View Full Version : Grimschurch - Design Document and Feedback
kiwi_tea
25th Feb 2012, 01:05 PM
Design Document:
Grimschurch
http://img.photobucket.com/albums/v54/walruskeeper/ConceptColourMed.jpg
Theme: A gothic city evoking film noir and classic detective stories. Think, in particular, of The Third Man, A Touch of Evil, and The Maltese Falcon. Also an element of classic gangster films, like the original Scarface. All these brought into modernity. Muted tones – a sense of greyness – and orange orchards on the outskirts a la Chinatown. Think also: The Big Sleep. Double Indemnity. Set definitely in the Sims universe, within SimNation, so quirky and upbeat despite what it is depicting.
Resources:
Required Expansions: WA, HELS, AMB, FL, LN, GEN, PETS, SHT, SEA
Store Content: Riverview, Lucky Palms (gold), Regency Arcade venue
Optional Store Content: Monte Vista & Venue (some flowers + the premium content on some seasonal lots)).
Custom Content:
CC already used
- Matrix54 patterns (found in this thread).
- Cornices by Awesims (http://awesims.sixty-ten.net/2010/12/10/miscellaneous-bits-for-the-sims-3/)
- Jynx's Rabbit Hole Doors (not rugs) (http://customsims3.com/forums/thread-53.html)
- Sign of the Times set by b5Studio (http://www.b-5studio.com/2012/06/sign-of-times.html)
- Distant terrain object by i_saw_drones (comes in world zip file).
CC permitted if needed
- Three New Pushable Tomb Objects by Alopex (http://modthesims.info/d/426303)
CC theoretically being made, but in some cases we can't depend on that happening
- Fences
Technical Challenges: Particularly, the distant terrain. Getting the palette right, a stylish pastel & grey-green world. Getting consistent flora and realistic hills (one of the major failings of Riverblossom Hills). Building convincing apartments when my furnishing skills are so limited – perhaps I will need collaborators? I might ultimately need someone to mesh and texture the DT for me. Optimising the flora layer, and having a carefully planned economy of flora-per-chunk! (Almost) no overloading this time!
Concepts:
Physical Description: Grimschurch is set on the flood plains of a river, near the river's mouth. It has a major highway passing through it, connecting to other coastal cities, and also inland. Outside the city there are large farm estates, mostly owned by the local elite – horsebreeders, and crumbling historic mansions surrounded by farms. There are also small rented rural homes where farm workers reside with their families. The city itself mixes skyscrapers with gothic, historic, haunting parks – a sense of gargoyles prevades. A grey and quaint beach, and a large port area nearby. A river slices through the scene, with the city on one side, and farming land on the other. Around the edges are coastline and rolling hills (eventually a distant terrain object). Buildings tend towards art deco in the wealthier areas, and pragmatic (corrugated iron, etc) in the poorer areas. Weatherboarded villas and brick mansions in the farming areas. The flood plains are mostly clay, the river beds are silted, and the city is cobbled and concrete. Bars are sultry, and slightly sacrilegious. Slightly antiquated technology – a sense of being left in the past.
Climate: Grey, without being especially foggy. Slightly damp and cold winters, but never snows. A sense that things might rot if not maintained. No dramatic sunsets, but perhaps significant, milky sunrises. Rain, if there is a weather expansion.
History: Founded as a fishing town, Grimschurch extended inland as its population grew and it became a major port. A significant trafficking trade grew with prohibition (or the Simlish version, whatever that would be, a ban on nectar). Land on the plains was sought after and seized by the wealthy, and has remained mostly in those families estates. The city has grown mostly inland, with a brief and mostly failed attempt to create a tourist industry around the beach, not appropriate to the town's climate. In its hey-day there were churches active in Grimschurch, but they have been converted into music venues. A sense of lots of things concealed, of being “haunted by history”.
Inhabitants: A large part African American, many jazz artists, and several hip-hop artists, all with a Parisian influence. A small Asian community thriving in a Chinatown district that evokes Shang Simla in its interiors. Plenty of femme fatales, and a number of characters in the Private Eye active career, dressed like gumshoes. Trenchcoats on the men. Gloves on women. Hats on both genders.
Motifs: Given the name, the Grim Reaper should feature. Art deco and jazz styles.
Design Decisions FAQ
This is just a section where I discuss my design decisions, to sort of make sure I have a broadly justified reason for them. Feel free to ask questions about the project.
(Q) Why not make a fully-fledged period-themed world based on the 1930s?
(A) I'd try making a period-themed world, but it's just not worth the trouble. EA has made it so that it won't operate with any integrity. Who really wants a 20s or 30s or medieval-themed world that EA then immediately populates with modern taxis and Sims in lycra? If they'd given us some control over the demographics of our worlds, I'd have given it a shot.
(Q) Why is it so important that you have a distant terrain?
(A) It's a little bit about pushing boundaries - my own in terms of meshing, and pushing the current limits of world building more generally - but it's also that I'm tired of EA forcing me to make islands. There is really only so much you can do with an island. I want a sense of neighbouring towns, of a place that is less isolated and that could be bigger and more urban than an island could realistically be.
kiwi_tea
25th Feb 2012, 01:05 PM
Layout
Central already laid. Sketches needed: Farm estates & port district.
Centre:
The city centre has the greatest density of lots in the world, and is therefore probably going to present the greatest performance issues for those with lower end computers. I should bear that in mind as I build it, and consider mitigating that somehow if possible.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-81.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-69.jpg
Ports & Shoreline:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-68.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-82.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-78.jpg
Estates:
kiwi_tea
25th Feb 2012, 01:05 PM
Focal Points
http://img.photobucket.com/albums/v54/walruskeeper/GraveschurchRoad.jpg
The road to the rubbish tip. Leading right off of the city's main drag, this road winds over sculpted hills and cuts into their clay. Crows, tussocks, and dead trees, ending in a view over the river as it meets the distant terrain. Also, passes radio towers and hillside lake. Particular emphasis on the clay walls in the terrain painting.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-86.jpg
River bends. The kind of muddy river that bodies might turn up in. Not through the city, but beside it - discreet. Grey and silt-filled, with silt visible at river bends, either eroded out of the corners, or forming bars in the water.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-98.jpg
Town centre. Three 64x64 lots make up the central area, one with the town hall, a big park in the centre, which leads finally into a large graveyard. Girt on all sides by cosmopolitan buildings and shops.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-75.jpg
Hillside lake. Not accessible, purely aesthetic, this lake on the hillside should draw the eye out from the suburban area beneath it with careful terrain sculpting and painting.
Reference Images
http://img.photobucket.com/albums/v54/walruskeeper/GrimschurchGeneralReference.jpg
http://img.photobucket.com/albums/v54/walruskeeper/GrimschurchInhabitantReference.jpg
kiwi_tea
25th Feb 2012, 01:05 PM
Reserved - Inhabitants Design
kiwi_tea
25th Feb 2012, 01:16 PM
Reserved - Distant Terrain Design
Examples of where the DT will need to connect:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-76.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-79.jpg
Gincgo
25th Feb 2012, 01:21 PM
I like all the things I have seen on the pictures. Could you post a screenshot with the whole city in birds-eye-view without fog? You can´t see a lot on the photo you have posted.
kiwi_tea
25th Feb 2012, 01:27 PM
The city itself is a definite work in progress, but I'll get a decent shot for you. This world is very large, and CAW is not cooperative when one wants to take birdseye pictures of a large area, but I'll do my best.
matrix54
25th Feb 2012, 03:45 PM
I like where this is going! With showtime coming out, the whole performer aspect will really shine through, and LN can only add to that.
The only thing that worries me is the Distant Terrain. It seems like a pain to make lol
As with Port Piston, if you need me for anything, except meshes (I'm still learning to put them in game, but I have gotten better), I'm available, as you know.
It's a WIP, but this, clearly, will be your best world yet. ^_^
Lennon7777777
25th Feb 2012, 08:56 PM
It's like a dream-bridgeport with extra gloom and a film noir sort of setting-I think this is gonna be really awesome and, judging by the reference pics, it sure is.
Riptide651
25th Feb 2012, 09:40 PM
It looks great, and to make it even more Film Noir, you can set it in the 20s, and have people dressed in 20s clothing and have mobster sims and hangouts.
Also, what does Reserved Inhabitants mean?
kiwi_tea
25th Feb 2012, 09:42 PM
That's just the post I'll use for developing the Sims that will live in the world. ^_^
It's going to be a contemporary world, but with a dated 30s feel to it. Some of the art deco will be faded and cracked - historic. With Sims trying to recapture a certain 30s glamour, many of them failing slightly. Poorer families will have old woodbox TV sets, etc. Very little flashy, ultra-modern furnishing. The ports have seen more lively days.
Riptide651
26th Feb 2012, 01:00 AM
Oh! Well still very exciting!
kiwi_tea
26th Feb 2012, 01:03 AM
I'd try making a period-themed world, but it's just not worth the trouble. EA has made it so that it won't operate with any integrity. Who really wants a 20s or 30s or medieval-themed world that EA then immediately populates with modern taxis and Sims in lycra? If they'd given us some control over the demographics of our worlds, I'd have given it a shot.
Riptide651
26th Feb 2012, 01:04 AM
Well we could always work with script editing and custom content, but its not worth the trouble right?
kiwi_tea
26th Feb 2012, 01:07 AM
It's mostly beyond my capabilities. I have no script editing experience at all, and I'm not convinced I could get a satisfactory result even if a talented modder came on board. The game is designed solely with contemporary worlds in mind. Even futuristic ones like Lunar Lakes get saddled with contemporary taxis. It's also enough work as it is. Period-themed worlds really demand a more flexible game altogether.
scoopy_loopy
26th Feb 2012, 02:36 AM
Hnnnnnnggggggg Want
matrix54
26th Feb 2012, 07:21 PM
*reads statement about wanting to push boundaries*
That's all I needed to read. Time for me to get to work...
CUSTOM EVERYTHING! :rofl:
Within reason, of course...
kiwi_tea
26th Feb 2012, 08:01 PM
Do you still have those custom walls you did, Matrix? I seem to have lost anything you did in the past for Grimschurch, looking through my folders. :S I went back and tried to redownload them right now, but the link is dead.
AdonisPluto
26th Feb 2012, 08:06 PM
This is an interesting world and everything done so far looks lovely.Will keep an eye on this
matrix54
26th Feb 2012, 08:11 PM
I delete nothing. :rofl:
http://img7.imageshack.us/img7/9421/screenshot195g.jpg
http://img638.imageshack.us/img638/7662/screenshot196e.jpg
Walls:
-Bathroom Tile A (It's very similar to a base game wall, so I might get rid of it)
-Bathroom Tile B
-Art Deco Wall Borders (and their interior recolors)
-Beveled Art Deco Wall
-Beveled Art Deco Wall with Floor Trim
Floors:
-Concrete Square Slabs [Similar to the tile in game, but it has a cement lining] (and it's recolors Recolor)
-Concrete Diamonds Slabs (And It's recolors)
-Parking Paint (Diagonals)
-Parking Paint (Side)
-Parking Paint (Corner)
-Bathroom Floor Tile
-Octagon and Square Tiling (And it's recolor)
Those?
I want some of them to look better.
kiwi_tea
26th Feb 2012, 08:39 PM
Some of those look really good. One of the challenges I will have with the art deco housing (which there won't be HEAPS of, but still) is exterior paint and interior wallpapers.
