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Author Topic: Tarkusian Cities (Update 104-06/17/2017-Chemeketa Red Line Pt. 5)  (Read 388439 times)

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thundercrack83

Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #20 on: July 01, 2007, 08:41:49 PM »
Looks good, Alex! I love the development you've got going on and the "obligatory curvy road" picture looks great, too! But my favorite one is the mosaic! Great job, my friend! I'll be looking forward to seeing more!

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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #20 on: July 01, 2007, 08:41:49 PM »

Re: Tarkusian Cities (Update 1-7/1/2007)

Offline BigSlark

Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #21 on: July 01, 2007, 10:23:20 PM »
Alex,

Looks great, man! You have lots and lots of space to expand...and do neat projects that involve RHWMIS ( ;) ;)).

I really like the mosaic, I'll have to check that tutorial out.

One thing I do notice, however, is the lack of railroads. I know the Northern Pacific, Great Northern, Spokane, Portland, & Seattle, Union Pacific, and Milwaukee Road all built branches in the region in the late 19th/early 20th century...

Just my two cents.

I can't wait to see your legendary construction projects and more of the high desert landscape.

Cheers,
Kevin

Edit: As soon as I started writing this reply EL&P's "Roundabout" starting playing on the radio. You must've requested it, Alex!  :D
« Last Edit: July 01, 2007, 10:40:37 PM by BigSlark »

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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #21 on: July 01, 2007, 10:23:20 PM »

Re: Tarkusian Cities (Update 1-7/1/2007)

HabLeUrG

Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #22 on: July 01, 2007, 10:31:21 PM »
yeah lot of space for to do, thats an excellent work and very well done  &apls


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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #22 on: July 01, 2007, 10:31:21 PM »

Re: Tarkusian Cities (Update 1-7/1/2007)

Offline Pat

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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #23 on: July 01, 2007, 11:03:55 PM »

Alex wow what a wonderful update and love the ruby tuesdays crash LoL
Dang tourist not looking where they stand LoL see you next update - pat

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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #23 on: July 01, 2007, 11:03:55 PM »

Re: Tarkusian Cities (Update 1-7/1/2007)

Offline Shadow Assassin

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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #24 on: July 02, 2007, 12:29:14 AM »
Looks good. :P

I can see where you're planning on putting one of the Widened Networks (maybe the 6-C?). :P South 11th Avenue. :P There's a 2 tile gap available for something like that. :P
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Re: Tarkusian Cities (Update 1-7/1/2007)
« Reply #24 on: July 02, 2007, 12:29:14 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline Tarkus

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #25 on: July 03, 2007, 03:41:50 AM »
Another update?! :o   I know this goes against my usual style, but here's Update 2.  Well, seen as how I had a mosaic and an obligatory curvy road picture last time, I thought . . . why not combine the two?  Here's an obligatory curvy road mosaic. :D

This is again looking south along Belew Mountain Road, which is located on the eastern edge of the map.  This fairly desolate spot, using the existing road networks, could be reached from Wakeman after about an 8 mile journey. 








Now onto comments:
Ryan (Filasimo):  Thanks for the compliments, and I'm glad to hear you liked the construction shots.  Some additional construction props would definitely be a nice thing . . . I've considered doing it at various times.  It may have to be a project I undertake soon . . .
And we're glad to have you on the NAM. ;)
Joan (Jmouse):  Thanks--I'm happy to hear you liked the mosaic.  You definitely brought up a good point with the irrigation canals.  That's something I've thought about doing, and I know I have SimGoober's canals lying around somewhere on my HD.  Of course, those farms probably won't last too much longer given how quickly Wakeman is growing. ;)  Thanks for the excellent suggestion!
Dustin (thundercrack83):  Thanks for the compliments!  I was rather curious to see how the mosaic came out--that was my first attempt. ;)
Kevin (BigSlark):  Thanks!  Yes, I do have a fair amount of room to expand right around Wakeman.  Of course, that's one of the few flat pieces of land in the area. 

There is a railroad running near Wakeman, but it's about 2 miles away from downtown (it should be on the map from the intro post).  Not sure how realistic that is, though, and given that I usually strive quite hard for realism in my transit networks, and you're quite knowledgeable on railroads, I really appreciate your feedback on that. I will definitely be working some more rail in for future updates. :) 

And as far as using the RHWMIS, you'll be seeing plenty of that soon.  I have some reallywild stuff planned, including some crazy new pieces for the RHWMIS.  They will debut quite soon . . .  ;)

(Actually, Yes did "Roundabout".  But that is rather coincidental timing I must admit.  There's actually some prog rock references laced throughout this MD--the map for instance. ;))

HabLeUrG:  Thanks for the compliments.  You should see more of that space going to (hopefully) interesting uses as the MD progresses.

