Manhattan Terrain

Manhattan Terrain - May 13, 2010 2016-10-05

Wow... pretty incredible terrain. Just downloaded it, turned debug mode on, and panned around town for several minutes. Quite impressive, and with lots of flavor to the neighborhoods and neat touches/resources. Really glad this was on the front page as one of the Civ3 downloads! :hatsoff:
 
You can look at it in gameplay as well, Quintillus; since I didn't mess with the PediaIcons or Civilopedia files, it will play as a regular Conquests game, and it's kinda fun that way too, if you don't mind archers in Central Park.

So the Front page post led to your discovering this? Blue Monkey will be happy to hear that!

Thanks for the kind words, everyone.
 
Let`s say I want to import the map to a different biq. What exactly have you changed ? Which boxes have I to check at least ,to import it successfully ? The map and the terrain settings at least I think ,but what else ?
 
Thanks everyone who voted for this terrain in the May PCX of the Month Club. I'm truly thankful. King Arthur got a credit for it too, which I don't mind a bit considering his contribution to this and all the stuff we do together....

UPDATE: I've updated the Biq and Resources file to make this terrain easier to re-mod. The new resources file has the first 26 (or 25) squares blank - that's where the generic resources normally go - and the squares up to 95 (or 96) are only the resources used on the map. They're in proper order now too, for easier use. The Old larger resources file is now a file called "Resources All" and I left it in there so that a future modder can have some extras to mess with. I'm glad I did that, though - I hadn't realized that the Guggenheim Museum resource was corrupted somehow or that there was a little American Settler in the middle of Central Park. Surprising how little things get by like that.
While I was updating, I added two new resources; the Colgate Clock on the Jersey shore and Cleopatra's Needle in Central Park (which is how I found the settler). I also added the Metropolitan Museum, something I'd meant to do and let slip... If you've already downloaded the map, the files you need to update to get these are the BIQ file, the resources file, and the marsh file.

I did all that because of this question:

Let`s say I want to import the map to a different biq. What exactly have you changed ? Which boxes have I to check at least ,to import it successfully ? The map and the terrain settings at least I think ,but what else ?

I had to think about that; reverse-engineering isn't my strong point. On the map, cities and starting locations (so that the Empire State Building is in the correct place - I swear I'd make a custom interface for the first person who could figure out how to get a full sized Empire State Building on this map any other way, and before you say multi-tile, I tried, and the angles are wrong, but I digress....), and don't forget that in order to have an ESB, only one civ can have "American" culture and that civ should have only one city. That's why there are so many goodies up in that neighborhood; I want the ESB to be a relatively strong city-state so that it stays on the map.

What else? hmmm.... Terrain rules are important here: you should be able to "irrigate" (put lighting on) or "mine" (put fancy lighting on) Streets, but not be able to plant "cities" (hereafter called "Branches", as in branch offices) on them. Besides Streets (plains), Branches should not be allowed on Parkland (desert), lots with Trees (forest) or Large Trees (Jungle), or Marsh. You should be allowed to irrigate or mine everything except Marsh, including trees and Industrial areas (volcanos). Roads should be allowed to be built only on Streets. One caveat: some of the eye candy in Central Park is Dessert Irrigation (that's how it's spelled). I've tried to avoid having the AI mess it up by making irrigation worthless as a parkland terrain improvement; if that doesn't work, disable Parkland irrigation and you'll lose the zoo, MOMA and the Hayden Planetarium, but have a clean park. C'est la vie.

Finally, you'll have to import the Natural Resources rules (I think) in order that they all appear in the right places. You can play with most of these, but some are landmarks (NY Public Library and St Patrick's Cathedral, for instance) so be careful to leave them where they are, else you'll have to figure out later where they all belong! This is what led to all the work I did last night; I'm aware that the resources file was a nightmare for someone trying to integrate this map into another mod, so I've re-written the biq and re-done the resources file in such a way that the first twenty five resource blocks are blank, so that you can use your own mod-specific resources in addition to the ones that are already there. That huge original resources file, which was really only a go-to file I'd had laying around forever, is now in the file named Resources All. Note: even though the resource images have been moved on the resources pcx, some of them are still marked as strategic and luxury resources so that this can be played right out of the box, so to speak. Obviously, a modder might want to change this...

I mucked a little with the Labels and Scripts files, but didn't do a thorough job. Mostly it was little things like changing "airport" to "subway" - that sort of thing.