In terms of exterior painting, I'm looking mainly at straight forward acrylic block colours which is easy, but I'll need some art deco accents to really establish the period art. The lack of curved walls is killing me, I can tell you. Examples:
http://img.photobucket.com/albums/v54/walruskeeper/AN1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/art_deco_building3.jpg
http://img.photobucket.com/albums/v54/walruskeeper/berkeley_artdeco2007_uatheatre.jpg
http://img.photobucket.com/albums/v54/walruskeeper/dec1.png
In terms of interiors, I'm looking for patterns like this:
http://img.photobucket.com/albums/v54/walruskeeper/DecoWall-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/sponge_rag_green_room.jpg
http://img.photobucket.com/albums/v54/walruskeeper/f732745b2b05369b8f5e6468edc691d7-med.jpg
http://img.photobucket.com/albums/v54/walruskeeper/paintableartdecowallpaper2.jpg
matrix54
26th Feb 2012, 08:52 PM
*stares for a second with eyes wide open, sweat dripping from his forehead, down to mexico*
I'll see what I can do. *begins work minutes before you even read this post*
kiwi_tea
26th Feb 2012, 10:50 PM
Whoa. Whoa! Idea. I need to find someone with meshing experience. I can just get a very simple object to mimic curved walls on some of the exteriors! It would just have to fix into a 1x1 corner space and match up with the walls.
matrix54
26th Feb 2012, 11:19 PM
I could do that, but it has always been a pain for me to get things into the game. This is as far as I got.
http://desmond.imageshack.us/Himg84/scaled.php?server=84&filename=screenshot7oq.jpg&res=medium
My UV maps always break, so if Someone wants to do the UV mapping for the wall (if I make it), let me know.
And shadows are also a pain to make. (as you can below)
Riptide651
29th Feb 2012, 06:39 AM
Umm.. just out of interest, did you do custom DT for this world?
kiwi_tea
29th Feb 2012, 07:19 AM
Not yet. That will have to be developed further into the process.
Miuki
29th Feb 2012, 08:31 AM
Hello kiwi_tea, I'm so glad you're doing a thread on Grimschurch. (I was waiting for it after you showed some screens of its terrain painting on CAW forum).
I don't know if you need feedback already, but judging from given materials it looks wonderful, very well thought and very thematic. I like the map layout very much, looks natural and goes great with realistic landscape. The big lots in the city center look very good as well, could you post more close up screenshots?
Will you create some sort of gloomy weather to go with the landscape?
May I suggest making recolours of the flora you use for this map, maybe making them duller or changing tone slightly. It will not make world file drastically larger but will surely add to the atmosphere.
If you will need spare hands to build something and will find my building skills sufficient - count me in, I'd gladly help you.
jje1000
29th Feb 2012, 08:54 AM
Good idea- retexturing the Rabbitholes for added grim. Some soot streaks and dirty windows will do wonders- in fact, many buildings in the 1920s were pretty grimy from the pollution- only the newer buildings were clean (because they hadn't gotten dirty yet).
An excellent reference source- Mafia II. The city in the game should be somewhat similar to what you're looking for.
BartholomewMaximillion
2nd Mar 2012, 01:52 AM
I don't know why, but the first sketch + the name instantly screamed Lovecraft at me. When you mentioned stuff about investigators, Sherlock Holmes popped up. Everything else reminded me of Anne Rice (whom I adore).
I've been waiting for someone to make a New Orleans for a long time now, but this looks even more promising. If you're ever in need of builders, I'm more than happy to help. I used to build happy and colourful French houses with WA (best EP in terms of build content for me), but now everything looks downright dark and gloomy (not that I'm complaining). This whole project makes me ecstatic.
girlfromverona
3rd Mar 2012, 09:57 AM
I like it. Very LA Noir-ish. :up:
Annique
10th Mar 2012, 08:48 PM
I like VERY MUCH where this is going. Especially considering that it's coming from you kiwi-tea.
I really wished the 30's/art deco/jazzy theme had been more present in Bridgeport and even though I loved the city I thought the modern style of the mansions was very much out of touch. And there could have been more of a seedy underworld and a better starter/middle class.
I trust you will make a neighbourhood that doesn't have those flaws, but which does incorporate all the good things and more. I'll keep an eye on this ;)
By the way, it would be nice if there was more free custom content for TS3 with all these themes (jazz/swing/30's/GD/gangsters/art deco)
But then again maybe I just haven't looked in the right places.
Anyone know any good links?
kiwi_tea
10th Mar 2012, 10:26 PM
I haven't started looking seriously yet, Annique, but I suspect it's largely missing. I'll be petitioning quite a few creators, perhaps in the end I should turn this into a broader "SP"-like package alongside a group of creators. But I've no intention of getting ahead of myself. Baby steps. If the world comes together well, and then if creators are interested, that's where it might head because there seems to be a lack of what you and I are looking for.
matrix54
5th Apr 2012, 12:45 AM
I was making lots and I noticed the theater from LN has computers in it. I'm not sure how you feel about that.
Also, the diner is a 50's diner (if the store set is accurate), and I was thinking about using the box car for a diner if the BG version didn't fit, but I'm pretty sure you don't want to add train tracks and such.
Also, I'm having trouble setting up CC walls and what not.
If anyone else has spotted any "time period issues", please point them out. It will help.
kiwi_tea
5th Apr 2012, 04:08 AM
To be clear, it's not actually a world set in the 30s. It's just a modern world with a hangover from the 30s. I don't think TS3 is capable of a really good true-to-the-period world, so I'm aiming more for a modern world that had its hey-day in the 30s, and has carried a lot of that forward in its local fashions and architecture. Premades won't have a lot of money, so their furniture is dated. Only a few Sims will be rich - very rich - and they'll have all the mod-cons with a timeless glamour about them.
matrix54
5th Apr 2012, 02:32 PM
Oh, than everything is fine. Thank you. :-p
Annique
21st Apr 2012, 12:28 PM
To be clear, it's not actually a world set in the 30s. It's just a modern world with a hangover from the 30s. I don't think TS3 is capable of a really good true-to-the-period world, so I'm aiming more for a modern world that had its hey-day in the 30s, and has carried a lot of that forward in its local fashions and architecture. Premades won't have a lot of money, so their furniture is dated. Only a few Sims will be rich - very rich - and they'll have all the mod-cons with a timeless glamour about them.
Yeah, I got that impression :) it's too bad you can't get beyond cabs and journalists dressed like 80's gymnasts, but I think if you get away from 100% true-to-history period neighborhoods you can still do a lot to get the feel there, especially with the creativity of the modding community.
matrix54
16th May 2012, 08:21 PM
Oh, look, I've been working. I've also done a few remakes of walls and floors form The Sims Superstar. :)
Art Deco Wall Mural - "Circles, on the Half"
Squares everywhere will be drawn to the delicate curves of this wall mural.
http://img856.imageshack.us/img856/787/art1r.jpg
Art Deco Wall Mural - "Circles, on the Whole"
Squares everywhere will be drawn to the delicate curves of this wall mural.
http://img151.imageshack.us/img151/9964/art2r.jpg
Art Deco Wall Mural - "Latticed Lines"
Verticle and Horizontal wont cut it. Art Deco is all about expression. All 45 degrees of it!
http://img215.imageshack.us/img215/5613/art3h.jpg
Art Deco Architecture - "Columns of Old"
A blast from the past, and an inviting welcome into a bright future - Studio Town calls you! You'll turn heads, but the direction is solely up to you.
http://img27.imageshack.us/img27/9291/arc1p.jpg
Art Deco Architecture - "Verizontal Stone Tiles"
Sturdy, and trustworthy. It does what other tiles floor do, only better!
http://img109.imageshack.us/img109/2986/arc2m.jpg
Art Deco Architecture - "Dizigonal Stone Tiles"
A tile floor. Nothing more. Nothing less.
http://img843.imageshack.us/img843/6446/arc3g.jpg
Art Deco Architecture - "Rectangles"
It's the future of design. It's simple. It's intriguing. It's... Rectangles.
http://img839.imageshack.us/img839/274/arc4pk.jpg
Art Deco Architecture - "Drop Tile"
It isn't the classiest ceiling in the world, but it has function. Just don't look up.
http://img99.imageshack.us/img99/4366/arc6.jpg
Art Deco Design - "Tiles on a wall"
Sometimes, tiles on a wall is all it ever will be. Nothing special. Just tiles... on a wall...
http://img826.imageshack.us/img826/2130/design1w.jpg
Art Deco Design - "Pre-heated Floor Tiles"
Alright, we lied. But, if you warm your feet before hand, you wont even notice the difference!
http://img708.imageshack.us/img708/3617/design2y.jpg
Art Deco Design - "Ceramic Revival"
Studio Town revived! Bring the old back, and have it return better than ever! Bad acting not included.
http://img827.imageshack.us/img827/2008/design3m.jpg
Art Deco Design - "This old thing?"
Uplifted straight from the floors of that building with the orange roof, and beige walls... in that place where people go to be famous... you know? Don't you...?
http://img23.imageshack.us/img23/2691/design4v.jpg
Art Deco Design - "The Sims: Superstar - Catelog: Wall #?"
Not a staple of the catelog, but the Sims of Studio Town don't complain.
http://img690.imageshack.us/img690/4821/design5f.jpg
Now, I need a color scheme. Anyone have any thoughts, ideas, suggestions? What kinds of walls I should do? I'm open to any and all. :report:
scoopy_loopy
17th May 2012, 02:08 AM
Those are fantastic, Matrix! :D
matrix54
17th May 2012, 02:34 AM
Thank you. :)
matrix54
17th May 2012, 09:57 PM
I've been up all morning trying to get this stuff up and running, and we have results! I also added a 3 panel wall mural to the collection.
http://img855.imageshack.us/img855/8933/artdecotackiness.png
http://img15.imageshack.us/img15/9504/screenshot235d.jpg
The Color Scheme is Dark Grey/Black, Blue and Orange. Some of the recolors are just for kicks. :p
matrix54
18th May 2012, 08:11 PM
I'm posting way too much. :|
http://img827.imageshack.us/img827/668/screenshot237ey.jpg
Here's the walls and recolors so far - I really like the tattered wallpaper set on the top left. ^_^)
There will be, at the moments, 5 Collection Folders:
-Art Deco Wall Murals
-Art Deco Design
-Art Deco Architectures
-Studio Town (A remake folder)
-Slums
*continues working*
kiwi_tea
1st Jun 2012, 11:36 PM
Hey Matrix, I'm midway through a fresh install of TS3 and EPs, and wondering if you could supply what you have for Grimschurch so far? I want to get a sort of working BETA done so I can start taking submissions on lots. The aim would be for you to release your CC on MTS at the same time as Grimschurch - we could aim for a sort of mini-SP feel where everyone gets their fair share of the credit.
If there's anyone out there who wants to propose any other period-themed CC I'll welcome it, provide it's high quality stuff.
i saw drones
2nd Jun 2012, 02:43 AM
I'm happy to offer up my services :) Let me know what you need and I'll give it a crack.
I'm good with building, decorating or meshing/pattern making etc.
kiwi_tea
2nd Jun 2012, 05:10 AM
I would be quite, quite flattered to have your help, i saw drones. This might seem to be pushing my luck a bit, but I wouldn't mind some help with the lighting and weather. I don't have the best eye for colour and find those extremely challenging to get seamless and nice. I've literally spent months trying to get it right for Port Piston (and I'm getting pretty close with that, but still, it's not my forte).
I will definitely be using the AweSims cornices for this one.
matrix54
2nd Jun 2012, 06:19 PM
I'll get it all to you as soon as possible. ^_^
matrix54
2nd Jun 2012, 07:13 PM
Speaking of walls, while I'm here, and In-Game...
http://img198.imageshack.us/img198/5019/screenshot239o.jpg
Here are some walls I redid from TS2:Nightlife. The curtain, I like because it's easy to use. The colors even fade, so if you want that grungy curtain look, it's possible. Also, it tiles in all directions, so if you want a house of curtain, it's possible! :D
The spotlight takes a bit of effort to get right, but when it works, it work. also, it pulls quadruple-duty. It's a flat wall, a flat wall with a spotlight, a gradient, and a gradient with a spotlight - perfect for night clubs. I'll probably change the mask to something better later on, since this one is ... eh... yeah... it doesn't look like light unless you edit it beyond belief. :rofl:
i saw drones
3rd Jun 2012, 01:32 AM
I'd be happy to work on the weather! It will be fun :)
CaptConfucious
6th Jun 2012, 01:37 PM
In terms of exterior painting, I'm looking mainly at straight forward acrylic block colours which is easy, but I'll need some art deco accents to really establish the period art. The lack of curved walls is killing me, I can tell you.
http://img.photobucket.com/albums/v54/walruskeeper/dec1.png
This project intrigued me, so I started to mesh the fence in the above image.
