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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 03:39 AM
Subject:
Re:Alpha City - Cyberpunk World (update page 2)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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Ok, so I figure I should post an update before my midterms begin and I don't have much time to work on my world again  . Most of the buildings in this update are far from finished, even the shell, but it's just how I work.
Alpha City International Airport (no visitors allowed)
Unfinished shell, will simply be a "filler" building with no real function.
Compass Lofts
In the artist district, and heavily inspired by the Crane Towers in Cologne, Germany.
Converted warehouse for a criminal gang, in the industrial district.
The area around the studio. On the left is a filler behind the dance club. The studio will have functional sets for those who like to make stories (such as the interior of a train).
The slum, in an abandonned construction site. The concrete shell will be a shantytown, while construction trailers will be used as shacks.
Cleanesque Laundry Ltd.
Laundromat in the eco section of the city.
New Wave Community Pool
Highly unfinished shell, with a CFE "glass" roof. It's between the eco district and the downtown.
The as of yet unnamed and far from finished art gallery.
Updated luxury condo area, with a couple of new penthouses.
Black on White
The house that's the closest to being completed, which isn't really saying much, considering it's an unfinished shell.
One of the mansions, essentially a scaled down version of Kaffarov's Villa, from Battlefield 3.
Plasma Tower
The highest residence in the city, even higher than the mansions in the hills.
Alpha City Knowledge Centre
The library, I will most likely change the windows to double width ones, to reduce the number of objects on the lot.
Nautilus Hotel & Club
The poolside club, with a glass pool overlooking the city and the ocean.
Another of the penthouses, although this one is in the downtown core.
The vampire lounge. The architecture/design will be very modern, but the fixtures and furnishings will be gothic/baroque.
Chinatown, which is far from completed. The academy and Chinese garden will be here, as well as a hangout set up as an arcade.
Diesel Stop Sports Bar
A Fast Lane/car themed sports bar, between the downtown and old downtown.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 04:15 AM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Quailhogs
Joined: 06/11/09 12:49 AM
Messages: 713
Location:Classified, NY
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This is a pretty fascinating world you have here. You are using the game's objects and tools in a very innovative way; I especially like the signs made from the simple wall paints.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 07:09 AM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Lennon777
Joined: 09/20/09 06:59 AM
Messages: 768
Location:I'm just learning how to smile-that's not easy to do...
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Nice update-I'm really looking forward to this thing coming out!
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"It's written amazingly well... but if you don't take out the part that says, "I don't care if you kill L", I'll die." -L Lawliet
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 09:26 AM
Subject:
Alpha City - Cyberpunk World (update page 2)
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tjstreak
Joined: 07/19/09 11:43 AM
Messages: 702
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artsyfrankie wrote:Wow, 170? Is that over the standard limit? I had heard that there was a standard limit for lots, but I was not sure. Nevertheless, I can't wait for the beta!
Actually, I don't think there is any official limit on the number of lots. The problem is with more lots, the probability of increasing lag also increases. This is particularly true where there are a lot of custom content lots, as in in this world.
It's usually the custom content lots, rather than custom content objects that creates lag in a world. The main culprits tend to be things like using the move object cheat, placing rabbitholes inside buildings and not being careful about the routing on the lots. These things can really bork a game. Another suspect is use of things like the CFE cheat.
With 170 lots, and particularly lots which make use many building tricks, there is a high probability of problems which will make the world unplayable.
If you really want the world to be cc free and avoid the problems of cc, you really should eliminate the cc lots, and stick to using the premade EA lots.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 12:59 PM
Subject:
Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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simsample
Joined: 06/05/09 10:23 AM
Messages: 947
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That's the first time I've seen tjstreak urge someone to not use CC!
Wow steph_444444 , those are some impressive looking buildings! I particularly love the Plasma Tower!
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 02:56 PM
Subject:
Alpha City - Cyberpunk World (update page 2)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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tjstreak wrote:
artsyfrankie wrote:Wow, 170? Is that over the standard limit? I had heard that there was a standard limit for lots, but I was not sure. Nevertheless, I can't wait for the beta!
Actually, I don't think there is any official limit on the number of lots. The problem is with more lots, the probability of increasing lag also increases. This is particularly true where there are a lot of custom content lots, as in in this world.
It's usually the custom content lots, rather than custom content objects that creates lag in a world. The main culprits tend to be things like using the move object cheat, placing rabbitholes inside buildings and not being careful about the routing on the lots. These things can really bork a game. Another suspect is use of things like the CFE cheat.
