Open originalfoo opened 9 years ago
We don't have cobblestone roads yet because I didn't have time. I started fiddling with them a while ago and got promising results but then bugs got in the way and then the customizer tool. I want to go back to working on it soon.
Some others found via wikipedia:
very ornate: http://en.wikipedia.org/wiki/File:Elizabeth_Street_Mall_Hobart.jpg
ornate avenue: http://en.wikipedia.org/wiki/File:Eje_ambiental,_Bogot%C3%A1,_Colombia.jpg
CBD style: http://en.wikipedia.org/wiki/File:Buenos_Aires_-_Retiro_-_Calle_Florida.jpg
Somewhat more urbanised: http://en.wikipedia.org/wiki/File:SparksStreetatBank.jpg
Cobblestone would certainly be a big hit with Europe biome maps: http://previews.123rf.com/images/miklav/miklav0905/miklav090500004/4803870-Bicycle-leaned-to-a-wall-of-brick-medieval-house-cobblestone-pavement-Stock-Photo.jpg
Cold war style (useful around statist buildings): http://upload.wikimedia.org/wikipedia/commons/e/e6/Iron_pavement_Kronstadt.JPG
Interesting pavement design: http://gardnerconstructionenterprises.com/images/pavement-marking-3.jpg
Just brain dumping while having dinner...
Road composition elements:
Example: Metal fence border, cone border:
Example: walled decoration - could allow segment routing between pavement and lanes to cause gaps in wall
Extending the idea mentioned earlier about using a median to split off lanes, there could also be a concept of a "get in lane" lane... Select a lane segment and the selection follows the direction of that lane to the next junction, and then the road is adapted accordingly to customise the lane running up to the junction (eg. road and lane markings, and near the intersection a median to taper the lane from main road). The UI could potentially determine suitable locations where the feature could be used and highlight them so users could simply click to toggle the road tapering.
This is all very pretty but it would take months to do anything even remotely close to this.
Ah, so this is the NAM in SC4 that people keep telling me about:
https://www.youtube.com/watch?v=8YlR2nSB-ZU
Much too flexible me thinks, UI seems very cumbersome.
The flexibility of the NAM is great, it allows you to design each intersection, which is pretty much RL. And the UI is bad because in SC4 the UI was not moddable (well you could change the look of it and moves things around a bit but not add new menus)
Also it might be nice to have transparent roads, so you can say have buses going on plazas.
Not sure about transparent roads - would be better to just have some nice plaza-like road texture options IMHO.
Another idea from Reddit - ability to avoid creating a full intersection when a side road is added: http://imgur.com/a/K1Xgb – http://www.reddit.com/r/CitiesSkylines/comments/387qvj/one_way_roads_that_dont_create_intersections_on_2/
Well transparent roads would allow you to go through parks
A hedge tool that you can plop like you do a path. Varying hedge height using pgup/pgdn. Same idea would be cool with fences, treelines, etc...
http://www.reddit.com/r/CitiesSkylinesModding/comments/383tlq/june_2015_mod_requests/cru5kl3
Not really related to T++ but just keeping track here as I'm continually losing these links:
Modular underground: https://forum.paradoxplaza.com/forum/index.php?threads/proposal-for-an-advanced-metro-system.853665/
The modular underground is definitely possible,and related to T++, all it needs is adding the underground pedestrian paths and adding the metro station track to the game menu. Both of which already exist but are not shown in the menus. Also there is the problem that underground pedestrian paths are invisible even in underground view, and they can't be bulldozed, also they don't directly connect to the metro station track, you just have to place it next to it and the pedestrians will still be able to use it:
If we venture in to rail track customisation territory...
High speed rail:
Cheap local rail ( non-electric - see #46 ):
source: http://community.simtropolis.com/topic/66783-ragnvald-update-162-ragndocks-docks-update-3/ (site currently offline)
(custom train tracks most likely from the Some Roads mod)
Source: http://community.simtropolis.com/topic/66783-ragnvald-update-16-ragndocks-docks-update/page-3 (site offline currently)
No idea what mod this is, possibly "Some Roads"?
I frikkin found the post I'd been searching for days last week! Hurrah!
Feast thine eyes on this wholesome goodness:
The URL I spent days searching for: https://forum.paradoxplaza.com/forum/index.php?threads/help-with-a-new-asset-or-the-mystery-of-the-disappearance.858222/
max788 via T++ workshop page comments suggested this: a 4-lane avenue variant... median replaced with a busway, and parking next to busway instead of outside lanes:
Some ideas submitted in T++ workshop forum: http://steamcommunity.com/workshop/filedetails/discussion/409184143/594821545177060988/
hya all
also as mentioned by others one could then stipulate that this single road is car free and for emergancy vehicles only (ie pedestrians could use it to walk)
or can you instead make a pedestrian walkway to be used by emergency vehicles and then change the look a bit to look like a (ornamented or cobbled) street.
srr i think i just saw these in the mod network extensions project
thx for your efforts
Try NetworkExtensions. It includes single tile roads
I asked the internets what they thought pedestrian roads should look like, here's some of the better suggestions....
This is my personal favorite (Firshergate, Preston UK), primarily because I think it will link up well with normal roads. Note also the non-zebra pedestrian crossing (would tie in nicely to a T++ implementation of crossings feature as we could use different texture for pedestrian roads).
Note also that it's flat - no curbs to trip people up.
http://news.images.itv.com/image/file/500959/stream_img.jpg
http://www.blogpreston.co.uk/wp-content/uploads/2014/06/fishergate-trees630.jpg
http://ichef.bbci.co.uk/news/660/media/images/69356000/jpg/_69356421_69356416.jpg
This one is a bit more basic, but the lines of bricks either side of the central road serve to break it up in to 3 sections (pedestrian, pedestrian+vehicle, pedestrian) so as not to make it look like a massive slab of concrete...
Similar to above:
Cobble stone, also using strips of brick to split the road in to distinct areas:
Ornate road - sort of thing you might find in CBD, plazas, etc - potential use as zoneable bus lane (restrictions: bus, hearse, trash, emergency-only)?
As for the existing pedestrian road design, best use of it I've seen so far is as a service road in a big airport complex (using lots of custom assets to make the airport seem bigger - eg. additional terminals, fuel storage, etc). So maybe the current pedestrian road texture gets used for a new service road (restrictions: trucks, emergency-only, hearse, trash)