 200... we'll see. Thanks for reading!
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Luke09 on August 08, 2009, 01:21:33 PM
Nice Splime!For a Rural region 19.000 is a bit good huh?The geothermal power plant is that building in front of the water tower?Take care  ;)

Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: danielcote on August 08, 2009, 04:34:09 PM
Thats a cute little town, I too am a big fan of C.P.  ;D ! Although I'd think it should atleast have a gas station.
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: djvandrake on August 08, 2009, 11:22:39 PM
Nice and green.  My kinda little town.  :thumbsup:
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Tomas Neto on August 09, 2009, 10:46:10 AM
Really very nice updates!!!  &apls
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: blade2k5 on August 09, 2009, 11:12:58 AM
Sorry I haven't been able to drop in the past several days, but looking through your last three or four updates I have to say I'm more impressed each time I visit.  I'm really loving how you're turning this region into something I didn't imagine when I drew the map.  Keep up the fantastically superb work. :thumbsup:
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: NASCAR_Guy on August 09, 2009, 11:31:31 AM
Looking good, How much are the drinks at Arthur's tavern?
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Splime on August 09, 2009, 01:05:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: Thanks! Yes, 19,000 is a lot of people considering how rural it looks. And you're correct, the geothermal plant is right across the street from the water tower.

danielcote: Thanks! The lack of a gas station is something I realized when building this, and it will probably be included next update.

djvandrake: Maybe I should mention that green is my favorite color...  :D

Tomas Neto: Thanks!

blade2k5: Thanks! I find it amazing how people can do such different things with the same map. And don't apologize for not being around, I don't expect anyone to devote themselves to following Barasalargonia...

Dave (NASCAR_Guy): Thanks! And the price of drinks... I haven't thought about that yet. :D

Now, I would be working on an update now, except I'm waiting to download a few specific things from the STEX, which is down at the moment... Oh, and 3 more posts until 200!
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Luke09 on August 09, 2009, 03:35:56 PM
+2 post to 200 post and + 31 views for 4500 views  ;) .And Im waiting the update  $%Grinno$%
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Albus of Garaway on August 09, 2009, 03:38:50 PM
First of all, congratulations on (Almost) 200 posts!

I absolutely love that village. C.P.'s houses go wonderfully there. C2 looks like an exciting tile to build on, and I look forward to seeing what you'll do it with it. :)
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Scarton on August 09, 2009, 03:52:02 PM
Haven't been here a while, missed the past few updates.  :( They are great, as I expected! :thumbsup: And you've begun C2! Marvelous. Great to see some office buildings for a change.  &apls
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: M4346 on August 09, 2009, 04:04:11 PM
Looks very good indeed Splime! And you're way better at rural areas than I'll ever be! LOL

Congrats and keep it up!  &apls

- Marius
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Luke09 on August 09, 2009, 05:17:56 PM
Splime Congratulations  &apls .AND I NEED YOUR HELP.OMG I DONT KNOW WHAT TO DO.i have dowloaded sfbt tree in streets( i think this is the name)i dowloaded the requisited dependancies,but there are A LOT OF BROWN BOXES in my streets,i really dont know what to do ....damm hell
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Splime on August 09, 2009, 06:27:51 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: And now we've broke 2000 posts!

Jason: Thanks! The C.P. houses are pretty much my all-time favorites.

citycapitalizer: Thanks, I'm glad to see that my denser developments are good too.

Marius: Thanks for such kind words!

Luke09: Thanks! Sadly, I don't know how you can fix the problem... have you posted on the SFBT section of the forums yet?

Thanks everyone for getting Barsalargonia to 200 posts! Anyway, here's the poster distribution at 202 posts:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2F202posts.png&hash=929f9062b56ec4d8bad802398fb84a4ae52e0bc1)

Thanks again!
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Battlecat on August 09, 2009, 06:32:34 PM
That's an excellent start to the tile!  I really like how that town is spread through the forest!

Thanks for the farm!  If I was to look into purchasing a farm, that's the kind of place I'd be heading!  I'm certainly happy you found the techniques I'm playing around with in Adara inspiring.  I'm certainly enjoying the way you're handling it!  Keep up the great work!
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: danielcote on August 09, 2009, 08:48:43 PM
wow luke09 made alot of posts  $%Grinno$%
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: io_bg on August 09, 2009, 09:45:29 PM
Congratulations on the 200 posts! The last few updates I missed are amazing.
Keep up the good work! :thumbsup:
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Bobbi on August 10, 2009, 07:41:11 AM
Congratulations!!! It's over 200 posts!!!

