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Show us your...Intersections

Started by sanantonio, January 23, 2007, 05:17:32 PM

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Haljackey

It took a while, but I finally made a full basketweave interchange with RHW 5.0.

The new components help make it more realistic, that's for sure!  ()stsfd()

I made two mosaics to show it. Click them both for full size.

Zoom out:



Zoom in:

apeguy

Excellent! That's the finest basketweave I've ever seen, and it's quite compact, perfect for downtown areas. You truly are the king of interchanges Hal. :thumbsup: :thumbsup:

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art128

Here is one of my latest interchange.

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io_bg

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j-dub

#3185
Wow, meme pictures responses on this forum seem to be common now a days.

Even though my pictures is also not as relevant, I felt it some what, based on it's content:


Bigger, better shot at http://www.flickr.com/photos/77107301@N08/7475335982/sizes/h/in/photostream/



Full 1600 resolution at http://www.flickr.com/photos/77107301@N08/7475299792/sizes/h/in/photostream/

DJSun1981

Rest - Area by day and night:

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Twyla

Quote from: Haljackey on May 26, 2012, 10:06:09 PMOh I agree. I personally despise frontage roads, but this is how their interchanges are set up. I saw it as a challenge to create a concept for it in SC4.
Personally, I'm rather fond of them - they function much like C/Ds but also allow RCI access.

MandelSoft

A modest one of mine that turned out pretty nice, or at least the slopes are smoothen out quite well in multiple directions...





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Haljackey

Mandelsoft: The junction looks fantastic! The smooth slopes really add to it!

The only thing I would suggest is to move the loops a tile or two back so you fit in a RHW-6 type D piece (I think that's what it's called now.. still used to calling it 4-C) before the overpass. That way you would only need a RHW-6 overpass, not RHW-4 and MIS ones.




I am dealing with capacity issues on the only DDI I have built outside of guide/testing purposes. I have widened the ramps to two lanes (RHW-4 instead of MIS) to help entering/exiting traffic, but that has reduced the amount of lanes I can have pass under it.

Click the images for full size!




Now, check out a history of the interchange!

The original interchange only had one DDI piece as it was only 3-way.


But a lack of north/south connections pushed me to develop the hilly side of the RHW. The junction was converted to a full DDI to push the avenue south.


Originally I wanted to keep the area relatively undeveloped, but high demand pushed me to prepare the area for growth.


Nearby road network complete. Development progresses.


RHW is widened from 4 to 8 lanes to increase capacity. However, there are capacity issues on the ramps themselves.


The most recent reconstruction.


The RHW below was reduced to 6 lanes for two reasons.
-Most traffic enters or exits at this interchange rather than pass through it.
-No RHW-8 and RHW-4 splitter exists. That would create a RHW-12, which does not exist. Reducing the RHW-8 to a RHW-6 allows RHW-6 and RHW-4 splitters to be used, which creates a RHW-10 at each side.


It helps to take lots of screenshots and store em somewhere. They're great to show history/progression. You never know when you'll need them!

MandelSoft

Quote from: Haljackey on July 08, 2012, 08:25:46 PM
The only thing I would suggest is to move the loops a tile or two back so you fit in a RHW-6 type D piece (I think that's what it's called now.. still used to calling it 4-C) before the overpass. That way you would only need a RHW-6 overpass, not RHW-4 and MIS ones.
But it was exactly my intention to build this interchange like this, so I could use the cosmetic pieces all the way...
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Wiimeiser

Quote from: MandelSoft on July 09, 2012, 01:20:15 AM
Quote from: Haljackey on July 08, 2012, 08:25:46 PM
The only thing I would suggest is to move the loops a tile or two back so you fit in a RHW-6 type D piece (I think that's what it's called now.. still used to calling it 4-C) before the overpass. That way you would only need a RHW-6 overpass, not RHW-4 and MIS ones.
But it was exactly my intention to build this interchange like this, so I could use the cosmetic pieces all the way...
There's no reason not to make elevated CPs once P57 is finished.
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Quote from: Wiimeiser on July 09, 2012, 05:28:01 AM
There's no reason not to make elevated CPs once P57 is finished.

Except for the part that CP Dev is already P57, and that would multiply the number of CPs by a factor of 3 when there's already 200+ planned.

Tabbing through 500+ puzzle pieces, let alone making them all? Sounds like a nightmare to me...
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MandelSoft

#3193
True that. I'm already having trouble with converting the current 192 (for the record: I had no less than 414 planned at first), let alone making another adittional 400-500. That would make everyone's head go dizzy
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Haljackey

Quote from: MandelSoft on July 09, 2012, 01:20:15 AM
Quote from: Haljackey on July 08, 2012, 08:25:46 PM
The only thing I would suggest is to move the loops a tile or two back so you fit in a RHW-6 type D piece (I think that's what it's called now.. still used to calling it 4-C) before the overpass. That way you would only need a RHW-6 overpass, not RHW-4 and MIS ones.
But it was exactly my intention to build this interchange like this, so I could use the cosmetic pieces all the way...

You and your cosmetic pieces $%Grinno$%

I guess we all have our building styles. For me it's functionality first (getting the interchange to look right), then apply cosmetic pieces where I can.

Ryan B.

A while ago, I had posted a picture of a three-level cloverstack interchange using blahdy's Big Dig pieces.  I had an opportunity to smooth that out & extrapolate a bit today:



Thoughts / opinions?

mike3775


This is what I call a clusterf*** interchange because when I originally built the highway system, it started out as a T interchange between two RHW-10's, where the first N/S RHW-10 ended with the E/W RHW-10, but I observed that the sims maxed out both of those highways(the main High Density commercial district is the next city tile to the north)and many sims would take the RHW-10 that ended north then drive all the way across the TLA-7 in the Commercial city to the edge of that city and vice versa, so I built the bypass highway thats the farthest south first as a RHW-4 and had it end where the stadiums and development was, but that became blood red almost immediately, so I upgraded it to a RHW-6S, then 8S and then I decided to connect it to the interchange, and I really didn't want to bulldoze the stadiums and development, so I managed to come up with this clusterf*** interchange to connect all 3 highways together.

io_bg

#3197
After a long-ish break from SC4, I decided to start a new project. It's about developing a previously uninhabited island in my region. It'll be linked to the mainland by ferries, a motorway and rail bridges (at its western end which is not visible here). The main thoroughfares are a dual-carriage road without level crossings and a (mostly single-track) rail line.



This is the easternmost intersection before this motorway-like road ends in a town



A parclo, I had to use RHW-4 here because there are currently no diagonal avenue - MIS ramps. I still haven't put the FLUPs pieces under the RHW-4 in case you're wondering ;D.



There's currently one more intersection between these two which is a simple roundabout one.
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Haljackey


Flatron


A small interchange from an MP I'm enrolled to at the moment. Hope you like it. :)