Cities: Skylines - Paradox Interactive Makes A SimCity

Here is a collection of all the maps I have made so far, if anyone is interested. They are meant to be like the vanilla maps, although they have ended up slightly more watery due to tendency to go overboard with rivers.

Morwenna Estuary
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Caradoc Sound
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Buthek Delta
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At this point I think I may be enjoying the map editor more than the base game! There is something oddly fun about plopping water sources and trying to turn them into rivers.
 
Yes. Yes, there is.
 
Santa Xwedodah finally passed the 100k mark, and I've unlocked all 9 tiles! The city has grown so big that I barely even pay attention to the original starting area anymore, and I basically have several secondary downtowns in addition to my main downtown, the Kaiki Business District - and some of those secondary downtowns actually look bigger and taller. In fact after ~80k citizens my performance seems to have taken a bit of a hit, occasionally my fps drops to ~15-20, though it generally stays around 30-40 (contrast that with the ~50-60 fps when I started building this city). It's crazy comparing this to my earlier screenshots when my city was only 5k - at that time I thought the city already seemed to big, but maybe this is jsut an effect of SimCity 2013's tiny map sizes.

I am also really starting to enjoy following random cars and "driving" around town in camera mode - I really get a feel for how big the city is and how lively the game is (and it's also a nice way to locate issues you might not notice). Today I think I got 400+ screenshots while driving around.

All 9 tiles and districts:
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Kind of hard to see, but on the left hand side you can see a crowd people running from a metro station to a bus stop.
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Apparently cars go much slower on dirt roads, just like in real life. I think that's a pretty sweet little detail
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Mosque building I downloaded off steam earlier today, I think it's pretty nice
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Driving into the University area. Also, the jagged edges/lack of AA is kinda starting to bother me now.
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And, to end like usual, a view of the entire city; this time from the highest point within city limits, near the Temple of Xwedodah
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I think I'm going to try one of the first person camera mods tomorrow and spam you guys with more useless screenshots.


I haven't got that far in any of my cities as I'm a serial restarter!

I'm one too. :/ I think I tried ~20 different maps before I settled on my current one.

One of my main wishes for the improvement of this game would be if the workshop was easier to sort through as lots of the buildings are just recoloured ones from in game and not new models.

Check out some of the steam workshop collections, if you don't know what they are they're basically just lists people make of workshop items. They don't have everything, but if you look for the right ones they can filter out a lot of the stuff you don't need or care about - for instance there are a few collections that only have custom made assets in them.

Here is a collection of all the maps I have made so far, if anyone is interested. They are meant to be like the vanilla maps, although they have ended up slightly more watery due to tendency to go overboard with rivers.

You made the Kernow estuary, right? Is your new estuary map an improved version of that one? I actually liked the Kernow map, anyways. I didn't use it at the end of the day because the starting position wasn't one I felt suited my desires at the time (wanted something flatter) but whatever. I'm trying to get the hang of the maps myself, the water stuff still kind of confuses me.
 
I can't seem to take more than one low-quality screenshot by pressing F12...for some reason it is being saved as "Screenshot.png" at the main game folder... :-( I do have Steam overlay enabled...
 
I can't seem to take more than one low-quality screenshot by pressing F12...for some reason it is being saved as "Screenshot.png" at the main game folder... :-( I do have Steam overlay enabled...

Huh, that's weird. Check your screenshot settings in your steam settings (if you dunno where that is in the steam program at the upper left click on steam, then in the drop down menu go to settings). Should look something like this:

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There might also be some other settings for CS in-game that I'm unaware of, or one of your mods might be doing something.
 
I dunno how you people who try recreating real world cities manage it, it'd be way too much OCD for me trying to get everything exact. :lol:
 
Oh that's not very exact actually, except for the main highway, a part of the second highway, downtown, some of the main roads, and the map, river layout, etc.

It's basically what London would be like if I got to design it from scratch, existing highways and raillines in place.

That is a cool looking city.

Thanks, it's taking a while to build. It's much nicer than the real city.. but then again my town has got a lot of walkways and greenspace.
 
My city: Aachen. Population: 13K.