I see there're many gravel paths, wooden fences and cp's houses all the time. Maybe you like them, and I like them too. :D

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Luke09 on August 10, 2009, 02:14:15 PM
well i didint wanted to "doublepost" but i were desesperated,and i didint remembered that we can edit posts  :-[ .So i will go to SFBT room...ty splime and keep this up  ;)
Title: Re: Barsalargonia - Update 19 - August 08 2009
Post by: Scarton on August 10, 2009, 02:34:08 PM
Whoa look at the number of views, less than 400 till 5000! Congrats!  &apls &apls
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Splime on August 10, 2009, 07:35:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Battlecat: Thanks! Considering that you're also doing a rural MD (and a really good one at that), it shouldn't be a surprise that I pay attention to it for tips.

danielcote: Yes, he's made more posts than I've made updates!

io_bg: Thanks for your comment!

Bobbi: Thanks! I do like the fences and gravel paths, and they are really useful in making rural areas.

Luke09: No problem, I don't mind extra posts...  :D Good luck fixing that bug!

citycapitalizer: Yes, yet another milestone nearly reached!

I recently did some calculations about population density, and I've determined that C3 has about 1100 sims per km2. If this density remains the same throughout Barsalargonia, that would put the country's density between Bermuda and Bangladesh (http://en.wikipedia.org/wiki/Countries_by_population_density). For comparison, England has 395 people per km2, Connecticut (the state I live in) has 271 people per km2, the UK has 246 per km2, the entire world has 45 people per km2, and the US has 31 per km2.

If we compare with other towns or counties, the town I live in has 73 people per km2 (and is definitely rural, at least by CT standards). Nearby towns are 180 and 269 per km2. The nearby small city of Danbury has 722 people per km2. Investigation outside of where I live reveals that the region of Holland in the Netherlands has a density of 1105 people per km2. According to research on Wikipedia (http://en.wikipedia.org/wiki/Holland), much of Holland still has a rural character, despite its high population density. So, the density of Barsalargonia can be compared to Holland. (The major problem with this comparison, however, is that Holland has some big cities in it, while Barsalargonia does not.)

There is one issue that destroys these comparisons, however. Houses in SC4 house many more people than they would in real life. This means SC4 population figures are inflated dramatically. I'll probably look into what I can do to get a more accurate figure later on.

Update 20: Expanding the Settlement

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-0_ArthurTavern.jpg&hash=82fa1a9de09def2420a3b09bd13aa98a5f4f14af)
First of all, here's a close-up of Arthur's Tavern, as promised. There's also the other commercial buildings. Some growable commercial buildings definitely need work to fit in a rural setting...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-1_GravelRoad.jpg&hash=0588bca07faaf139c95c308cddb4048071e284f4)
This update focuses on expanding last update's settlement west and north. The first part covers the west, where I extended the gravel road from last update to the west, all the way to Route 23 (which is off of the picture to the left).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-2_GravelZones.jpg&hash=8732eea397b9d56d86e4ca0a4beca8d37ad74229)
This is the zoning setup for the first expansion...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-3_GravelResults.jpg&hash=271f5d4cdc939e31feb871b415751ef3a4c0808d)
...And these are the results. There are certainly some farms with interestingly-colored crops in this area.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-4_Route25.jpg&hash=6200db935e0cc61b24b5d3bb1eb155b7a16ce826)
Next up, we'll be moving north along Route 25 (north of Arthur's Tavern).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-5_Route25_Zones.jpg&hash=504250750016c22c89358a75d8ddc397dbd2dfe3)
This is the zoning setup. You'll also notice that there is a 4 platform train station to the right. The station is designed this way because the rail splits here, with one route traveling to the island across the bridges in Update 18, and the other route turning to the east to continue up the mainland. There's also been a bit of road readjustment in the lower-right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-6_Route25_Dev.jpg&hash=857028fc8710e1b8396fb033a6249c7d860b6140)
The result is a small subdivision enclosed by a road. Later on it may expand outward slightly.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-7_NewSubdivision.jpg&hash=a9ae7020b75ae22951ebd757040385e3209cd235)
Here is a closeup of that subdivision. Housing is more dense near the rail station (off screen to the right), and spaced out a bit more as you move further away from the station.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252020%2F20-8_LargeDairyFarm.jpg&hash=295657f16e03c2a007aa8ac8f2b66fca4e625ee1)
Finally, this is a new dairy farm, this time with separate pens for cows rather than one giant fenced-in area. Personally, I think it looks a lot better.