Attached is what I have thus far. I'm currently UV mapping it (hence the textures are off).
This his is my first time doing it by hand (I usually just use Blender's smart-unwrap) so it might take a bit.
Depending on how it goes, I just might be able so squeeze in that fake curved wall you wanted.
I look forward to seeing Grimschurch progress. Keep up the good work.
kiwi_tea
6th Jun 2012, 02:23 PM
I'm putting quite a bit of work into this at the moment, with a break in my work. I've got this: http://twitpic.com/9t18cv/full
I'll get some better pics up soonish.
@CaptConfucious - Looks promising!
matrix54
6th Jun 2012, 10:40 PM
Both the fence + the World - beautiful. :D
kiwi_tea
7th Jun 2012, 12:22 AM
There's a lot wrong with the foreground paint. It needs more layering to get a less lush look, but I'm fairly happy with the way things are going. Terrified of coming to the DT.
daluved1 might do a brownstone hospital rabbit hole for the world. None of the existing ones fit well. That would be very cool if it happens.
matrix54
7th Jun 2012, 01:24 AM
What you have so far is still pretty good. :D
matrix54
7th Jun 2012, 03:25 AM
I'll just leave these here...
http://img502.imageshack.us/img502/9745/screenshot246b.jpg
http://img94.imageshack.us/img94/5825/screenshot249j.jpg
I might make 3 or 4 of these little inexpensive pieces of nothing on 20x20s. Maybe not starter, but a nice step up. :D
scoopy_loopy
7th Jun 2012, 05:27 AM
Oh man, weirdest boner for that lattice pattern. Heaps Human Revolutionesque.
matrix54
7th Jun 2012, 07:08 AM
It came with the new patch. Enjoy. :D
I think I over used it though. :p
Prawler
7th Jun 2012, 01:55 PM
Wow Kiwi, this is amazing, I cant wait to see how it comes out :)
kiwi_tea
7th Jun 2012, 02:16 PM
http://img.photobucket.com/albums/v54/walruskeeper/GrimschurchEarlyOverview.jpg
A quick overview of the city area and surroundings atm. For scale, the "park" lots in the centre are 64x64.
matrix54
7th Jun 2012, 04:19 PM
I can wait to dig into this! *spastic jumping*
Alan_Gast
8th Jun 2012, 12:30 PM
Wow, kiwi! It looks amazing! The layout is excellent, and I can't wait to see Grimschurch completed!
simsample
8th Jun 2012, 02:01 PM
Ooh, it's making progress! I love the sombre terrain colours. :)
kiwi_tea
10th Jun 2012, 11:51 AM
To quote one Matrix54, "I'll just leave these here"
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-47-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-48-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-49.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-55.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-60.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-64-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-66-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-69-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-70.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-72.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-74.jpg
Feedback? Bear in mind the horizons will change with the DT.
- Anywhere you can see a TL lot it's just a placeholder.
- The city side (as opposed to the horse-breeder/farmland side) is nearly done. I will probably share a file of the unfinished world for help building lots soon.
Prawler
10th Jun 2012, 10:53 PM
It looks great, you have lots of nice little touches.
Just my opinion (maybe I've been looking at Manustyle's NY world too much) but I imagined the city side to be a bit more city-ish, have you considered using shells?
Don't listen to me, it looks amazing, I'm always jealous of your skills :)
matrix54
11th Jun 2012, 01:18 AM
Compared to the detail given the terrain and painting, the town itself is a bit sparse. Like, near the beach - while it's nice that you did add the area with the barrels, it may have to be supplemented with something else, to give it a realistic look. Maybe rearrange the items a bit, fence them in, and (here's a wacky idea) add a rave inside a set of shipping containers (since it is port side), and the criminal rabbit hole and the criminal bar. You don't have to do it like that (or anyone who helps) but try keeping in mind all the pieces of gameplay that add up to a whole, like in Bridgeport. They had a port, and they played up the theme in that area. If you have space, it's always good to use it for something, because too much empty space can make or break a world. The same thing for the center of town, but obviously, that area isn't finished.
And wasn't there supposed to be a boardwalk? Is that square lot on the beach for that, or do you have other plans?
kiwi_tea
11th Jun 2012, 03:19 AM
@Prawler - I'm confused. I am using shells. Lots of them. Do you mean something other than LN shells?
@matrix54 - there are lots of currently empty lots around the city area, and I will be adding more. I want to be surrounded by smaller urban houses, but obviously those need building, and I keep thinking once those are in - and some deco on the lots with shells, the city will look much more city-like. I don't think I ever intended a boardwalk. There is one in Port Piston, but I don't think I could do a suitable one here. I'm planning chain link fences around the port lots, there are more lots on that concrete area.
van Dorn
11th Jun 2012, 03:35 AM
Well, the NY world uses a lot of custom shells that don't actually have any buildings inside. I wouldn't like that though. The less CC, the better.
kiwi_tea
11th Jun 2012, 04:01 AM
Originally the idea was to imply more city nearby with the distant terrain, but I think given it might end up being me trying to make it (oh god oh god oh god) that's too ambitious, so I've moved uncomfortably from working on an urban suburb to treating that suburb as a full "mini" city. I definitely won't be using lots of props. If there's a building it's there to be used or explored.
matrix54
11th Jun 2012, 04:46 AM
You could recolor a preexisting terrain, but that would require you to build around the shape of that terrain, but the option is there.
kiwi_tea
11th Jun 2012, 04:52 AM
EDIT: Here's a file for anyone who wants to look closer, give firmer feedback, or start building lots - http://www.4shared.com/rar/tGOooDs9/BuildAGrimschurch.html
Pay attention to lot descriptions in Edit-In-Game, in some cases I know vaguely what's going where but don't have plans for how to build it yet.
Obviously I haven't done the routing paint, so the world is unplayable and very unfinished.
- None of the existing terrains are a good look or fit, tried them all out. So hey, I've got a big challenge ahead. I like a challenge.
scoopy_loopy
11th Jun 2012, 05:49 AM
I'm not sure that I like the palm trees! =/
kiwi_tea
11th Jun 2012, 05:54 AM
I had mixed feelings about the palm trees. On the one hand, they make the landscape look very "New Zealand" like because they look like cabbage trees and nikau palms. I'm not aiming for "New Zealand", but don't mind when I hit it as it's what's familiar to me. On the other hand, there's a common misconception that palms only really fit tropical worlds. It's a tough call, and I'm not sure they look right.
matrix54
11th Jun 2012, 06:58 PM
Ideas + motif for city planning and design, taken from the description and history of the town:
-Major highway - Mega Large venues should dot the highway
-Founded on a fishing town [town should have a prominant fish trade, and anglers should live in town, near water
-Grey beach with a Boardwalk/failed tourist beach [Should have carnival-style something at or on the beach, for entertainment. Minimal visitation due to noise and local trade. Should look flasy and colorful, but old and faded. A few Shops still exist, though.
-Bar - should litterer the town, and remain close for ease of access
-Prohibition - architecture should lend itself to hiding the bar items in sleezier bars (like in basements, or behind walls), but should be easy to access.
-Cathedrals - not too many. 2 or 3. Some in the City. Should be placed where they would have been in history, but as time went on, they build around them. [Show venues.]
-Urban areas should be on the edge of downtown, and branch off.
-Chinatown - should be a small corner of town, for asian things.
-Cops and Criminals - The town should look like thugs are present. Everything from littering to murder.
-The Arts: Should be present, in a struggling-artist sort of manner.
matrix54
12th Jun 2012, 08:02 AM
City Salon
Names and suggestions are appreciated. :D
http://img862.imageshack.us/img862/7381/screenshot252b.jpg
kiwi_tea
12th Jun 2012, 08:32 AM
OMG. That's so perfect it's not even funny. I was going to have the salon in a tower, but not anymore. I can't believe how well those square windows work with that wallpaper.
I'm currently working on the port area, so recommend others avoid there.
Edit: - Ah, right, that was where I planned a library. That's fine, though, I love what you've done. Can you just make sure there's also a library in that grid of lots?
Also, no WA registers please. I'm avoiding them for this world. Pet Store and Consignment Store ones are fine. :call: Over and out.
matrix54
12th Jun 2012, 04:06 PM
Thank you. :)
Oh, poo. I like using the food and book registers. I guess I'll just have to design a space around them where it makes sense, but not actually use them, and if the player wants them, they can use them. They really do help to fill in a town when you need extra space, but it's a very simple and easy work around.
kiwi_tea
12th Jun 2012, 04:21 PM
Here's how I've arranged the port:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-80.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-81-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-79-1.jpg
That contains the Criminal rabbit hole, the fire station, stadium/big show venue, junkyard, a residential lot, and a hidden tomb lot. The empty lot in that area is for the sports bar.
Seeing as I'm using some CC in this world, and also using very dense lot arrangement, I'm trying to keep the complexity down and just keep the town quite simple in some ways, so some nice details like the WA registers are getting the axe, at least for now.
matrix54
12th Jun 2012, 05:19 PM
That's looking terrific. O_O
I'd wondered what you were going to do with all that space, but you seemed to have done quite a good job filling it all out. :D
Qahne
12th Jun 2012, 08:25 PM
You, sir, have just cemented my love for you. If you weren't already wed I'd beg for your hand! Is it safe to assume that we might be seeing some big ol' Hollywood-style mansions, à la Sunset Blvd.? Keep up the gorgeous work ; )
SeeMyu
12th Jun 2012, 09:02 PM
Great work so far! :) It looks fantastic!
matrix54
12th Jun 2012, 09:06 PM
It's been a long time since I've made a mansion...
Private Venue it is!
http://img839.imageshack.us/img839/1319/screenshot253x.jpg
I couldn't even begin to fathom how a town like this without a venue with giant gaping Marquee on it. The interior needs working out, and the side of the building on the other side of the intersection. I might just cut it, and make it into and make the other side something else. I don't know.
This was a VERY difficult lot to make, because I didn't know what to do with it, and there the exterior was bland looking, in terms of material, as I wanted it to be a pale color. I think I did alright.
Also, since the Sims 3 has this horrible building limit (5 floors... really...?) I couldn't add the extra lights above the marquee on the roof.
kiwi_tea
12th Jun 2012, 09:14 PM
Edit: What size lot is that, Matrix? Have you paid much attention to where the towers are? I kind of want to keep most of them as they are, and suspect that's a lot with the largest penthouse shell, and I can't fit that shell anywhere else.
I do understand bulldozing the place to start building. though, but give some thought to what I've already laid out. It's no set in stone, but I'd like to work from that general sky-line. OOPS. Nevermind. I see. Still the 30x20 lots.
Iiiiiiiignore me. ^_^
Goals Review:
Required Expansions: This has widened to include SHT, TL and MS, as both were half-price recently. However, Master Suite is a lame SP, and I doubt a lot of people bought it, so let's just say I've added TL & SHT for now. Will edit first post.
Store Content: Riverview assets. Nearly forgot.
Custom Content: SHT provided some gargoyles. DT is still a challenge in the future. Excellent patterns provided by Matrix54. Possibly a different hospital rabbit hole, however the current one is starting to work more and more. No need for a cargo ship, in my opinion.
Technical Challenges: I am very satisfied with the palette I've found. In some chunks I am overloading on tree varieties, however never by much, and the game seems to be rendering them fine. Trees/plants per chunk is reasonably low compared to many other worlds. I feel I've struck a decent economy here.