With 170 lots, and particularly lots which make use many building tricks, there is a high probability of problems which will make the world unplayable.
If you really want the world to be cc free and avoid the problems of cc, you really should eliminate the cc lots, and stick to using the premade EA lots.
There is no CC used in any way, and all the lots are made by me. With premade EA lots, the world would not be the same at all. I plan on not having "clutter" in my builds to make sure there isn't too much to load. That's also the reason most of the lots will be pretty simple, and some places have empty shells as filler buildings. The filler buildings add to the atmosphere without being nearly as intensive as playable buildings. I also plan on leaving quite a few empty lots, so there might be 130-140 built lots, maybe a bit less. As for the routing, that will be seen in the testing, and lots will be modified if there's issues with that.
This message was edited 1 time. Last update was at 02/09/12 02:57 PM
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 03:46 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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fido091
Joined: 07/13/09 06:46 AM
Messages: 96
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Hi! I totally got blown of my chair when I saw this world. This is like the sort of city I've been dreaming of eversince LN! Your houses are amazing and i think that the higher buildings are really (really) well done! Well, the thing I wondered about was if you will put Showtime-lots/venues in this world? That would be great! Ofcourse I'll be following this thread, and good luck with your work! And school ofcourse..  Bye!
This message was edited 1 time. Last update was at 02/09/12 03:46 PM
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 05:56 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Panther00567
Joined: 06/03/09 05:33 PM
Messages: 2587
Location:Simmamish
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Wow, this looks incredible. Certainly inspires me to make an urban city world, which is something I haven't yet done in CAW.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/09/12 06:23 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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fido091 wrote:Hi! I totally got blown of my chair when I saw this world. This is like the sort of city I've been dreaming of eversince LN! Your houses are amazing and i think that the higher buildings are really (really) well done! Well, the thing I wondered about was if you will put Showtime-lots/venues in this world? That would be great! Ofcourse I'll be following this thread, and good luck with your work! And school ofcourse..  Bye!
Yes, Showtime will be used in this world. I am keeping many large lots in the high density areas empty to accomodate the venues and new commercial lots. The Showtime items will also be integrated into some of the lots that I've already begun.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/10/12 12:38 PM
Subject:
Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Lokendra
Joined: 11/20/10 07:27 AM
Messages: 248
Location:Why do you want to know...?
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Simplicity is the best.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/12/12 04:28 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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Just a small update on progress. I'm doing a lot of work on existing shells, so there isn't really any images. I'm also making a pet store for the city, but since not everyone has the limited edition of Pets, I will upload the pet store to my studio separately, and those who have the limited edition will be able to download it and place it in the world.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/14/12 12:42 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Blizzardian
Joined: 10/24/10 07:34 PM
Messages: 88
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I like it  It looks really cool!
Looking forward to your progress.
One question: You created your own skyscrapers - can you connect the lobby easily with the top dloors by using elevators?  I am currentl trying to build my own skyscrapers but I might be kinda too stupid.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/14/12 07:16 PM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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Blizzardian wrote:I like it  It looks really cool!
Looking forward to your progress.
One question: You created your own skyscrapers - can you connect the lobby easily with the top dloors by using elevators?  I am currentl trying to build my own skyscrapers but I might be kinda too stupid.
Yes, they connect via elevator. On the floor that's "stretched out" (I put a level skip marker on them), just place the elevator shaft, to connect the elevators from the bottom to the top.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/15/12 12:16 AM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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Dansarah
Joined: 11/23/11 08:17 AM
Messages: 19
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Hey,
i dont really understand, where are you getting these buildings from if they are not custom content, like the sky scraper that is like a double building and connected by a passage, where are they coming from?
Thanks
Dan
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 02/15/12 02:54 AM
Subject:
Re:Alpha City - Cyberpunk World (massive update Feb 8, page 3)
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steph_444444
Joined: 10/27/10 06:55 PM
Messages: 1751
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Dansarah wrote:Hey,
i dont really understand, where are you getting these buildings from if they are not custom content, like the sky scraper that is like a double building and connected by a passage, where are they coming from?
Thanks
Dan
The "custom" skyscrapers (not from Late Night) are built using the cheat "constrainfloorelevation false" to adjust the wall height, giving the appearance of a skyscraper. I don't have a tutorial, as I figured it out myself after seeing a few pictures of some, but I'm sure you could find one somewhere, if you want to build your own.
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