Thanks for reading!
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Battlecat on August 10, 2009, 08:05:00 PM
Nice batch of growth today!  That little urban area looks great!

That last dairy farm looks pretty nice!  Just so you know, one of the reasons cattle farmers break their fields up into sections is so the grass can recover while the cows feed in another area.  At any one time, at least one of the fields will not have cows in it.  In the case of that, that farmer is supplementing the grass with feed so the cows aren't dependent on fresh grass.  There are many other reasons to separate out the herd, just thought you might like to know about that one!
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Swesim on August 11, 2009, 07:34:47 AM
Wonderful rural views as usual Splime!

The comparison of posters was interesting, I have never thought about that, but it was a good idea!
Regarding Your calculations of population density I can just say that with statistics You can say anything You want and the nice thing about it is that You can always get the numbers to tell the version or point that YOU want to make...

Those dairyfarms look really nice, I suppose the people in Barsalagonia don´t have to visit the dentist´s to often...  ;D
Sorry for not commenting for a while, RL is giving me a tough time doing anything at all in my spare time.
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: art128 on August 11, 2009, 07:46:25 AM
First of all, sorry for not posting before... To be honest I don't have any excuses..  &ops :-[ 
Well, thanks for named a tavern after me, it's an honor ! And the new developments are great, too !
Looks like I passed third poster.. hmm, I have to stop by there more often eh ..  :P Also, congrats on 200(+) comments !

take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Tomas Neto on August 11, 2009, 08:04:09 AM
Yeah, my friend!!! Fantastic update again!!!  ;D
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: danielcote on August 11, 2009, 08:34:50 AM
Nice little town! It even has a rail station and a couple  of stores.  :thumbsup:
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: djvandrake on August 11, 2009, 09:39:33 AM
Again I'm impressed with your prodigious use of the diagonal streets.  Not easy to pull off and make look really good, and you do it well.  The trees give that neighborhood just the right finishing touch.  :thumbsup:  Looks great.  &apls
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Luke09 on August 11, 2009, 10:47:23 AM
Hey Splime,i liked the "arthur's tavern",where can i found it?and i solved the problem with SFBT Mod,that is spetacular...i downloaded 1 file thinking that was a dependancy,so i opened the readme i looked that i dowloaded another file,and get the correct one  :-[ .And nice pics,colorfull farms  :P
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Splime on August 11, 2009, 10:55:23 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Battlecat: Thanks for letting me know about the reasons for sectioning the fields. It definitely makes realistic city-building easier when you use real reasons for building things.

Swesim: Thanks! And you're right about statistics, they can be used (and misused) to prove just about anything. And about your dentist comment... that's probably a good thing that they don't need the dentist much, since I haven't plopped any myself. Still, I could just designate a grown commercial lot as a dentist.

Arthur: Thanks! You deserved that Tavern, as you were a huge part of getting this MD to 100 posts, and now 200 posts!

Tomas Neto: Thanks for your comment!

danielcote:Thanks! I added the commercial after your comment about the lack thereof...

djvandrake: Thanks! I couldn't imagine making Barsalargonia without diagonal streets.

Luke09: Good to know you've fixed your Street Tree Mod issues. The tavern lot can be found here (http://simpeg.com/forum/index.php?topic=7498.msg159611#msg159611), on SimPeg.

Thanks everyone for your comments!
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Luke09 on August 11, 2009, 10:56:55 AM
Thanks for the link splime  :thumbsup: .and i have already made a nice suburb with that mod,its so,beauty...
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Scarton on August 11, 2009, 11:27:28 AM
Again another great update!  :thumbsup:  &apls Just over 100 views to 5000!  :o
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: danielcote on August 11, 2009, 07:50:36 PM
Well thats great that I made it so the townspeople don't have to drive long distances to get groceries and they actualy have entertainment now. Yay!  ;D
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: shaylan221 on August 11, 2009, 08:23:16 PM
This is the BEST CJ that I've seen in 2 WEEKS! No offense to anyone else. Superb job on your rural areas, I always aim for it, but it comes out being a metroplis. Keep up the awesome dude. And remeber, Im always watching!!!
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Bobbi on August 12, 2009, 07:11:31 AM
Fantastic!!! :o

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Splime on August 12, 2009, 08:31:32 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09: Your welcome!

citycapitalizer: 63 views to go now!

danielcote: Well, to be fair, the drive into Tumbler Ridge is just a few minutes (and even less for Tumbler Shores).

shaylan221: Thanks for the praise!