Physical Description: Boardwalk is out. I didn't plan sufficiently for it. Beach with changing rooms + bar up on the shore instead. Palms are questionable.
History: I am really not sure where I could put a cathedral. Perhaps just a small, old church as some kind of LN club?
matrix54
12th Jun 2012, 10:04 PM
Maybe the Cathedral can be one one of the lots next to the "Central ark" area. That would make the most sense. Also, I've been using some content unlocks lately - did you know WA was supposed to have a Gargoyle? I used it in the image above. I know you like Gargoyles, so now we have 2 to play with.
And yes, that (and the previous) is the one of the 20x30. Putting a library in that area is going to be a challenge, but I'll try. ^_^
matrix54
13th Jun 2012, 12:10 AM
This is the library...
http://img841.imageshack.us/img841/5435/screenshot254c.jpg
I'm not very fond of it. :|
kiwi_tea
13th Jun 2012, 12:41 AM
I quite like that, but I can see how it gets a bit clashy against the other buildings. Your call. Just take those 6 lots in that grid and exercise your own judgement.
matrix54
13th Jun 2012, 12:50 AM
I'll just finish off the rest of the block and see if it works. If it clashes too much, I'll just bulldoze it.
matrix54
13th Jun 2012, 03:32 AM
And here's a mini mall, for misc. things. It houses the shops (although some cannot be used with the player plopping down the registers), and the arcade and is labeled consignment store.
http://img7.imageshack.us/img7/1158/screenshot255e.jpg
scoopy_loopy
13th Jun 2012, 05:25 AM
Feels a bit too modern to me, like revival instead of authentic.
matrix54
13th Jun 2012, 05:58 AM
That was the intention, actually. I was a bit burned out on traditional art deco, and I wanted to spice it up a bit. Plus, it bridges the two adjacent lots nicely.
I did try to work with the older architecture, like those in New York, with the giant curved windows, but the Sims 3, currently, doesn't have the resources for that, so I decided to take the base and strip it down a bit, and modernize, but have it look older and aged to fit in with everything else.
Also, I want to use the stuff from the regency arcade, but I don't want the player to spend a bunch of cash on the lot to play. Same thing with premium content dotted around town. Sure, the items will be replaced with something else from the base game, but when you build with something, it'd be annoying to see a gnome or a microwave somewhere in town where it shouldn't be.
kiwi_tea
13th Jun 2012, 06:57 AM
What's more, I don't actually own that set, it'd cause me issues too. :p
Although, I've been thinking myself to leave space in the seedier bars for the Blackjack table and slot machine.
matrix54
14th Jun 2012, 12:49 AM
Would like a casino anywhere? :rofl:
Yay for hard work!
If anyone wants a close up, feel free to ask. I don't want to bombard the thread with picture, and I don't feel like taking many at the moment.
http://img137.imageshack.us/img137/1696/grimover1.png
PlayinSafe
14th Jun 2012, 01:48 AM
**Coming out from the peanut gallery...**
Wow!:up: This is so beautiful already! Love the layout!
matrix54
14th Jun 2012, 03:35 AM
Must... stop... making... lots... *fights urge*
I'm not sure what this should be. I wanted to make it a gym, or community center (disguised as a gym), but it looks to "high class" for both. Maybe it was converted, I don't know...
http://img109.imageshack.us/img109/509/screenshot257y.jpg
Edit: I'll just make it the Library, tear down the old one (I'll still keep it though, it may be of use) and I'll build a new lot in it's place, and make it a gym.
Edit:
It's not art Deco exactly, nor does it really fit, but I worked hard on (really, you all have no idea). I don't really like the single story windows in the game (since we have NO multistory windows) so I had to fake it. If you can, please ignore the white boxes. :rofl:
http://img515.imageshack.us/img515/4610/screenshot258b.jpg
kiwi_tea
14th Jun 2012, 07:33 AM
Those look fantastic. I've been thinking about scoopy's "not authentic" comment, which I think is very constructive, but I'm also thinking about whether we can really consistently strive for authentic, and if we need to. I like the idea that there's a rich developer family that has some say in these matters - like wealthy old foggies who are obsessed with "preservation" and buy land then build everything in what *they* believe is true Grimschurch style. Call it a parody of us, even. :P
Hey, where would I find an unlock for that gargoyle? I love what you're doing. I'll post some pics of my Chinatown work soon. It's claiming the Live Show Venue, the Laundromat, and the Fusion Bar.
matrix54
14th Jun 2012, 06:01 PM
unfortunately, I have no idea which unlock it is. I looked through them all (which isn't many) and nothing points toward it. Maybe EA just enabled for everyone and you missed it (it's in the abyss knows as misc. Decor *cue scream*.
maybe this'll help:
http://llnw.thesims3.com/assetDetail.html?assetId=5223201
I only used it once, so when I send you the lots, hopefully, it'll show up, and you can dump it in a collection folder. :)
-----------------------------------------------------------------------------------------------------------------------------
I don't like the second building in the picture. Maybe a new one. Filling in that corner is hard! lol
I guess I'll stare at footage of LA Noire until something hits me. Until them... parking lot. :/
-----------------------------------------------------------------------------------------------------------------------------
No scholars garden? :rofl:
kiwi_tea
14th Jun 2012, 07:22 PM
Actually, yeah, there's a Scholar's Garden. But it breaks my promise to myself not to heap the world with WA lots. :P
matrix54
15th Jun 2012, 01:42 AM
Here's the gym. It's inspired by a casino SOMEWHERE on Earth (it didn't look much like it, afterward, anyway). The aim is to have the gym be a an old building that was renovated and turned into a performing arts + community center (e.g a gym). :lol:
http://www.artdecodecadence.co.uk/images/casino.jpg
http://img52.imageshack.us/img52/8432/screenshot259y.jpg
scoopy_loopy
15th Jun 2012, 07:30 AM
It's great! :D
kiwi_tea
15th Jun 2012, 08:32 AM
Can I just say: OMFG I love that building's facade. You have such a good eye for architecture, Matrix54.
Edit:
I need to start a list of permitted CC for builders.
CC already used
- Matrix54 patterns (found earlier in this thread).
- Cornices by Awesims (http://awesims.sixty-ten.net/2010/12/10/miscellaneous-bits-for-the-sims-3/)
CC permitted if needed
- Budget Bathroom by Lisen801 (http://modthesims.info/d/418119)
- Traditional Piano by armiel (http://modthesims.info/d/460006)
- Three New Pushable Tomb Objects by Alopex (http://modthesims.info/d/426303)
CC theoretically being made, but in some cases we can't depend on that happening
- Fences
- New hospital rabbit hole
- Distant terrain object (essential)
Anything a builder proposes is essential I'll give due consideration, but I want to really keep a tight limit on this.
matrix54
15th Jun 2012, 03:11 PM
Thank you, you two. :D
kiwi_tea
15th Jun 2012, 03:51 PM
Chinatown here is the most colorful part of the world, the idea being it's ramshackle, poor, and buzzy. The architecture is terrible. I need more practice. Hopefully I'll adjust, adapt and improve along the way.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-88.jpg
The farmland is starting to happen.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-82-1.jpg
Apologies for the muddy textures here, it's taken in the world builder, not in game.
http://img.photobucket.com/albums/v54/walruskeeper/Xio.jpg
BONUS DEER!!
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-77-1.jpg
matrix54
15th Jun 2012, 04:43 PM
It's quaint, and has a unique charm to it. I like it, though I did expect china town to be more modern. :rofl:
It's a nice break away from the Art Deco, and the drab of the city. Blending in, but still standing out. :)
jje1000
16th Jun 2012, 02:38 AM
Chinatown here is the most colorful part of the world, the idea being it's ramshackle, poor, and buzzy. The architecture is terrible. I need more practice. Hopefully I'll adjust, adapt and improve along the way.
Most Chinatowns don't look like chunks of China, but instead local architecture with a Chinese veneer. The thing that makes Chinatowns so interesting is their chaoticness, so be sure to include things like overhanging signs and street displays! In fact, I might even suggest having a fake narrower road for the Chinatown to create a sense of compression.
E.g. San Francisco Chinatown:
http://sfchinatown.files.wordpress.com/2010/03/chinatown.jpg
http://www.archivists.org/conference/sanfrancisco2008/images/Chinatown.jpg
Vancouver:
http://www.eyeseavancouver.com/images/chinatown/photos/IMG_0113.JPG
Btw, I have a spare church from my semi-aborted film noir Bridgeport. Do you want it?
kiwi_tea
16th Jun 2012, 12:15 PM
I'll relaunch my chinatown venture. I don't find what I've done so far very good at all. I was using reference pics similar to those, but just kept whirling off course.
Show the church? It could definitely be handy somewhere.
Edit: I made stuff again, but not out of playdoh and chewed crayons this time! :turtle:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-91.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-90.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-93.jpg
matrix54
16th Jun 2012, 08:41 PM
And the angels sang...
jje1000
17th Jun 2012, 07:37 AM
The new Chinatown is heads up a big improvement over the old one. I also hope there's enough room for one of the Chinatown arches somewhere in the town, hand-built or as an object!
Show the church? It could definitely be handy somewhere.
http://i48.photobucket.com/albums/f235/jje1000/Screenshot-21.jpg
The Church requires two sets of CC, both of which are found on the MTS site. If you don't use them, the church will still look decent, but you may need to patch things up a bit. A third set of CC (the bell) is totally optional.
Build your own Cathedral / Medieval Challenge
http://www.modthesims.info/download.php?t=399822
2 Requests (Arch 3x1 - Big Rose Window) and 2 New Windows
http://www.modthesims.info/download.php?t=407918
Communication Equipement from great-grandfather...
http://www.modthesims.info/download.php?t=415061
kiwi_tea
17th Jun 2012, 10:17 AM
That's a very nice cathedral, although I think it would push the CC requirements a bit high for just one lot, but it might be worth it. Could upload a file? I might see if it fits anywhere and if I can substitute anything for the CC. The round stained windows at the one thing I see as completely essential. No matter what tweaks I made, it would be clearly credited as yours in the dl thread.
Edit: This cathedral talk got me thinking about which lots would suit one, and the only one that really made sense was in the "arch" down for the major lots, so I got building a CC-free one that fits there. It's not true-to-gothic or anything, but I like it. Will be a dance club, seeing as I used to go dance at a church-converted-into-a-bar when I was a student:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-109.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-112.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-114.jpg
kiwi_tea
20th Jun 2012, 01:03 PM
A video preview complete with manipulative music. (http://youtu.be/GwThJscd-YU)
I'll have some images of the farm side of town up very soon. It's looking fairly okay.
dolldrms1
21st Jun 2012, 03:27 AM
I am so impressed with this project. What a great collaborative effort! :)
jje1000
21st Jun 2012, 05:59 AM
Dunno if you've seen this before, but I always have this bookmarked on my computer.
http://www.shorpy.com/
Some really high definition shots of cities in the 19-20th centuries.
Search up some dates (e.g 1928) to get started!
Good Shots
http://www.shorpy.com/node/12549?size=_original#caption
http://www.shorpy.com/node/10455?size=_original#caption
http://www.shorpy.com/node/6068?size=_original#caption
http://www.shorpy.com/node/6084?size=_original#caption
http://www.shorpy.com/node/6177?size=_original#caption
http://www.shorpy.com/node/6456?size=_original#caption
http://www.shorpy.com/node/45?size=_original#caption
http://www.shorpy.com/node/47?size=_original#caption
matrix54
21st Jun 2012, 07:11 AM
I owe quite a few people children of mine. You've been added to the list.
kiwi_tea
22nd Jun 2012, 08:38 PM
Farmland - let me know if anything looks... ...off. I'm iffy on some of this, but happy with the general look.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-121.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-124.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-125.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-128.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-129.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-130.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-131.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-133.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-134.jpg
matrix54
23rd Jun 2012, 03:42 AM
The only thing I'd say looks off is on the 3rd picture. The plants are growing on pavement. I do understand what the intended look was, but it looks odd, given the limitations of the game. I'd say make that strip of area grass. Actually, there are quite a few areas in the city as well where plants are growing out of the asphalt.
