@Lowkee33, smart move to make the end piece a straight. I use network enabled lots to get the strees to end somewhere. (just in case you were wondering, yes, growables can be network enabled too, which has its pros and cons). I've also been thinking about using offset props to create driveways but then again, learning how to bat would be something else all together and I'm afraid I wouldn't get around to actually playing. Which I rarely do anyway since I'm bit of a perfectionist, your advice has been taken into account

@Tarkus, I've sent you a PM some time ago but haven't heard back yet. In short I was wondering if you know the standard procedure to colour correct the wide curves, which JoeST said you would. Also I would like very much to get my hands on an 'empty' SAM range. And in general I've been thinking for some time now about what sam V4 should include (wide curves, all possible diagonal intersections etc.). Really want to discuss this with you or another NAM team member.
@greckman, thanks glad you like it. And it would be awesome indeed if my modest attempt at modding would turn into a proper sam someday

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@noahclem thanks, be sure to keep an eye out.
@Evillions8, not sure if I understand what you mean by a blank base texture. If you're referring to the sidewalks I've used, these can be found in the CP & bsc vol 2 texture packs. Except for the dirt top, that one is from a texture pack found on the internet, free to use, which I have modified. Alas I've had no luck finding it again, so you have to wait for a release, if ever
update
As you can see, all wide curves are completed. Accidentally I've colour corrected some twice, which is why some look so dark. But it's okay since I'm not happy with them just yet, especially the unzoned ones can be improved upon.

It's a maze!

Added dirt tracks into the existing textures, which was somewhat tedious to do. And I can already tell you it must be done again. Because although I had lined up the diagonals and straights, it hadn't cross my mind this would not guarantee the tracks to run parallel with the underlying dirt top. In other words, the tracks do sometime cut corners. Needless to say, this must be corrected.

Head-on collision! This occurs too frequent, must have another look at the T21 patterns.
Still on the wishlist is to add the purple-blue overlays shown in the first post, for medium & high wealth. As for the fences, after Kwakelaars remark about looking like a race track, I came to wonder if two carriages in opposite direction could pass each other. It turns out they can, if only just barely. Now a little voice in the back of my head won't stop nagging, it's too narrow, it's too narrow. .
On a side note, I'm still searching for a region to put all this to the test. What I want is a large region (60x60 km or so) with some riverbeds (either ingame water or for ploppable), a decent mountain range and still enough flatland to develop. Suggestions anyone?
And leaving on a personal note, after prolonged unemployment I've landed a new job two weeks ago now, which is great but it sure takes a huge chunk out of the day

Things are coming along nowhere near as fast as I would like them to. But rest assured I'll keep on going. That's all for now, please leave me a comment and 'till next time, cheers.