Bobbi: Thanks!

Thanks everyone for the comments, the next update is currently in the works.
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Scarton on August 12, 2009, 08:39:29 AM
Correction: 51 views. %BUd%

(I keep modifying)
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Luke09 on August 12, 2009, 10:17:35 AM
38 views to go  :)

EDIT:Splime i have a thing that i want to ask you...You use Euro Textures for roads right?So how do i "clean" those textures on FAR pieces?I mean,i dont want those textures in my FAR pieces,i wanna those out of it...
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Scarton on August 12, 2009, 10:44:01 AM
28 views!  ;)

Now less than 10 views!
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Luke09 on August 12, 2009, 07:51:54 PM
Congratulations on 5000 views  &apls  &apls  &apls
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: art128 on August 13, 2009, 01:32:57 AM
Congratulations on 5000(+) views my friend, you truly deserved it !  &apls
Looking forward to the next update and the next 5000 views !
Take care,
-Arthur.  :thumbsup:
Title: Re: Barsalargonia - Update 20 - August 10 2009
Post by: Scarton on August 13, 2009, 09:54:39 AM
Well, it's 70 past 5000 views! Congratulations, Splime!  &apls &apls &apls &dance &dance
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: Splime on August 13, 2009, 03:30:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Luke09, citycapitalizer, Arthur: Thanks for the congratulations!

Luke09: Yes, I use the Euro Roads. I don't understand what you mean by "clean" the FAR pieces. Could you explain a bit more?

Update 21: Small Expansions

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-0_SmallResExp.jpg&hash=45498dbd3bd5b4b09387e7a3f69bb7038bc6d930)
First off, I expanded the subdivision slightly south, to fill in a small empty space.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-1_SmallResExpDone.jpg&hash=c6abede357b3955b65b3e51ae398da0b1969fc2e)
Here's how that development turned out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-2_EmptyWoods.jpg&hash=cd6d5a0450d84da069579505b38054aef1cfe8de)
Next, here's another empty area, except a bit larger. I considered more development, but decided against it...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-3_AnotherPond.jpg&hash=80eb9f8d19449238a6add31db2d0e47f0ed9567f)
...and instead made a ploppable pond.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-4_OtherSideZones.jpg&hash=d792bfb85ffa5fc02ae3c156f539326fbd4fe861)
Next, residential zoning moved to the other side of the railroad...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-5_OtherSideDev.jpg&hash=0babe4ece0990eb4a1f858556306508b77bfc626)
...and here's the developed result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-6_MtnsideArea.jpg&hash=f6c50515cadacfdf97d5541f220940cddefa49d8)
Then, I decided to expand into the mountains. There was a nice valley area that looked like it could hold some development. I would have drawn a road through that area, but there's mountains almost immediately on the other side of the border.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-7_MtnsideZones.jpg&hash=d20f00e87f70b7c7b767843a48150c17a744ab64)
So, I zoned a farm (and put a few residential zones on the road to the farm) and...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-8_MtnsideDev.jpg&hash=d0d2cf3aa8b9a80bf6329b7046123bb910654072)
...this is how everything turned out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252021%2F21-9_RegionView.jpg&hash=ab5e1f6040dffe9ab4ad10ed804e158723b2fcbe)
Finally, this is the current region view. The border transition isn't that great at the moment, as it looks like everything developed based on the border (which can be realistic in certain conditions, like a national border, but not here). I'll have to go back later and see what I can do.

Thanks for reading!
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: Battlecat on August 13, 2009, 03:59:17 PM
Nice update there!  Good choice on keeping that little pond, I like what you did with the shoreline.  Also, the region view looks great, I like how organic your farms are looking. 

I'm working on a more detailed tutorial on things that can be done to plan for blurring the border, I'll try to get that finished up and posted soon. 