Outside of that, I don't think anything else is "off". Good work, as always.
matrix54
23rd Jun 2012, 06:19 AM
Is an abandoned train underpass with an abandoned car crash too... Grim... for Grimschurch ? :rofl:
http://img23.imageshack.us/img23/9265/screenshot260l.jpg
kiwi_tea
23rd Jun 2012, 10:45 AM
I will make it my mission to end all concrete encased root systems tonight. ^_^
Oh wow, that's awesome. Does that lot also fit a shell? I vote very yes to that flavour, matrix, although I think the colours of the rails/walls could get darker comfortably.
Also, it's getting close to crunch time in terms of my starting work on a DT, something that might not work out at all. I will be using Riverview's as a starting point, probably.
Arisuka
23rd Jun 2012, 04:12 PM
Ah, this world looks just perfectly grunge-tastic, very realistic instead of looking too gritty! It feels wonderfully open too, which is quite rare to see in worlds. Usually most worlds are either very hill-y, islands or have mountains, so it's great to see this kind for a change! :)
How about a saloon, old diner, old gas station or a saloon in the farm lands? Something like that would fit in along those highways!
matrix54
23rd Jun 2012, 04:32 PM
^I was going to make an old diner, but I thought "what's the point" when there's going to be one in the game already. 2 birds - one stone, as the rabbit hole diner already looks quite old. Maybe we'll dump the market-diner rabbit hole in the rural area, and have one as a coffeehouse. I don't know... we'll see what happens.
There's a lot of community lot space around town, and I want to use all of it, since I don't think EA going to us many more. Like, the train underpass - that was made ONLY because that lot is a 64x62. I didn't want to make a parking lot, since those are cliche. What I did do is Throw the Shell in a corner (there's more than enough room for it, add some fake streets and a small plaza park off to the corner. I wanted it to feel like the space had a lot of purpose, rather than just "here's a rabbit hole, he's a parking lot, here's a sidewalk". I'll show it (and the other lot) once I finish them, or get far enough to show them off.
kiwi_tea
23rd Jun 2012, 05:53 PM
I like your thinking, matrix54.
Also, for performance's sake, try to reuse the plants that are already in worlds on that you've used on lots. The fewer new ones we introduce, the better the performance is going to be. I've tried to limit myself to four varieties of plants per chunk, reusing the same ones lots, but on some chunks I've swollen that up to 6. This world is huge, but I want it performing okay enough on a mid spec machine with some settings down.
Started work on a DT. It matches up VERY poorly, is basically changed very little from Riverview's, barring the texture, as of right now, but makes parts of the world look much less odd.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-135.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-137.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-138.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-140.jpg
jje1000
23rd Jun 2012, 08:21 PM
Is an abandoned train underpass with an abandoned car crash too... Grim... for Grimschurch ? :rofl:
http://img23.imageshack.us/img23/9265/screenshot260l.jpg
I think using the train tracks from Twinbrook would make this look much more realistic.
kiwi_tea
23rd Jun 2012, 08:37 PM
It's a bit tricky. See, originally there wasn't a train line going through here. It was car only, but matrix's lot really has persuaded me. If I can make it plausible, I'll lay some rails through the farm area, and put in the broken railbridge.
matrix54
23rd Jun 2012, 08:57 PM
I though I responded to this thread earlier... ah well, whatever. Anyway - the terrain is fine. It's hard to notice where the seems are. I wonder if there's a way to edit the mesh and align it to match.
About the train... I did try to use the abandoned box car, but it was too big for the hole (and just big in general), and it looked alright, but stupid compared to the 'tunnel'. I didn't want him to go through the hassle of adding a train tracks, because... it's a hassle. I though I'd plop that down, and have it work underground, so it the city would look more urban that it actually is.
kiwi_tea
23rd Jun 2012, 09:02 PM
I'm editing the mesh right now. It's not fun. :P
Someone voted the thread down without leaving any constructive feedback as to what they thought was wrong! Now that's a pain.
Keep the tracks. Considering, though, strategically placing some subways as you go building around town. I'll be an urban-assigned world, so they will function. Foodcarts too, for that matter if you'd like to add any.
matrix54
23rd Jun 2012, 10:59 PM
I added one Yesterday. :rofl: It's in the plaza, so Sims can eat when it's there.
I'll have to play with the colors there, because it's just grey. :p
jje1000
24th Jun 2012, 12:48 AM
About the train... I did try to use the abandoned box car, but it was too big for the hole (and just big in general), and it looked alright, but stupid compared to the 'tunnel'. I didn't want him to go through the hassle of adding a train tracks, because... it's a hassle. I though I'd plop that down, and have it work underground, so it the city would look more urban that it actually is.
I mean the ones put into the in world editor:
http://www.modthesims.info/download.php?t=418719
Annique
30th Jun 2012, 01:58 PM
Great to see this is still going on. I just loved the pictures of the highway and the farmland. I was wondering what was different about it until Arisuka mentioned it: it's OPEN. There is no 'bowl', and now that I realise that I see just how much of a difference it makes. I really enjoy this.
matrix54
2nd Jul 2012, 03:16 AM
...and to your left, we have a high rise bar.
http://img821.imageshack.us/img821/9765/screenshot313o.jpg
matrix54
2nd Jul 2012, 04:01 AM
...and to your left, we have a high rise bar. :beer:
http://img821.imageshack.us/img821/9765/screenshot313o.jpg
Oh, and this lovely little piece of *cough* heaven...
http://img221.imageshack.us/img221/131/screenshot314u.jpg
kiwi_tea
2nd Jul 2012, 04:50 AM
Those are awesome.
Okay. I can't help it. It's those poles, and those windows, and those blackjack tables: Master Suite is disallowed, Town Life allowed, and ... ... Lucky Palms + casino store objects are allowed.
Sorry universe. I cannot resist the siren call.
matrix54
2nd Jul 2012, 04:56 AM
AND THE ANGELS HAVE SANG AGAIN!
Now, I want to make a Casino... >_>
kiwi_tea
2nd Jul 2012, 05:03 AM
Has to be a Late Night bar. Dance Club + Casino?
The country club is the large elevated lot with the distinct road leading up to it. That's the exclusive club. If you can make *classy* gambling, go nuts. :P
matrix54
2nd Jul 2012, 05:10 AM
It's all apart of the fun. :rofl:
matrix54
5th Jul 2012, 08:47 PM
Nope, no Casino or Country Club today, sorry.
I do have an Art-Deco/Modern, boring art gallery and studio space, though, called "Pretentious Art + Studios". It wasn't meant to look amazing, just modern, and "Pretentious". Sims come here to look at and study art, whether it be photography, sculpting, painting, fashion, architecture, or piano. That or get a drink ad stare at pictures all day.
http://img99.imageshack.us/img99/7224/screenshot315y.jpg
http://img402.imageshack.us/img402/9661/screenshot317j.jpg
http://img10.imageshack.us/img10/5908/screenshot318p.jpg
http://img268.imageshack.us/img268/9094/screenshot320x.jpg
http://img836.imageshack.us/img836/2323/screenshot319v.jpg
kiwi_tea
6th Jul 2012, 12:28 AM
Very nice. I've been wanting to have an apartment with a personal art gallery up the top of one of the shells if you ever want to give that a spin.
matrix54
6th Jul 2012, 02:55 AM
I created a Sim a while ago for the world, who was an artist going through a "Blue Period". That's perfect. ^_^
kiwi_tea
9th Jul 2012, 10:27 AM
Okay. Many abortive attempts now, but I can't make this DT, at least not without a much more informative tutorial than exists. Is someone with meshing experience willing to take a shot?
kiwi_tea
23rd Jul 2012, 08:34 PM
My focus at the moment is on caring for our new kitten and getting Port Piston moving along, but I have a bit more down on Grimschurch as well, specifically the nectary region of the farmland:
Magnum Nectary - A nectary that manages to consume a ridiculously large amount more water than is permitted while the local authorities turn a blind eye. Who owns the nectary, and why will nobody act?
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-241.jpg
Cabernet Cottage - A lovely little home for an elder retired teacher who just wanted to settle somewhere out of the city. She is a close friend of the neighbouring family.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-267-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-268-1.jpg
Pinot Gris - This hulking old villa was originally connected to the nectary, but eventually fell into the hands of a retiring actress and her husband. Now divorced, her husband is a butler in the service household, and she and her cat live in stale luxury.
(also my entry into QBUILDER's foundation competition part 2)
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-252.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-246-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-250.jpg
Pinot Orange - Home for a young family, a novelist mother and her house husband who cares for two small children. Two dogs. Moderate income, not wealthy.
(also my entry into QBUILDER's foundation competition part 1)
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-217.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-227.jpg
Feedback? Comments? Advice? Requests?
matrix54
27th Jul 2012, 07:38 PM
How did I miss all of this? :rofl: I swear, your building gets better and better everyday!
Now, I do have a question: I've been popping around GC and I've noticed a few of my walls stopped showing up. I just want to make sure I'm using an older version of CC, or if they're broken, because some do show up, and some don't. Example:
http://img651.imageshack.us/img651/6244/screenshot4yk.jpg
kiwi_tea
28th Jul 2012, 07:10 AM
I just checked in my game, and all your patterns are still visible.
matrix54
3rd Aug 2012, 09:08 PM
Time to redo the park for seasons. -_-
kiwi_tea
4th Aug 2012, 12:08 AM
I'm torn between having two big parks - one out in the countryside for the seasons festivals and the one for showtime gigs - or redoing the showtime one.
matrix54
4th Aug 2012, 12:13 AM
Well, we'll get a festival lot (I believe) so hopefully that can be place out in the countryside and we wont have to stop panicking and crying. :rofl:
I believe we could make a really big "Country fair" kind of lot with all the trimmings from other EPs.
kiwi_tea
4th Aug 2012, 02:25 AM
This:
"@bunbunnyny We're building unique festivals for every official world that's released so far from various expansions or The Sims 3 Store. If you start a new game in a world, the festival lot for that world will already be in place - typically it'll replace the main park in the world. If you're loading a previously created save game after installing Seasons, you'll be asked if you'd like to add the festival to your world, and it will show you exactly which lot it intends to replace. You'll also have the option to manually place it somewhere else if you prefer. For all of the worlds, both the festival lot, and the lot it's replacing will be in the community lot bin in Edit Town so that you can swap them out at any later point if you choose as well, or you can add one of them to a custom world (where they won't auto place). For people who enjoy building custom worlds, they're certainly able to create their own festival lots that will switch throughout the various seasons as users play in their worlds. All of the functionality of the lot changing its appearance throughout the world is controlled by a Seasonal Lot Marker object that's available in buydebug. This marker will allow you to change what objects appear on a lot in any season; but it does not allow you to update things on lots that are controlled by build mode tools, such as walls or terrain height. You'll even be able to use the Seasonal Lot Marker to update other community or residential lots to change throughout the year if you'd like! RT @bunbunnyny @SimGuruGraham I'm sorry, I think I asked this earlier, but are you allowed to describe the tech of how festivals are automatically set up?"
From SimGuruGraham's Twitter. That is going to enormously change the way I build community lots.
matrix54
4th Aug 2012, 02:46 AM
Everything must be done in quadruplicate. :|
Those extra two hours of decorating better pay off!
kiwi_tea
4th Aug 2012, 02:57 AM
Most lots will only want minor seasonal tweaks, but there is potential for awesome. bunbunnyny pointed out even the possibility of seasonal tombs. :P
Riptide651
4th Aug 2012, 05:46 AM
Damn! Am I lucky I decided mud rooms would fit my world well in the sketching stages. The only thing I have to worry about is the new lots.