Pat (patfirefghtr):  Thanks!  Yeah, I was rather amused by that particular crash shot.  I had thought about aligning the construction such that the Ruby Tuesday was in its path just so I could make cheesy puns involving a certain Rolling Stones song.  (You're all probably thankful I didn't.)  But that would have taken out most of the commercial district there on 11th, and I had space on the other side.  We may have to do something about those tourists, though.  ;)

Shadow Assassin: Thanks for the compliments!  As far as South 11th Avenue being updated to some sort of NWM setup, you're exactly right. ;)  You'll see the results of it over the next few updates.  And it's not going to be an RHW-6C, or any other RHW.  But there will be some RHW action soon. ;)

-Alex
« Last Edit: July 03, 2007, 03:57:39 AM by Tarkus »

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #25 on: July 03, 2007, 03:41:50 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline tooheys

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #26 on: July 03, 2007, 04:25:35 AM »
Looks like you have something here to challenge the Pikes Peak hill climb.

Some might think what you have done is a simple process, but taking into account slopes, cross slopes, slope mods
etc, it isn't an easy task to a get a result like you have achieved here.  :thumbsup:

Wakeman looks good with some nice pic's Well done with the mosaic. ;)

Cheers

Dave




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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #26 on: July 03, 2007, 04:25:35 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline dedgren

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #27 on: July 03, 2007, 08:25:48 AM »
Hey Alex- Those brown sparely vegetated hills and winding roads remind me of some drives I've made in eastern Oregon,  You've also shown yourself to have quite the ear when it comes to capturing that "Main Street" western town sensibility.  I've lurked 'til now in your new MD- consider this getting back in the swing of things.

Good luck!


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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #27 on: July 03, 2007, 08:25:48 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline Filasimo

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #28 on: July 03, 2007, 09:24:53 AM »
 ill have to make sure i get a barf bag from driving those winedy roads that will make me go dizzy!  ??? nice road update and yes we do need more construction highway props
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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #28 on: July 03, 2007, 09:24:53 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline flame1396

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #29 on: July 03, 2007, 09:50:50 AM »
For farming try those round farms you see a lot in New Mexico and Arizona. Those look good in game.

(to zone it use the radius of a police or fire station or anything else really)
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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #29 on: July 03, 2007, 09:50:50 AM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline Jmouse

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #30 on: July 03, 2007, 12:20:16 PM »
Another very nice mosaic, Alex. Believe me, I know from experience how much work went into constructing that curvy stretch of road. Just don't plop any pubs along the road or it'll soon be lined with rusty little smashed up Simcars!  :D

Until next time ...
Joan

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #30 on: July 03, 2007, 12:20:16 PM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline jimmymac

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #31 on: July 03, 2007, 12:38:15 PM »
A very nice start I must say, I love the mosaics, having just done my first couple for some upcoming updates I know how tough they can be to begin with, but yours look  very nice, am looking forward to seeing more  :thumbsup:

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #31 on: July 03, 2007, 12:38:15 PM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline beskhu3epnm

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #32 on: July 03, 2007, 08:01:26 PM »
King Alex,

Enjoying the Kinbasket map I see? Had I known it looked so cool with that painted desert mod, I probably would have used that for the upload image when creating the map :-[!!!!!

I know you are the "transportation man" and it really shows with your attention to detail regarding the layout of the town streets. Very realistic.

Keep this thing going!! I know it is hard to find the time...
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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #32 on: July 03, 2007, 08:01:26 PM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline Pat

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #33 on: July 03, 2007, 10:26:51 PM »
ill have to make sure i get a barf bag from driving those winedy roads that will make me go dizzy!  ??? nice road update and yes we do need more construction highway props

Yuppers eaxcltey what Ryan said.... I have a bad case of i wanna puke after trying to make my way
threw Belew Mnt Rd.... Alex this is a fantastic Mosaic - pat

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #33 on: July 03, 2007, 10:26:51 PM »

Re: Tarkusian Cities (Update 2-7/3/2007)

Offline BigSlark

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #34 on: July 03, 2007, 10:45:59 PM »
Alex,

I love the curvy road mosaic. You and David have convinced me to try my hand at the same concept. I'm getting there but damn, that's harder to do than it looks!

And yes, we all thank you for not making the cheesy Rolling Stones joke. Although, in my experience, "Goodbye Ruby Tuesday" wouldn't be that bad of a thing...

I'm looking forward to more once RLS subsides!

And have a happy 4th of July. Apparently in the land that wasn't the Confederacy they make a bigger deal of it. :D :P

Cheers,
Kevin

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #34 on: July 03, 2007, 10:45:59 PM »

Re: Tarkusian Cities (Update 2-7/3/2007)

thundercrack83

Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #35 on: July 04, 2007, 10:47:17 PM »
A great curvy road mosaic from the man who made the curvy roads! I can't wait to see more, my friend. Happy belated 4th!

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Re: Tarkusian Cities (Update 2-7/3/2007)
« Reply #35 on: July 04, 2007, 10:47:17 PM »

Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)

Offline Tarkus

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #36 on: July 05, 2007, 03:20:52 AM »
Hi everyone-

Just thought I'd post a little tutorial about a small discovery I've made with the curve puzzle pieces.  Don't know how useful this will be to too many people, but I thought it was worth sharing.

Basically, I found a way to create a longer S-Curve using the 45-Curve pieces.  (Sorry for the gridlines. :-[)

At any rate, here's what it looked like at the start.