That is an excellent point about the national borders, you just have to look as far as the Canada - US border in the Vancouver region to see that perfect line! 
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: danielcote on August 13, 2009, 04:08:57 PM
I like You're use of rail and that pond looks very realistic!
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: Luke09 on August 13, 2009, 05:01:22 PM
I liked the expansion,and my favorite was the pond  :thumbsup: .About the Euro texture,the FAR pieces comes with a grey texture right?How can i change that?I want with no texture,i want only the FAR piece with no texture.
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: NASCAR_Guy on August 13, 2009, 09:18:59 PM
love to see how you seem take it slow :)


And Loved the chart (Hope to be closer to the left next time ;)
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: Scarton on August 14, 2009, 06:08:16 AM
The valley makes a beautiful setting for this town!  :thumbsup: Fabulous job! &apls In my opinion this CJ is definitely one of the best, if not the best CJ out there!  &apls :thumbsup: &apls &apls I love this CJ! :)
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: KoV Liberty on August 14, 2009, 06:38:17 AM
Looks good!
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: Splime on August 14, 2009, 10:13:29 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

Battlecat: Thanks! I'm definitely looking forward to another border tutorial, as I think I'm going to attempt a border-blur soon.

danielcote: Thanks for your comment!

Luke09: Thanks! The FAR pieces don't have any texture underneath them by default. The grey sidewalk texture is added by special mods. So, just use the FAR pieces with the Euro road textures mode, and you should be fine.

Dave: Thanks, I find I get far better results when I go slowly rather than quickly develop a large area. And good luck getting to the left of the chart, you seem to have some tough competition...  :D

citycapitalizer: Thanks! Personally, my least favorite form of terrain to play the game on is a completely flat tile — it's boring and it's hard to get an organic feel on, in my experience. I always need special terrain features (like seas and valleys) to make things interesting.

Driftmaster07: Thanks!

So, some news about the status of this MD in the weeks to come: On August 25th, I'll be away at college orientation, and will be pretty busy with all the things that are planned. There's also a bit of a complication as far as computer access goes, since I've signed up for the school's laptop program, and the laptops are distributed on the 30th, the day before classes start. Since there's no way I'll bring by desktop up for just 5 days of computer access before I get the new computer, there won't be any updates going on then. (It is a very nice laptop program though, so no worries there.)

Speaking of updates, there definitely will not be an update every 2-3 days anymore, since I do plan to have a life. :P So, be prepared for a significant slow-down in this MD. This doesn't mean the end though, as I do still plan to update occasionally.
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: djvandrake on August 14, 2009, 10:17:21 AM
A life? What do want one of those for?  :D  RL isn't all it's cracked up to be imo.

Congrats on the success of your MD and your update was great.  I agin like your style with the layouts, trees, and leaving a little green around things.  Nicely done.  :thumbsup:
Title: Re: Barsalargonia - Update 21 - August 13 2009
Post by: danielcote on August 14, 2009, 02:03:47 PM
aw but that means I'll be board all summer.  &mmm All my friends are away and theres no one in my neighborhood thats in my general age group and my parents are all working. I'm board.  %wrd
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Splime on August 17, 2009, 12:27:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

djvandrake: I might be crazy for it, but I think RL is occasionally a good thing. :D Anyway, thanks for your comment!

danielcote: I'm sure there are other ways to keep yourself entertained.

Anyway, this update was going to be posted on Saturday, since I was going to be away for most of Sunday. Then it got late, so I planned to do it yesterday morning, but ran out of time. So, here's update 22, two days late.

Update 22: Wyeston and More Farms

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-0_Mountainside.jpg&hash=68843e65e963bc24ef66203dc06ed32994141511)
First off, we'll be filling in more of this area near the mountains.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-1_MountainsideFarms.jpg&hash=16cbad1386844f52267b26bae0b54be61fc978b4)
Here's what the new farms look like.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-2_Intersection.jpg&hash=098a952635b0a0eb5227775599a70ef9cf6130a0)
Next up, I'll be making a somewhat significant town at the intersection of Routes 25 and 26.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-3_IntersectionZones.jpg&hash=8b31fd3c3e27abd51fe7731ae3a470a065df6164)
This is the initial zoning plans for the town. There's some significant usage of FAR intersections here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-4_IntersectionDev.jpg&hash=68fca48cef036239c514c69dad16bfd4ccb92001)
This is the developed town. I'll be expanding it further with some sprawling suburbs later on, but this is the center.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-5_SouthWyeston.jpg&hash=ea35db060c8afa7c7ca637a47428a16816517842)
This is the farmland just to the south of the town center.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252022%2F22-6_CentralWyeston.jpg&hash=647cb2eaddbe270227e6ad20a1fb18c90a608b23)
Finally, this is Wyeston Center. The town gets its name from Wye Station, the train station in the middle of town. (If you notice in this pic, there is a grassy texture beneath the rails. I was planning to remove it with a no rail dirt mod (and removing the SFBT rail texture mod), but it also got rid of dirt on the streets, messing up how my farming areas looked.)