And btw, great job on the world so far, any new stuff on the landscape?
kiwi_tea
4th Aug 2012, 05:53 AM
A very talented individual is having a shot at the DT, but no guarantees at this stage. I failed with it. I have been getting a lot of building done for this. A LOT. The town is coming together. I've also got a lot happening with Port Piston, but that world is much more uncooperative. I think because it's so large. Not that Grimmy is small, mind. It's also heeeuge.
matrix54
4th Aug 2012, 07:39 AM
It's not as huge. GC in condensed in one small area, then in branches out into smaller area. PP on the other than is just plain big everywhere. It's like medium to large chunks of lots and trees, and detail - there's a lot going on.
kiwi_tea
4th Aug 2012, 08:13 AM
True. I was looking earlier, thinking about the specs to run it. Obviously I should post my specs at some point, but I've been aiming for lower spec machines to some degree and don't know if I'm hitting it.
I am trying to repeat the same objects and patterns a lot without it showing too much, and I've worked very hard to keep the variety of trees at around 4 per chunk except in regions that begged for more. Thing is, chunk by chunk I'm fine, but I'm worried I might still be varying too much globally. Across the whole world the flora varies widely.
Also worth pointing out: I did not conceptualise Grimschurch as a world where it snows. This is a world with a wet winter, not a white one. Personally, I won't be playing it with winter enabled, and probably be doing the bare minimum to incorporate snowy winters into its look. If there's an outcry over that, I'll have to rethink things.
matrix54
4th Aug 2012, 06:12 PM
Snow can be disabled, I think, but it can still be winter. I'm not sure. They either don't have the information put out, or I can't find it. Running the game shouldn't be too laborious, though. PP run just fine. Same with GC.
kiwi_tea
11th Aug 2012, 02:17 PM
I'm building lots of apartment buildings immediately around the Chinatown area. Most are attempts at art deco. Am I hitting it?
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-378.jpg
Art Deco Attempts
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-373.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-383.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-385.jpg
Art Not Deco Structures
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-384.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-388.jpg
Just Pretty From Tuning Weather ini Files
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-301.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-316.jpg
matrix54
12th Aug 2012, 09:41 AM
For the art deco buildings - it's getting there, actually. the design style is apparent - which is great! The only problem is the windows - which isn't your fault, it's EAs. I do love that building next to the diner. <3
Practice makes perfect, and Google is your best friend! ^_^ Excellent work!
kiwi_tea
12th Aug 2012, 10:24 AM
Yeah. The window issue is driving me CRAZY. I have store windows that are appropriate, but don't want to use store content/more CC. I'm also cutting back on the CC cornices, removing some billboards, shifting around the skyline a bit.
matrix54
12th Aug 2012, 06:00 PM
At least when supernatural comes out, you don't have to rely on CC cornices - everything will just come with the EP.
kiwi_tea
16th Aug 2012, 05:03 PM
So the town hall rabbithole just did not fit. It looked over-sized and ridiculous. So I tried this:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-23-1.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-24-1.jpg
RH is underneath, still accessible.
RafreaknRa
16th Aug 2012, 06:01 PM
Very nice Kiwi!
kiwi_tea
17th Aug 2012, 03:11 AM
All credit for the landscaping on that lot goes to Matrix.
And to the anon disagreer, could you please provide constructive criticism alongside your disagree. Otherwise you're just being unhelpful.
coltraz
17th Aug 2012, 03:46 AM
Hey I didn't know this thread existed. This world looks awesome! And I love the City Hall. I can already hear myself screaming at my political Sims as they wander up all those stairs whilst Missing Work! Haha. (My fault for sending them off late of course.)
jje1000
17th Aug 2012, 04:31 AM
Straight outta the Capitol! (Looks awesome, by the way)
http://www.mtv.com/movies/photos/h/hunger_games_capitol_tour_flip_032212/capitol_1.jpg
What is the climate like anyways? I see palm trees and pine trees in the same park :P
matrix54
17th Aug 2012, 07:16 AM
There aren't any pine trees. D:
kiwi_tea
17th Aug 2012, 12:25 PM
Climate is temperate, similar to the place I grew up, Coromandel Peninsula in New Zealand. We have palms (and papaya) there, but also pinus radiata. The Summers are warm to very warm, the Winters are wet and cold (to the point of frost on the plains, where you wouldn't find palms) and never snowy. But as Matrix pointed out, those are cypresses, which have an incredibly wide distribution.
matrix54
18th Aug 2012, 07:55 PM
http://morgik.com/images/gallery/TG-Art-Deco.jpg
I'm going to TRY to make something like this.
kiwi_tea
18th Aug 2012, 09:15 PM
That would be awesome! I'm trying to match the city landscaping and it's really tricky. I'm worried about the city turning out a bit messy.
matrix54
18th Aug 2012, 09:31 PM
Just keep calm and take it slow. It shouldn't be too much to worry about. ^_^
Riptide651
18th Aug 2012, 09:31 PM
hey kiwi, umm just asking, do you have anyone to suggest to help with a DT? You're uber-amazing and all so I figured you would know :P
Also the city hall looks amazing, I love the colors and extra walls used.
kiwi_tea
18th Aug 2012, 09:57 PM
@Riptide651 - My advice is to have a lot of progress on a nice world, and then canvas talented active meshers who allow requests on their profiles. I won't name names, because that might swamp people with requests.
Remember that making a DT is a very large project all by itself.
Riptide651
19th Aug 2012, 07:30 AM
Thanks, well I'm looking :P Its just due to time constraints, I wanted to have someone do DT when the terrain was done while I worked on houses and sims for the world, so it'll all be done on time :P
matrix54
19th Aug 2012, 07:13 PM
http://img52.imageshack.us/img52/457/fenceimage.png
Since I made the fencing a texture, not a mesh, I'm going to see if I'd prefer to make the fencing a mask or a stencil. I'm not sure.
And yes, the fence is intended for hedging (1/6 the height of a wall). Ignore the lower portion of the fence, that's just a rendering error.
matrix54
19th Aug 2012, 08:34 PM
I've done the impossible.
http://img69.imageshack.us/img69/5219/screenshot19zh.jpg
kiwi_tea
19th Aug 2012, 09:44 PM
That is fantastic! It looks really great, Matrix, and matches that nice pattern you made really well too. I will get an upload sorted of the world in its currently state of progress later today.
A LOT has been done.
matrix54
19th Aug 2012, 09:54 PM
WOOOOOO! Everybody's working hard! :beer:
matrix54
20th Aug 2012, 09:28 AM
http://img526.imageshack.us/img526/3617/screenshot22f.jpg
I need answers to two questions:
How do I fix the lighting on the column post? The bottom has become darker than it needs to.
How do I change the slot height for the posts, so lamps can rest on the properly?
scoopy_loopy
20th Aug 2012, 11:02 AM
^ Everyone has their own methods, but both can be done in TSRW. :)
armiel
20th Aug 2012, 11:03 AM
Hey there,
please post meshing related questions and issues in Meshing forum. :) http://modthesims.info/forumdisplay.php?f=602
Riptide651
20th Aug 2012, 06:40 PM
Thanks Armiel
kiwi_tea
20th Aug 2012, 07:40 PM
Just a warning, matrix and anyone else keen on trying out lots - There is too much confusion over palms, so I changed all the inland palms to small birch trees or small plum trees. This looks pretty good, so for consistency it'd be cool if any WIP had those changes too.
matrix54
20th Aug 2012, 08:59 PM
I fixed it! :D
http://img21.imageshack.us/img21/5592/screenshot23rz.jpg
Mapping, the recolors, and the channels (which I should, probably, increase to 3).
As it turns out, the normals weren't bad at all. For lamps, all I had to do was change the bounding box for the item (for those who wanted to know).
Just a warning, matrix and anyone else keen on trying out lots - There is too much confusion over palms, so I changed all the inland palms to small birch trees or small plum trees. This looks pretty good, so for consistency it'd be cool if any WIP had those changes too.
The only think I'll, probably, be bothered about (if at all) is the wooden planters with the palm trees in them, downtown. Will changing the palms improve the game at all?
kiwi_tea
20th Aug 2012, 10:05 PM
Those look so good. The palms are just confusing people, and the small birch trees actually still work well in their place. I'm still allowing palms on coast lots, but I'd prefer they stay minimal inland.
Half the buildings in the upcoming upload will be half done. Just a warning. Anyone's welcome to make changes to any lot provided they give me prior warning do we don't double up.
Edit: Bad link. See link on next page.
As I said, HEAPS of buildings half-done. Major shifts in the city layout. Note there are some famblees now. Crit on them is welcome. Has a different tag to previous world, so can be installed alongside the older version if needed.
fembod
24th Aug 2012, 05:52 PM
Is this world available for BETA testing? im very confused lol
kiwi_tea
24th Aug 2012, 07:07 PM
The link is there for people helping me build. There's no routing data, and quite a few buildings are half done, so if you want to take a peek you're welcome, but it's not particularly playable.
fembod
24th Aug 2012, 11:54 PM
I really would like to have a poke around and maybe contribute to the world :)
kiwi_tea
25th Aug 2012, 12:31 AM
You're more than welcome to. The link is my post before last. ^_^
fembod
25th Aug 2012, 05:06 PM
says there is not a file to download? im still confused :(
Alex201218
25th Aug 2012, 11:12 PM
I think that the Sims Medieval need to have a patch where you can create your own world.
kiwi_tea
26th Aug 2012, 10:09 AM
Hmmm. The link is working fine, I just tested it.
Hey Matrix, could I grab a round up/summary of which lots you've done/have worked on? Also, could I grab an upload of that big lot you put the disused rail line on? I'm still trying to get the city planned out. Did you check out the changes in the most recent version?
fembod
26th Aug 2012, 12:20 PM
it says the file requested is invalid everytime i try and download it?
coltraz
26th Aug 2012, 04:51 PM
it says the file requested is invalid everytime i try and download it?
Same here. Just tried to download it several times. I even switched browsers. :blink:
simsample
26th Aug 2012, 05:28 PM
It says it's valid right up until you've waited for the clock to count down, and then it gives the invalid message.
fembod
26th Aug 2012, 05:39 PM
Exactly what i get, i hold my breath for twenty seconds and then nothing.....lol
kiwi_tea
27th Aug 2012, 12:35 AM
Right. I'll check the file and reupload. Thanks guys, and sorry.
Edit File looks fine, upload attempt 2: http://www.4shared.com/rar/EiT2b7bw/BuildAGrimschurch2.html?refurl=d1url
matrix54
27th Aug 2012, 09:44 PM
A maybe... windows are a whole breed of annoying.
http://img40.imageshack.us/img40/5955/artdecocurve.png
If I can get them to work, I'll try to make the column and railing set to match. Wooo... mini-stuff pack. *dancing*
kiwi_tea
27th Aug 2012, 10:07 PM
Ooo, interesting! Looking forward to reference pics elaborating on how those'd generally be used. (Goes off to google more art deco).
matrix54
27th Aug 2012, 10:49 PM
The intention is two have two versions. One with a curve, and one without. Here's the in-game picture, without any treatments - just the base mesh.
http://img411.imageshack.us/img411/4731/screenshot39y.jpg
It's meant to stack on top of itself. There's also going to be with just a basic window, no curve, to match.
It started out as one of these...
http://www.capecentralhigh.com/wp-content/uploads/2010/03/Esquire-Theater-entrance-10-28-2009_6900.jpg
...but I thought it was going to be a pain to make, as a window. :rofl:
matrix54
28th Aug 2012, 12:34 AM
Just some reference:
http://img100.imageshack.us/img100/9703/screenshot40mw.jpg
scoopy_loopy
28th Aug 2012, 01:44 AM
For some reason it reminded me of Shibuya 109 (http://1.bp.blogspot.com/-YZPAuBfK9Qc/T2viMqNRVMI/AAAAAAAAAJQ/7-lz6cZ-lwQ/s1600/109.jpg), only with a vertical slit. xD
matrix54
28th Aug 2012, 02:48 AM
Um... *ahem* Yeah, it was, uh... totally inspired by that... yep.
kiwi_tea
28th Aug 2012, 09:41 AM
Actually, provided you were making it as two interlocking windows that glass one looks to be fairly doable as well. The challenge would be getting the more complicated middle diagonal window to fit well with the ones on either side.
matrix54
28th Aug 2012, 06:51 PM
Yes, I am prepared for an ugly diagonal window. We just wont use them diagonally is all. :heyhey:
Annique
29th Aug 2012, 10:01 AM
Loving the diagonal windows, it gives this cute 20's architecture impression.