Overall view of the city. Oil Paradise, a oil industry district with Glade Park to the west. Started the city from the east with Applegate District and Manor Heights. Industry Drive was a farming district, but slowly became generic industry, as people became more educated. Birdsong Square is the most populated district and enjoys the most amenities.
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I built the highways after much of the city, so as you can see, it's a bit of a mess:
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I need to fine-tune the highway system, traffic jams are a headache for the citizens of Aachen...
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Football is the favorite sport in town. Citizens of Glade Park enjoy playing while not at work...
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Another look at the chaotic traffic situation in Oil Paradise...
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Large buildings are starting to appear in this growing town.
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The first one sounds like a legit part of a patch. It's really, really frustrating trying to get a metro line across a river and it ends up looking like a bunch of spaghetti.


My city: Aachen. Population: 13K.

Overall view of the city. Oil Paradise, a oil industry district with Glade Park to the west. Started the city from the east with Applegate District and Manor Heights. Industry Drive was a farming district, but slowly became generic industry, as people became more educated. Birdsong Square is the most populated district and enjoys the most amenities.

What map is that?

Anyways, concerning your traffic situation, if you're already having traffic issues at ~13k people you might have to rearrange things a bit. I think your main problem is that you have only one major dedicated route, the highway, that suddenly kind of just stops and immediately goes into the oil zone. So a possible solution might be you'll have to bulldoze and rennovate the area so the highway is kept mainly separate from the industry, and have several exits that lead into that highway, rather than have it directly connected into the main road. That way, 1) the majority of traffic doesn't have to stop at the same traffic light for the most part; 2) you spread out the trucks.

Basically something like the following:

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A and C would be the exits for industry (though you can have more, of course, as needed), while B would be for the other non-industrial stuff for Glad Park to take some of that load off.

Granted, I don't know how well this is gonna work per se, but I think at the least it should alleviate the flow of traffic from that one light stop. Generally speaking it's a good idea to have your main, big roads have as few stops as possible and to not end them so abruptly unless you're sure thre isn't going to be a lot of traffic.



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Anyways, now for my spam - first person camera is awesome. I get lost in my cities sometimes and have no idea WTH I am. City growth has been slowing down significantly because I'm starting to run out of space, but that's cool, I'm at ~110k people and virtually no traffic problems, I'm actually surprised my city runs relatively smoothly even though it's my first real one. Guess the advice I read about elsewhere online about road and transportation design worked.

Anyways, screenshot spam:

Driving into one of the secondary downtown areas that consists of the Las Bragas, Santa Nadecoa, and Rancho de Santa Gajara districts
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A little cafe and gas station near one of the harbors and the El Nazim Lighthouse
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The El Nazim Lighthouse, which is not near my Cloud District, actually
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University of Santa Xwedodah, first person view, of the university center/administrative building and the statue of Clavicus Vile some important person
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Wayshrine from my previous screenshots. Even though its surroundings have changed drastically over the years, it has remained the same as always.
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Mosque for Kebabs in my Rancho de Santa Gajara district. There's another mosque in the Mound View district, though I'll probably separate it into its own district soon
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Picnic tables far from the main city in the more rural areas
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Buddha statue standing at the entrance of the land belonging to the Araragi Temple of Xwedodah
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View of most of the city from Stonehenge. The Temple of Xwedodah is in the foreground.
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And, finally, entire city and all districts. Other than the areas in the north which I want to leave as semi-rural, I don't have many options to expand left, other than the south, which will be where I'm focusing on next.
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You made the Kernow estuary, right? Is your new estuary map an improved version of that one? I actually liked the Kernow map, anyways. I didn't use it at the end of the day because the starting position wasn't one I felt suited my desires at the time (wanted something flatter) but whatever. I'm trying to get the hang of the maps myself, the water stuff still kind of confuses me.

It's the same map: I just renamed it. My top tip for water on maps is to just set river beds to sea level. Trying to create realistic slopes for rivers usually ends up making them extremely turbulent.
 
There's not a map "generator" (I assume you mean a random map creator?) but there is an in-game map editing tool with all the terraforming stuff you're used to from SC that you can use to create maps.
 
Ok, thanks. Too bad though, I'd like rolling the dice (ok, maybe 10-20 times) and see what I could make of it.
 
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