Thanks for reading!
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Scarton on August 17, 2009, 12:49:27 PM
Yay, my favorite CJ has been updated! Another spectacular small town from Barsalargonia. It's fantastic!  :thumbsup: Marvelous work, Splime!  &apls &apls
By the way, I love your use of the FAR.  ;D
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Battlecat on August 17, 2009, 12:57:08 PM
Nice update!  I like that block of really old style buildings.  That's a great looking little town. 

Yeah, the loss of the dirt texture under the streets is a bit of a pain unless you've planned for it!  It's been so long since I had to deal with it, I completely forgot about that little detail. 
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: gingerblokey on August 17, 2009, 01:24:00 PM
Looking super, I love the realism especially in the smaller, residential areas near the farm and the main road in the new town.
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Luke09 on August 17, 2009, 01:43:36 PM
Nice pics.I liked the new station,it looks british...and the intersection is nice too
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: danielcote on August 17, 2009, 02:36:28 PM
I like everything abou this town the stores, the school, the station and Hech this place even has R$$ houses.  :thumbsup:
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: djvandrake on August 18, 2009, 10:14:09 AM
Looks great!  :thumbsup:  I like your rail station and the way it sits in the town.  I also like how you sepaate your farms slightly from the main road for a more realistic appearance.
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Splime on August 18, 2009, 04:34:55 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

citycapitalizer: Thanks for your comment!

Battlecat: Thanks! When I get to the next tile, I may consider the mod. A lot of the best mods require a change in city-building style, it seems.

gingerblokey: Thanks, and welcome to Barsalargonia!

Luke09: Thanks! I've noted that this is your 30th post here!

danielcote: Thanks for your comment!

djvandrake: Thanks! The separation of the farm and the main road was really more for aesthetics, but if it looks realistic too, then that's great!

I've been busy with RL a bit lately, but I should begin work on update 23 shortly.
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Scarton on August 18, 2009, 04:41:28 PM
I noticed that the next comment will be the 250th in here. Any idea if the next update will be within the week?
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Bobbi on August 18, 2009, 04:53:14 PM
Good update! (I have no anymore word to say, because it's very good.) :D

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 22 - August 17 2009
Post by: Luke09 on August 19, 2009, 07:19:29 PM
31th now  ;),and update 23 comming...im waiting...
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Splime on August 23, 2009, 08:50:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FReplies.jpg&hash=237a1f8df46ab674d7b3396331b7ee8d9c00ac1e)

citycapitalizer: It seems like the update just barely made it within a week!

Bobbi: Thanks for your comment!

Luke09: Well, the wait for the next update is over!

Update 23: Wyeston Suburban Expansion

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-0_WyestonCentre.jpg&hash=47f15d9626e67d47483636496ce0db0573ea4589)
So, here's where we left off a week ago. There's plenty of empty woods surrounding the town centre, which is the focus of this update.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-1_Suburb_Zones.jpg&hash=3a58008bbb0bc666a79be87219362e410c199c23)
First of all, a large suburban development is zoned. It doesn't quite fit the traditional model of the suburbs perfectly circling the town center, but that's reality—you don't bother buying farmland for development when there's plenty of empty space. (Then again, Barsalargonia doesn't exactly grow organically, it's just that the finished product looks organic.) Also, it's worth noting that the Rural Roads Plugin (Curves for SAM streets) and the regular street curves are incredibly useful for making SAM transitions, traditionally one of the more painful drawbacks to the SAM.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-2_Suburb_Dev.jpg&hash=5c1300a03c226c89f440059d78cb8f98dc11fde8)
Here is the developed suburb.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-3_Suburb_South.jpg&hash=e75fd0f9f4c2bf571ee382a6db2bbd42f35bdd0c)
The southern area is more rural in character. On Route 26 there is a low wealth commercial plaza. For a plaza made entirely of growables, I think it came out very well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-4_Suburb_North.jpg&hash=337b62a5d18a2430d843ad5ce2820c8c065a96c2)
Here is the northern area. While more dense than the south, it is filled with trees throughout.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi285.photobucket.com%2Falbums%2Fll57%2FSplime200%2FBarsalargonia%2FUpdate%252023%2F23-5_Region.jpg&hash=98d952d57a1cea510924e37c6ac923322af86230)
Finally, here's a region overview.

