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Community => Social & Contests => Stories, Screenshots, Videos & Saves => Topic started by: Isaac Eiland-Hall on January 16, 2014, 02:55:40 PM

Title: Pak128 temporary "strip" map story/progress/screenies
Post by: Isaac Eiland-Hall on January 16, 2014, 02:55:40 PM
To be honest, it's been a while since I've put in much Simutrans time. Life happens.


Around the time I lost spare time for Simutrans, the ability to connect elevated ways to non-elevated roads at the same height was relatively new; so I hadn't gotten to play much with it. I started a strip map under pak German 64, whose graphics I adore, but there appear to be no elevated ways, and I wanted to play with them — so now I've got a pak128 map started.


I'm actually going to re-start it, because I want to create a map organically - starting with no cities or industries, and creating them in what feels like organic growth. Basically to create a map that would be ready for transport players to play on it - although I might well set up a company to have some vehicles floating around. I'll evolve the road structure through three, and possibly four, different levels: (maybe dirt roads that connect to every last little thing), Cobblestone as an early city-to-city connector, highways, then freeways.


I plan to have a couple at least metropolises that consist of a large central city with suburbs that are taken in.


But this thread is a sort of preview and introduction to all that, because on my strip map, I was working on a freeway, and I'm just so happy with the abilities that Simutrans has nowadays, I wanted to share the freeway as it runs through a city and splits into a circle around the city as well (a freeway loop - a good example would be I-220 as it loops around the outskirts of Shreveport, Louisiana - and attaches at both ends to I-20 - so through traffic doesn't have to deal as much with local traffic jams)


Anyway, here's some pictures:


(http://ieh.im/age/085.png)


The above is an overview of the city in question. I'd originally built the freeway that goes around the city, with its frontage roads - [size=78%]http://en.wikipedia.org/wiki/Frontage_road (http://en.wikipedia.org/wiki/Frontage_road)[/size] - as walls, then decided to make them frontage roads instead. That has to be done to protect them from the city connecting to the freeway and taking it over.


I forgot that cities would take over roads on different levels, so most of the freeway into the city was taken over - but still, it's hard to see, but I'll do this again: It's a sunken freeway, with a set of exits in the city. I used elevated roads to allow surface streets to connect to each other on top. It needs refinement, but I just love that Simutrans allows this now. :D


Here's one side:


(http://ieh.im/age/086.png)


I love that the signs are all aligned on slopes. :)


(http://ieh.im/age/087.png)


And I exist in this screenshot. :)


So this shows the freeway running through downtown. I think I got all the visible road tiles corrected, but the city took most of them over. There's a set of entrances/exits around city hall.


(http://ieh.im/age/088.png)


And here's the other end. A pretty compact layout, and definitely would be a lot larger before elevated roads. This is, in case it helps the eye, three levels.


And finally, showing a compact intersection between a freeway with frontage roads and a crossing road. Two versions - one compact, and one that's more visually appealing to me, but too large to use in-game (and would be taken over by city tiles anyway):


(http://ieh.im/age/089.png)


Now, the ramps (access to/from freeway) could be closer, but they're usually a bit back in the US. A better example - and the last thing before I destroy this map:


(http://ieh.im/age/090.png)


I'd still like to be able to extend the ramps a bit to make them more realistic, but at least here they *are* ramps, and properly diagonal, not curved. hehe.


Anyway, this is a mini-story to get me started on my next journey, which is to make a nice big map with lots of cities and grow it.
Title: Re: Pak128 temporary "strip" map story/progress/screenies
Post by: kierongreen on January 17, 2014, 07:03:06 AM
Very nice :)
Title: Re: Pak128 temporary "strip" map story/progress/screenies
Post by: Carl on January 17, 2014, 09:58:34 AM
Looking good! :)
Title: Re: Pak128 temporary "strip" map story/progress/screenies
Post by: isidoro on February 23, 2014, 02:01:41 AM
Very nice, Isaac!  I'm following more or less the same path in my new scenario game (organic growth from the beginning following some rules).  Here is a link just in case you want to have a look at it:
http://forum.simutrans.com/index.php?topic=13059.msg132379;topicseen#msg132379 (http://forum.simutrans.com/index.php?topic=13059.msg132379;topicseen#msg132379)