Btw, I really hate that we don't have the old custom radio stations feature on the Sims 3 that we used to have on the Sims 2. Otherwise I would make a Grimchurch station and add these:
http://www.youtube.com/watch?v=2Q3Hk-wNux0
http://www.youtube.com/watch?v=qa_WY1iB2M4
http://www.youtube.com/watch?v=R2w1lunZ4uM
One can hope. Maybe those will be added in the new expansions. Otherwise it's just rouletting the files in the 'Custom' folder.
matrix54
29th Aug 2012, 02:27 PM
Hmmm. The link is working fine, I just tested it.
Hey Matrix, could I grab a round up/summary of which lots you've done/have worked on? Also, could I grab an upload of that big lot you put the disused rail line on? I'm still trying to get the city planned out. Did you check out the changes in the most recent version?
Since I missed this post the first time around...
-Everything I sent to you on that city block (Mostly exteriors)
-The Theater (You also have)
-The Parks (Which you have)
-Plaza/Rabbit Hole (You have)
-The gallery (which hasn't been sent out)
-The Place where the old Salon was (Now a bar)
-The Lounge (With the rail line)
I'll send you the Lounge/Rail the next time I load up the game (later today or tomorrow).
And Yes, I did see the changed. I didn't expect the world to be so filled in - someone's been busy. :rofl:
Speaking of file, I'd sent you a bunch of small homes and I didn't see them in the world. D:
kiwi_tea
30th Aug 2012, 05:11 AM
Ugh. I have memories of these small homes but cannot find the files. Also dying of flu, so might not be looking hard enough.
matrix54
30th Aug 2012, 11:40 PM
Awwww! Get well! :bunny:
kiwi_tea
8th Sep 2012, 07:58 AM
Feeling a lot better and getting into SN, improving existing lots, etc. This pack really adds some great basic building components. Would anyone be keen at making a fairy garden on one of the empty lots? I'd prefer it was a No Visitor's Allowed lot.
In terms of population, I'm really enjoying designing the strays for the world.
Edit: Also love that disagree on Matrix's post. :heyhey:
scoopy_loopy
8th Sep 2012, 11:07 AM
I gave it a quick try, but it proved pretty hard to get it looking decent and not standard fare. The two blocks I looked at, being marked "no visitors", were both pretty small, which made the process kinda hard because the fairy garden rabbithole is 8x8.
Which is another I had to mention, it looks well ... pretty. No blemishes, or any way to really get it looking like faded beauty, lol. I tried sticking it inside a pavillion, but then that was massive, and then I went off on this weird tangent involving basements and fake cavern stuff and blah. Gave up. Lmao.
kiwi_tea
8th Sep 2012, 12:49 PM
Oh, I actually meant any of the empty lots, not just small ones marked No Visitors. Sorry for the ambiguity. What I meant by "No Visitors" is that I'd prefer it was marked as one to avoid pulling NPCs to a "filler" lot. I want lots of Sims visiting key lots if I can help it. I'm trying to choose traits to help with that.
I just had a look and it's REALLY sparkly. I've popped it down by the hospital for now and it looks okay. I'll give it some more thought later on, thanks heaps for trying!
scoopy_loopy
9th Sep 2012, 10:04 AM
http://www.aroundthesims3.com/objects/room_downtown_09.shtml
Saw this and thought of Grimschurch. :) I especially like the chair, lamp and clutter. :3
matrix54
10th Sep 2012, 02:34 PM
The town needs a restaurant... :rofl:
kiwi_tea
10th Oct 2012, 02:44 AM
Turns out I stupidly managed to delete ALL my work and back ups for September. The most recent back up I have is 26th of August (weirdly, my birthday). So.... ....that sucks because I've lost a boatload of work, however, it's not really work I shared with you guys due to being busy, so... ...I guess it sucks less for you than for me?
Riptide651
10th Oct 2012, 03:36 AM
Definitely, at least we won't be depressed necause we never knew what got deleted :P
Just Kidding, It's sad. I hope you can rebuild the majority of it :)
What's with everyone losing their world data these days? First it's me, then Ouer, and now the plague has reached the almighty Kiwi_Tea.
matrix54
10th Oct 2012, 04:28 AM
Oh, that's terrible. Exactly what got deleted? O_O
kiwi_tea
10th Oct 2012, 11:19 AM
I haven't investigated fully yet because of "OMFG"ness, but it looks like I've lost all the SN upgrades to lots, I've lost the community pool and some great apartment buildings I'd made, and also nearly everything I made as part of QBuilderz's foundation challenge.
matrix54
10th Oct 2012, 02:01 PM
This is a good and bad situation. The bad, of course, if that you've lost a lot of work. The good, however, is that you get to try again, and improve where you couldn't before.
Try to find those glimmers of hope and stare at them. Longingly. Then use them to your advantage
kiwi_tea
10th Oct 2012, 04:58 PM
I see that. I just need a moment here. :P
kiwi_tea
10th Oct 2012, 09:47 PM
So... ...did everyone else hate the beach, the port area and everything in between that and the city? I sure hope so! ^_^
matrix54
11th Oct 2012, 12:08 AM
The beach had potential. ;_;
The port was cool - it added life to the world.
kiwi_tea
11th Oct 2012, 05:32 AM
Well. They weren't good enough. Now they're becoming a lot better, in terms of road layout and general landscaping. Pics to come when I'm not delirious from lack of sleep due to the release of Pokemon Black 2.
christmas fear
11th Oct 2012, 09:09 AM
oh my goshh, i love this city and i've downloaded the second version to look around. the china town idea fits perfectly and i loved the original port. i can't believe you lost it :( this town is also big and has everything in it, which is what i like a lot. good luck and i hope you don't have an awful time rebuilding. i'll check back and hopefully i can help you a bit. :)
FridaKahlo
12th Oct 2012, 07:47 AM
This town looks absolutely great. We are all looking forward to it!
EDIT: And I must say that I think this guy (http://www.modthesims.info/download.php?t=487259) would fit right in!
Annique
18th Oct 2012, 07:52 AM
We all know how much it sucks when you've been working on a kick-ass house for hours and then the game craps out on you, I can't imagine weeks...
But yet we always return... after a much needed period of distancing.
kiwi_tea
30th Oct 2012, 11:03 AM
Here's a new one. Whenever I save with the new update it tells me a bunch of lots are set to "read-only" and the save cannot write to them. Save completes. But... uh-oh. Edit: World also crashes when I enter EIG. Great.
Might have to go back to a back up.
Not one single one of my previous back ups for this world works. Even the ancient ones. Something has changed. I have crash logs. I can't make heads or tails of them. :/
matrix54
30th Oct 2012, 01:41 PM
I had that same issue with one of mine. I never how to fix it, and it ended up fixing itself. Try reinstalling, maybe that'll help.
kiwi_tea
31st Oct 2012, 05:40 AM
OMG. I've cleaned out the global layer. I've deleted the "read-only" lots. I've gone back to my very earliest, crappiest, half-made back ups. This world, and only this world, every version of it that I have ever made, now always crashes edit-in-game.
Crash log interpreter says it is caused by CC. I'm so lost.
Belzader
31st Oct 2012, 11:25 AM
CAW seems to read mods folder even though it doesn't use it, so if you have any mods for game try move it from The Sims 3 folder in Documents or rename it temporay before using CAW.
Same for DCCache folder.
I have had problems with that CAW don't like whats in my DCCache folder for quite sometime, and after upating CAW to the version for 1.39 it started to "complain" about my mods folder aswell.
kiwi_tea
5th Nov 2012, 01:23 PM
Okay. I finally managed to get Grimmy open in EIG, so even if I'm not sure I can make changes yet, you can give me some feedback on the new port.
Also note: This is how I always intended the world to be most of the time: Grim and grey and foggy. When it clears up - on rare days - it will look like the previous pics.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-179.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-180.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-181.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-185.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-187.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-197.jpg
matrix54
5th Nov 2012, 01:59 PM
Not bad. Not back at all.
Now, back to work! *cracks whips*
Tee Hee Hee
5th Nov 2012, 05:41 PM
I love the melancholy atmosphere, looks like a great hood for detective story!
I like the port, however I'm guessing the built up area still has some buildings left to be done around the outskirts as the transition from city to rural seems a bit abrupt.
Overall though I love the look of it and hope you can get back into editing it soon :D
christmas fear
7th Nov 2012, 12:20 PM
is anyone else imagining how great this world will look with weather? pretty amazing :o
kiwi_tea
9th Feb 2013, 07:13 AM
i_heart_drones has supplied an AMAZING distant terrain for Grimschurch, and I'm hard at work getting an unpopulated beta together. I've culled a lot of CC, except some of matrix's walls. Pics to come. This project is far, far, far from dead.
jje1000
9th Feb 2013, 03:36 PM
Ah, how you tempt us so! Do you have any pictures? ;)
kiwi_tea
9th Feb 2013, 04:20 PM
Patience, grasshopper. It's a feedback thread, and the stuff I'm doing right now is the routing, which is boring and not very visual. When I have that down I'll get some pics, ask about the aesthetics. And then... ...hopefully it'll be upload time. I want a solid world uploaded by the 22nd. I have a course starting on the 23rd.
i saw drones
9th Feb 2013, 10:09 PM
^_^
I can confirm that the world is looking totally awesomesauce!
kiwi_tea
13th Feb 2013, 08:06 AM
http://www.4shared.com/zip/i-wXC7ff/GrimschurchBuilders3.html
My current working build + DT. There are lots of issues, but I'd appreciate feedback.
The DT seems to be casting some odd shadows on the landscape at some points in the day. We're looking into that.
Pick-Churs:
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-18_zps518bd461.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-8_zps4df94eb4.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-12-1_zpsb7a609dc.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-11_zpsc0f12113.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-14_zpsced76c39.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-20_zps19f2d147.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-33-1_zps54db0412.jpg
Is there widespread opposition to my adding Monte Vista to the requirements? I got it today and want to replace half the flora in the world with MV stuff if nobody protests (juniper bushes > buckthorn). I feel bad limiting the world's audience, though.
matrix54
13th Feb 2013, 05:34 PM
I can finally work again. I just hope I'm not too busy to do so, what with GAME DESIGN (of all things) projects school. I'll probably squeeze in some time, though. :D
kiwi_tea
13th Feb 2013, 10:36 PM
Cool. I also hit up Flabaliki for some builds if he has time, but he's currently busy as with a trip to EA to preview University etc.
matrix54
15th Feb 2013, 04:49 AM
Speaking of game design, I'll make a small comment: The architecture throughout the downtown area is too different, given the style and period of the town, coupled with the aging. In some places, the varied architecture works, like the church in the distance in town, but the houses on the outskirts are of a theme unnatural to the town. Victorian can work in the town as a whole - just not downtown. Downtown should be more urban, with a combination of Art Deco and tradition contemporary (I can't think of a better word. It's not actually contemporary though) brick architecture.
Also, a lot of the lots come across as modern. I don't think modern should be in town, unless it's some form of deco. Even that shopping center I made was pushing it, to be honest.