So, the next update will take a week minimum, due to the reasons I outlined earlier:

Quote from: Splime on August 14, 2009, 10:13:29 AMSo, some news about the status of this MD in the weeks to come: On August 25th, I'll be away at college orientation, and will be pretty busy with all the things that are planned. There's also a bit of a complication as far as computer access goes, since I've signed up for the school's laptop program, and the laptops are distributed on the 30th, the day before classes start. Since there's no way I'll bring by desktop up for just 5 days of computer access before I get the new computer, there won't be any updates going on then. (It is a very nice laptop program though, so no worries there.)

Speaking of updates, there definitely will not be an update every 2-3 days anymore, since I do plan to have a life. :P So, be prepared for a significant slow-down in this MD. This doesn't mean the end though, as I do still plan to update occasionally.

So, be prepared for a slowdown. Then again, with a week's time since last update, the slowdown has already begun. I do intend to keep going, however. Thanks for reading!
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Scarton on August 24, 2009, 03:24:48 AM
A phenomenal update! :thumbsup: &apls The way everything grows so perfectly I'm beginning to wonder if you have a magic touch or something. $%Grinno$%
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: jmyers2043 on August 24, 2009, 04:47:40 AM
Hey Splime - A lot of nice R$ homes grew on those curvy streets making for a nice looking picture of the neighborhood.

Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Battlecat on August 24, 2009, 08:40:36 AM
Excellent work on the latest update!  I like how you're using those wide curves in the town, you've done a great job developing around them! 
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: djvandrake on August 24, 2009, 10:25:16 AM
Looks great from the region view.  Nice job of placing things in context with the topography.  &apls
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Luke09 on August 24, 2009, 05:28:45 PM
Wow,nice suburban area...i liked the commercial plaza
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: danielcote on August 24, 2009, 05:47:57 PM
Nice And you didn't have to take out any farms!
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Bobbi on August 24, 2009, 05:55:22 PM
Good update!

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: shaylan221 on August 24, 2009, 05:58:16 PM
AMAZING UPDATE! BETTER THAN I CAN DO.  $%Grinno$%

What sign application are you using anyways to get those roadgeekery?
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Tomas Neto on August 24, 2009, 08:26:10 PM
Good update! Nice work Splime!
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: peter007 on August 25, 2009, 05:46:35 AM
WoW it's a very nice suburb very good &apls
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Scarton on August 30, 2009, 04:06:17 PM
I noticed this just passed 6000 views.
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Splime on September 01, 2009, 04:31:33 PM
Just a heads up, the chances of this MD continuing through college are much lower than I expected. So, please don't expect any updates soon. So for now, consider this an inactive MD.
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Scarton on September 02, 2009, 04:20:07 AM
Quote from: Splime on September 01, 2009, 04:31:33 PM
Just a heads up, the chances of this MD continuing through college are much lower than I expected. So, please don't expect any updates soon. So for now, consider this an inactive MD.
Oh, dear! &mmm And this is such a great MD too! ()sad() I hate to see this happen, but I understand why. Ah, well... :(
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Battlecat on September 02, 2009, 08:06:58 AM
Best of luck with college this year!  Hope you find a small amount of time to pop in on occasion.   :thumbsup:
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Tomas Neto on September 02, 2009, 06:38:10 PM
Ok, Splime!!! I hope your return soon to the updates on your MD!!!  :thumbsup:
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Bobbi on September 02, 2009, 10:43:04 PM
Oh, a bad news. &mmm I hope you'll return soon. :thumbsup:

Bobbi :thumbsup:
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Luke09 on September 03, 2009, 10:09:02 AM
oh...bad news about it...but its ok we will wait for a future update  ;)
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: Albus of Garaway on September 04, 2009, 07:41:02 AM
Very unfortunate news...hopefully we'll still see you around here. :)

-Jason
Title: Re: Barsalargonia - Update 23 - August 23 2009
Post by: kwakelaar on September 04, 2009, 11:18:14 PM
since I do plan to have a life.. I found this quite funny. And yes of course you are allowed to have a life, I think it is even encouraged.
Again nice work on growing your farms and suburbs.