In order for it to look right, you'll need to flatten the ground.  I basically placed Street stubs in the path of where the puzzle pieces will go.


Then, place the first 45-Curve puzzle piece.


And here's the trick.  The way the end stubs are set up on the 45-Curve (thanks to a few minor alterations memo made the RULs, which are included in the NAM), it is actually possible to place two end-to-end.


And . . . voila.  A bigger S-Curve.


I'll have more to update here soon. ;)

Now onto comments:
Dave (tooheys):  Yes, that really is a steep slope. :D   I rather like the idea of a Belew Mountain Hill Climb.  It was a bit difficult to build that road, but I've had to do it so many times with this region that the repetition has helped.  I also figured out a fairly effective "undo" method when I screw up as well, besides just exiting the city tile, which helps. :D  Thanks for the compliments and for stopping by!

David (dedgren):  You got me out of lurking over at 3RR quite some time ago, so I guess it was my turn this time. :D  Thank you very much for the kind words; it means a lot to me to know I'm headed down the right track.  Consider yourself a Tarkusian Cities regular. ;)  And thanks for wishing me good luck.  I'll need it. :D

Ryan (Filasimo):  lol. Barf bag.  That really gave me a chuckle.  :D  I must admit, Belew Mountain Road is pretty darn windy, though. ;)  I'd be more worried about the lack of guardrails myself.  Those are some dangerous curves [linkage].  Thanks for the highly entertaining comment. ;)

flame1396:  Thanks for the suggestion on the farms--I really appreciate it.  You'll probably be seeing some more farms in one of the next few updates. ;)

Joan (Jmouse):  Thanks!  It was rather tricky, but I think it was definitely worth the effort.  At least I hope it was. :D  Don't worry, I'm not putting a pub there.  That would really make a mess.   ::)

jimmymac:  Thanks for the compliments!  I actually figured out a couple of tricks with mosaic making which made things a little easier.  I actually used the in-game camera for it instead of doing the "Print Screen" method on this second mosaic, and it turned out to be way easier.  I'm looking forward to seeing your mosaics in Shaping Invermere Valley. 

beskhu3epnm:  I'm not sure if I'm quite royalty yet, but thanks! :)  I haven't even rolled out the crazy transit modding stuff yet. :D  I must tip my hat to you for bringing this map into existence.  I've really had a blast with it.  Part of the reason I've left myself the option of making it a "multi-region" MD is because there's so many fine maps you NHP guys have made that I can't resist the opportunity to try out another.   :D  I think I may have my groove going now, so I'll do my best to keep it up.  Thanks for the compliments on the street network layout as well.  That's something I really enjoy doing, so I'm always flattered when someone compliments me on it. 

Pat (patfirefghtr):  You too with the barf bag? Perhaps I should BAT a barf bag dispensary station to put at the base of Belew Mountain. :D  I'm glad to hear you like the mosaic as well.

Kevin (BigSlark):  Thanks for the kind words about the mosaic!  You'll get the hang of the curve pieces soon enough, I'm sure. ;)  I've been to Ruby Tuesday twice--there's a few of them here in Oregon.  Personally, I prefer Red Robin, though the Turkey Burgers at Ruby Tuesday's are okay if I remember right.  Perhaps if I need to widen 11th further . . . it is a very busy street. :D

Hope you and everyone else who celebrated the 4th enjoyed the holiday as well.  I didn't really get the day off, so it was kind of weird.  ::)

Dustin (thundercrack83):  Thanks for the compliments!  I do have to give quite a bit of credit to David (dedgren) and memo as well, though. ;)  There will be more very soon, and I may even have some stuff to satisfy your map cravings with the next update or two. ;)  Some things have changed.  Happy belated 4th as well! :)

-Alex






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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #36 on: July 05, 2007, 03:20:52 AM »

Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)

Offline Pat

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #37 on: July 05, 2007, 11:37:10 AM »

LoL it was just that day when i viewed it... my tummie was woosie as is and wow LoL...
thank you for the tut and btw where are the curve pieces LoL - pat

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #37 on: July 05, 2007, 11:37:10 AM »

Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)

Offline jplumbley

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #38 on: July 05, 2007, 11:44:02 AM »
Ugh... Alex.  You're work is always so great.  Im glad to be following in your coattails and learning from you.  Hurry up and teach me puzzle pieces LOL.  Then I can get a prototype for SAM working.  I think its time you an I had another pow-wow session.  Last time we got Lakeyboy's Slip Lanes working.

I love the map your using!  It is a perfect map to show examples of what those Curves can do!!
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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #38 on: July 05, 2007, 11:44:02 AM »

Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)

Offline Jmouse

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #39 on: July 05, 2007, 11:59:51 AM »
Love the S-curve, Alex, and thanks for the tut. The curved RR puzzle pieces disappear on any kind of slope, so it's good to know the roads remain visible.
Mmmm, suppose there's a chance you would reveal your little "undo" trick?

Until next time ...
Joan

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Re: Tarkusian Cities (Update 3-7/5/2007--Wide S-Curve Tutorial)
« Reply #39 on: July 05, 2007, 11:59:51 AM »

 


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