Just my 94151085051 cents. :|
kiwi_tea
15th Feb 2013, 09:46 AM
I've been thinking the same thing. I don't want to use rabbit hole rugs, so I keep trying to fit all these inappropriate rabbit holes in, and then the buildings also vary all over the place. Suggestions?
matrix54
15th Feb 2013, 01:12 PM
Patience. It will all work, eventually. I suggest trying to tell a story with how the world looks, but keeping consistent with architecture and visuals explored throughout the period.
kiwi_tea
15th Feb 2013, 01:20 PM
Napier is a city in New Zealand that was almost destroyed in an earthquake right before the art deco period. Consequently it has a huge amount of art deco architecture. I'm going to start bulldozing some lots and building using this page as a reference: https://www.google.co.nz/search?q=napier+art+deco&hl=en&newwindow=1&safe=off&tbo=u&tbm=isch&source=univ&sa=X&ei=PAweUfmZDYSWiQK0woHoDA&ved=0CHkQsAQ&biw=1920&bih=955
matrix54
16th Feb 2013, 07:05 AM
Try not to rush a lot. Personally, I can REALLY spend a lot of time just trying to get the exterior right. Earlier, I spent about an hour and a half just doing the shell of one buildings, and it still didn't look right, so I'll have to redo it or scrap it. Was it a huge waste of time? Mostly, yeah, but it helped me learn what not to do.
Actually taking the time to craft a lot to convey a certain look or style takes a few tries or a lot of time. Inspiration from various resources is never a bad thing, nor is taking your time. It's a very laborious effort, but it's always worth it in the end.
Ouerbacker
16th Feb 2013, 09:23 AM
Wow, this world is really coming together. Though I haven't had enough time to look over Grimschurch closely, what I have seen looks really good. Aside from those bizzare shadows, the DT is working out quite well.
_________________________________
feedback - I'll add more here tomorrow
The one downside that I have noticed so far is that there are no big, like really big, houses.
_______________________________________________________________________________
My personal opinion on the Monte Vista flora question is to stick with what you have, but this opinion is mostly based upon me not having Monte Vista. However, if you feel that the Juniper bushes will add to the world and make it look even better, it would probably be a good choice to use the Monte Vista flora.
Since you mentioned that you were having problems keeping a consistent architecture style, I was wondering if you might want to use some of the art deco-ish buildings that I've built in the past. With enough editing and a depressing/drab paint scheme, a couple of them might work. You wouldn't have to offer credit or any of that. Keep up the good work!
edit
Also, just googling random mixes of words, I happened upon this building. It seems like the type of building that might work as a suitable replacement for one of the buildings you want to change.
http://www.fortwortharchitecture.com/oldcityh.jpg
kiwi_tea
16th Feb 2013, 09:29 AM
I've concentrated on only doing exteriors and on getting a more realistic, less spazzy skyline.
- Shifted the highrises into a diagonal row in a much more central location to aid the town's sense of scale.
- Sprawled some more lots around the edges.
- Reworked Lucky 7 entirely into the centre of town, and as a recognisably Art Deco casino.
- Showtime's contemporary school is a better fit.
- Surrendered and introduced Jynx's RH doors, allowing a large Art Deco theatre shell.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-59-1_zps23dd5ec7.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-52_zps60a4a856.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-53-1_zps26668f6a.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-54-1_zps105766d4.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-55-1_zps865d921c.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-57_zpsb3125731.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-60-1_zpsa0024b05.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-64-2_zpsaedafe6f.jpg
Edit: Okay, I'll keep MV to a minimum, in most cases I'll just add content from the associated venue, not the world - those nice pink flowers in particular.
matrix54
16th Feb 2013, 05:47 PM
Since we're all showing off work: I "renovated" the parking lot. I wanted a pool there, but I couldn't get a proper "look" of the building, until now. I was supposed to do a Town Hall, but this was easier (and I have to figure out how to make the SN one work, IDK). I removed the trees to see the buildings.
http://s12.postimage.org/fwh8bhmi5/Screenshot_75.jpg
It looks like crap, because the bricks are smaller, but it's fine in game. The interior is kinda boring though, but it's a pool, so... meh.
kiwi_tea
16th Feb 2013, 08:42 PM
The SN town hall doesn't work. I've tried something else. I'll share it soon. That's a great addition, we've needed a pool!
Lucky 7 attempt 2 - exterior only.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-67-1_zpscae842f9.jpg
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-69-2_zps423b2f10.jpg
Town Hall shell attempt 10218408121 - exterior only, no colour, no detailing.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-72-1_zps7d4a35c2.jpg
Theatre shell attempt 1 - exterior only, no colour.
http://img.photobucket.com/albums/v54/walruskeeper/Screenshot-70-1_zpsc0dfab77.jpg
scoopy_loopy
17th Feb 2013, 08:38 AM
I love the theatre, it's beautiful! I'm not entirely sold on the others, they're good, but I just find them a little less inspired, maybe?
TheGuySim
17th Feb 2013, 12:48 PM
The town hall will look great once you have the colour and detailing in! And the theatre already looks beautiful! With a tiny bit more work on the exterior shape, the Lucky 7 will look great in no time. I think it may be the roof shape that needs a bit of tweaking. :)
I was actually thinking of doing a Sims 3 conversion of my Simiety Vintage Theatre (http://www.modthesims.info/d/441064) lately and uploading it, and, maybe with a few tweaks, you can always use it in this brilliant world, if you want. I could maybe use it with Jynx's cinema rug, or make it into a Late Night bar. :)
matrix54
17th Feb 2013, 05:00 PM
Personally, I think being a bit more subtle with the architecture would be a step in the right direction, like the town hall. Set up the walls as a base for a buildings, then layout with windows/doors/etc. (that match - the Seasons and Supernatural windows do not), and detail with decor. The building, itself, doesn't need to be this extra special, architectural marvel that you're shooting for. Start small with a few rectangles for a building, add on a single and consistent layer of wall paint and then add small things, like drain pipes, awnings, shrubbery, parking spaces, pictures, etc. NEVER detail a lot with chunks of walls. Ever. Like any level editor (which is kind of what the Sims is), you don't want to do details with the core architectural source in the game. It always looks like it's trying to hard to do what it can't, and it makes the game engine look week and incapable. That's why the game has an extensive decor section, to mask engine limitations.
Constantly having buildings in town that scream "Look at me, I'm amazing and grand" isn't good. It's like harmonies in music. You can't have a lot of strong voices - it will mess the blending of the voices up. You NEED weaker voices in between the strong voices. Here, you need weaker looking architecture in between the stronger looking buildings. Even in downtown areas - not every building, even in Art Deco towns, will be strictly art deco, or fancy, but the town still looks great.
jhd1189
17th Feb 2013, 06:42 PM
I don't know, I think you're on the right track with the theater. I'm assuming you're going for the look of one of the old movie palaces, right? One important thing to consider, though: I'm guessing that the taller section is the auditorium, and auditoriums don't have windows. The theater could also do with a lighted marquee, if you can figure out an easy way to squeeze one in. A side marquee with the box office on the street side might work, and you could leave the current entrance as-is for red carpet premieres.
I'm sure you're trying to avoid adding more custom content (and you might already be using this set for all I know), but this set of neon signs comes with some outstanding pieces for building your own theater marquee: http://mysims3blog.blogspot.com/2012/06/neon-signs-by-bau.html
The casino looks great! I might throw in some tacky neon lights, but I think it looks just about right.
City hall is throwing me off a little bit, though. Something about it looks more commercial than civic. I think the right style for this building is a more reserved version of art deco that you'd see on important buildings: a stone structure that almost feels neoclassical, but with very defined lines and step-backs. Something along the lines of the Chicago Board of Trade Building (http://en.wikipedia.org/wiki/Chicago_Board_of_Trade_Building) or the United States Courthouse (http://en.wikipedia.org/wiki/United_States_Court_House_%28Los_Angeles,_1940%29) in Los Angeles (which is technically moderne and not art deco). You're halfway there, actually: get rid of the giant windows and the almost wall-height fences, and raise the central tower if you can. The Foo Dogs that you're using are probably not the right kind of statuary for this building.
You're doing a great job with these, and I can't wait to see how everything turns out!
kiwi_tea
17th Feb 2013, 06:43 PM
Thanks guys, all extremely helpful. The lack of matching windows of different dimensions is actually driving me crazy. Seriously. So I've been making a lot of compromises there, but I think it's working okay.
Lucky 7 is classified as a Dive Bar and it's supposed to be a much less than classy casino, on the corny side of art deco. I'll look at what I can do for the roof.
I'm thinking of keeping blocks of light brick as the theme for the town hall. I'll have a play around.
@jhd1189 The auditorium is obscured a bit in that picture, it actually goes off the side at the back of the lot. The building forms an L shape. I will *definitely* make an allowance for those signs. Thank you very much.
girlfromverona
18th Feb 2013, 10:24 AM
The lack of matching windows of different dimensions is actually driving me crazy.
Oh, I SO hear where you're coming from. EA really needs to up their game when it comes to making matching windows and doors.
Not sure how you feel about TSR, but there's an art deco window set there which you might find useful: http://www.thesimsresource.com/downloads/details/category/sims3-sets-objects-construction/title/art-deco--classic-build-set-part-1/id/1109958/
I'll be visiting my brother in Napier in a month or so. Love that town so much. :)
kiwi_tea
18th Feb 2013, 07:03 PM
Thanks girlfromverona. I saw that, but it's paid TSR content, which I'd never use. ^_^
Edit: Because I've got this Youtube channel I'm going to start doing some of the grimmy lots as speed builds on there. It provides an opportunity for more immediate, detailed feedback, and hopefully will force me to improve much faster. If anyone's keen to criticise here's the first one I chucked up yesterday: http://www.youtube.com/watch?v=Iz-D618cg6c
SimmyRN
19th Feb 2013, 04:52 AM
Thanks girlfromverona. I saw that, but it's paid TSR content, which I'd never use. ^_^
Edit: Because I've got this Youtube channel I'm going to start doing some of the grimmy lots as speed builds on there. It provides an opportunity for more immediate, detailed feedback, and hopefully will force me to improve much faster. If anyone's keen to criticise here's the first one I chucked up yesterday: http://www.youtube.com/watch?v=Iz-D618cg6c
Very interesting build! I've never tried speed building but you did it well. My only thoughts are that the "picket" fence may not match well with the very modern fence on the upper deck and some of the modern windows. Maybe the half wall or a different fence on the upper deck. The outside layout and landscaping is great! I would suggest flipping the living/dining room with the kitchen so that everyone doesn't walk through the kitchen to get to the living rom. In the kitchen maybe move the sink to the other side so that there is a "work" counter - perhaps in between - the refrigerator and the stove. I didn't see if you had a fire detector in the kitchen. The red in the master bedroom is nice but maybe a littler stronger tonal range than the other colors. It makes a nice contrast though. Since you're working with blue/green tones; a little more red/orange/yellow or red/pink/purple. Excellent work!
matrix54
20th Apr 2013, 08:35 PM
Still working... school's fun. :|
Shops in the mall:
Bookstore
http://s13.postimg.org/juwxwwclj/Screenshot_101.jpg
Cafe
http://s13.postimg.org/q9vytkjbb/Screenshot_102.jpg
http://s13.postimg.org/ytfcrbrnr/Screenshot_103.jpg
Arcade
http://s13.postimg.org/4d9ft764n/Screenshot_104.jpg
The pool, next to the mall:
http://s13.postimg.org/nwe12k4w7/Screenshot_105.jpg
And some corner shops, before the game started perpetually loading, so I couldn't save it. :gjob:
http://s13.postimg.org/4ftbg19s7/Screenshot_106.jpg
I do have a more basic version of it saved, but I still have to do the work again. :faceslap:
jje1000
23rd Apr 2013, 07:31 PM
Napier sounds really interesting. It's probably a bit too whitewashed for Grimschurch gloominess, but you can always use different materials!
And one of my favorite art deco buildings:
http://syracusethenandnow.org/Dwntwn/ClintonSq/NIMO/NiMo-Panorama-Large.jpg
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