That's all I can think of; let me know if I've missed anything. Sorry the reply is so lengthy, but I wanted you to know why you might want some feature or another so that you can decide it's value. This terrain is meant, after all, to be modded.

I want to remind the non-modders that even after all the changes I made in this update, you can still load this up and play a game on it "as is", albeit with anachronistic units. I've done some unit-substitution on my personal copy, using, for instance, Virote's Office Worker and Vuldacon's Mike Rush - and his cars!

By the way, this terrain could REALLY use a NYC taxicab, if anyone wants to make one.

Wow! Truly impressive Balthasar! It's amazing the work that must have went into making this!

You ain't whistling "Dixie", buddy. My hobbies seem to be absurdly complex projects and wordy posts. But there's even better stuff to come in the pipeline....
 
I smell a NY mod in the offing... delicious smell coming from the mod-kitchen. What's cooking? :)
 
Cool ,thanks for the update !:goodjob:
Your discribtion will help me a lot.

Some time ago Weasel OP has reuploaded his BfNY for me. Since then I`ve given it a new Unitline but avoided other changes. And this version I`ve mixed with yours. Means my own BfNY unitline on your terrain. It was quite fun playing. Sadly I got trouble with too less cities on the map. Looks like some of them has been placed on non-settleable tiles or so. (You surely know that BfNY use the same overall map).

...will continue modding:D
 
I want to remind the non-modders that even after all the changes I made in this update, you can still load this up and play a game on it "as is", albeit with anachronistic units. I've done some unit-substitution on my personal copy, using, for instance, Virote's Office Worker and Vuldacon's Mike Rush - and his cars!
Glad to see someone else has a use for my Office Workers! :D

By the way, this terrain could REALLY use a NYC taxicab, if anyone wants to make one.

I have a taxi prop I downloaded for IE. Unfortunately, the wheels don't spin and the windows don't come down; I had wanted for the driver to shake his fists out of the window in the attack and victory animations. Although I'm not sure when I'm going to get around to trying to make it again - maybe I'll look for another taxi prop.

Taxi.png


(if you're wondering why it's floating, it's just for while I'm building the model ;))
 
Are you using Poser ? If you do:

For the window, you could do 3 or 4 textures for it : one with the window closed, one with the window open and one or two intermediate. Then, you put one of the function Blender (probably 3 of them in fact) between the diffuse value and textures and you animate them ('Blending') in order to have a transition at the right moment.

At civ-scale, it could work nicely.

Edit:

If there is a modeled interior in your taxi, do the same but not with 4 textures, with 4 transparency-maps.
 
Why yes, I AM bumping a 2 year dormant thread :bump::p

Looking to use some of this terrain in a project of mine. Recently re-DLed it and am playing around with it.

Quick question - have you considered making a city ruins terrain?
 
Check pounder's work some time ago, he did something nice and I posted some opinions… I don't remember much, exams tend to drive everything else from my head.
 
Oh I am quite familiar with his various ruins - those and the ones in the Fallout mod (including a ruins set not used in the mod but was included with it) are in the running here, but I am looking for an actual seamless terrain (not ruins) of destroyed skyscrapers. I could do a cut n' paste job, but I know how tedious terrain work can be, as I at one point worked on a blending of Snoopys and Womoks terrain.
 
Terrain work, tedious? I'd never have imagined it to be so.
 
Why yes, I AM bumping a 2 year dormant thread :bump::p

Quick question - have you considered making a city ruins terrain?

1. yes, I considered it, but it would be difficult to get right, I think...

2. perhaps when I have the time. I still haven't finished the Asian city terrain I promised you a looong time ago.
 
Nice work! regards from Newstylearchitect :)

I'm deeply honored. Thank you, Rob. I was hoping that, if I mentioned your username, you might google it someday and see this. And thank you for making so many of the buildings I used!

And if you haven't seen it yet, also check out the Super Scenario, linked in my signature below. The base of that one is a Gotham City map by Christopher Nolan, heavily modified for gameplay.

And if you happen to have any building images that you'd be willing to share, I would be very interested, as they are harder to find now that the Building Architects Exchange site has been closed. Whatever happened? How did Freeland fall?

We're determined that that won't happen here. This forum has been here for 11 years, 5 months, and is still attracting new members.

My friends here should know that Newstylearchitect is a legend in the Simcity modding community.
A very few examples of his work can be seen here and here.
 
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