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/vr/ - Retro Games


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File: 83 KB, 640x480, a4882c7544[1].png [View same] [iqdb] [saucenao] [google]
2379084 No.2379084 [Reply] [Original]

Simcity 2000 thread. I'm mainly used to 3000 and the SNES version of the first game, but I've been playing 2000 a bit lately. For once, I'm actually using an uneven terrain, and it's proving an interesting challenge to build around the hills.

Are there any programs to export the entire city as a high-res image? Also, is it worth building highways when my city gets larger, or is it a waste of time?

>> No.2379146

>>2379084
play the windows version.

>> No.2379225

>>2379146
I have both the DOS and Windows version. Of course, the high-res capability is a big plus in the Windows version, but I find the interface much more buggy (sometimes the tax increase and decrease buttons don't work, among other things). So I stick with DOS.

>> No.2379312

>>2379084
If I remember correctly, highways transport 4 times as much traffic as one road, and is as wide as two roads, meaning it has capacity for twice as many people in the same space as two lanes of road. The downside is they cost $100 per 2x2 block, meaning they're best used for going between districts, or having one highway that goes around the perimeter of the city. Eventually when your city gets busier it's a more efficient traffic solution than standard roads.

>> No.2379374

After you're done building in an area, plant thick stands of trees on the empty hill side tiles. Raises property values.

>> No.2380497
File: 127 KB, 547x406, 3CdFTql.gif [View same] [iqdb] [saucenao] [google]
2380497

>>2379374
best to coat your map in trees during map generation as well

>> No.2380501
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2380501

>> No.2380503
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2380503

>> No.2380506
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2380506

>> No.2380510
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>> No.2380518
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2380518

>> No.2380519
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2380519

>> No.2380524
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2380524

From /d/.

>> No.2380526
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2380526

>> No.2380530
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2380530

>> No.2380539
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2380539

this is what you call a "police state"

>> No.2380545
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2380545

>>2380539

>> No.2380548
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2380548

PERFECT ORDER

>> No.2380618

>>2380539
>>2380545
That's just ridiculous.
>>2380548
Now THAT is well done!

>> No.2380629
File: 125 KB, 470x412, FcoPkrG.gif [View same] [iqdb] [saucenao] [google]
2380629

>> No.2380631

>>2380618
the church one happens when you type a swear word into the game

I know Dam works but idk what else

>> No.2380643
File: 198 KB, 853x640, simcity cock.jpg [View same] [iqdb] [saucenao] [google]
2380643

>> No.2380649
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2380649

>>2380629
>>2380539
>no roads

>> No.2380651
File: 135 KB, 547x406, FETKgeW.gif [View same] [iqdb] [saucenao] [google]
2380651

>> No.2380654

>>2380651
someone's been cheating on the "river"

>> No.2380657
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2380657

>> No.2380660
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2380660

>>2380649
That's because subways. Lots of subways.

>> No.2380662
File: 19 KB, 311x143, maglev hookup.png [View same] [iqdb] [saucenao] [google]
2380662

>>2380660
And then, the subway tunnels can have maglev tracks running through them!

>> No.2380667
File: 10 KB, 311x143, maglevs, fucking fucks.png [View same] [iqdb] [saucenao] [google]
2380667

>>2380662
YOU CAN'T EXPECT THAT MUCH FUNDING! YOU WILL REGRET THIS!

>> No.2380671

To me Sim City 2000 is the most approachable game of the series. The original was a bit too limited, with the lack of elevation, small map and fixed 3x3 buildings. And Sim City 3000/4 went all serious and bland. Sim City (5) actually recovered some of its whimsical appeal (and got attacked heavily for that), but the DRM is just nasty.
While you can skin every building in the game using the Urban Renewal Kit, what bugs me the most is the yellow ground. It often makes Sim City 2000 look like a desert.

Even though the Windows version has the larger viewport, it's really annoying to play, because it assumes slower CPUs. Also, the sprite work kind of assumes you'd be running around 640x480 - 1024x768. Any bigger and the UI just becomes awkwardly proportioned.
I'd love to see a modern port of Sim City 2000, keeping the simulation unchanged, and replacing the sprite work with solid 2D vector artwork, allowing for smooth zoom and sharp looks on any device or resolution.

>> No.2380672

>>2380660
>Orangeville
;_;

>> No.2380675
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2380675

>>2380671
to be fair canonically Sim City 2000 has you developing a new city in the American West, specifically California, although other cities are present for scenarios as well.

I think you can change the ground colour though.

>> No.2380678
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2380678

>>2380660
I suck so hard with making subways work

>> No.2380680
File: 469 KB, 1899x945, Neopolis.jpg [View same] [iqdb] [saucenao] [google]
2380680

>>2380678
My shitty, poorly planned city otherwise

>> No.2380683

>>2380675
>I think you can change the ground colour though.
How? I never found a way

You're right about a new city in the American West. It also explains the time scale, and starting on an empty lot of land. Older Sim City actually really sucks doing layouts that are not grid based, or historically grown cities. I think the game should have embraced that, and focus all its visuals on US cities, play its theme even stronger, instead of trying to add European landmarks, making it so very obvious that the game can barely model these cities.

The second Sim City for DS was interesting because it tried to do the whole "grown city" thing a bit. The game had plenty other issues though.

>> No.2380684

>>2380657

I always see these beautiful, sparcely populated towns with houses a few blocks from each other. How do they keep everything powered? On some buildings, I don't see anything else but trees touching them.

>> No.2380687

>>2380684
SCURK. These cities are probably not sustainable.

>> No.2380690
File: 130 KB, 548x409, Red China.gif [View same] [iqdb] [saucenao] [google]
2380690

>>2380687
or just a tile swap between power lines and trees

>> No.2380691

>>2380690
That's possible, and gross.

What isn't gross though is the tile set in your screen. Probably some dirty tricks in there as well, but it looks consistent and "natural", as far as SC2k can do natural.

>> No.2380694
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2380694

>>2380671
I agree, also the art style is just so pleasing while SC3000 looks a bit lifeless and dull now

the gameplay as well, although SC3000 probably hit that sweet spot between complexity and simplicity I always enjoyed the little bits of SC2k, like you said the humour, special buildings and events

>> No.2380697
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>> No.2380701

>>2380671
Having played 3000 first and then moved on to 2000, 3000 honestly feels like a downgrade to me. Stuff like the newspapers and the ability to view demand and change taxes for individual industries to promote cleaner industry, as well as the cool future stuff like arcologies make me think "Why did 3000 remove this stuff?". The only thing that's in 3000, that I wish was in 2000, is green landscapes. It feels weird that everything is barren desert.

I'd like to attempt to make a modern version of 2000 like you've said, keeping the base gameplay and graphical style the same, but also I'd add some extra features like the ability for custom map sizes, and a multiplayer mode that's basically the same as Network Edition but with better netcode designed for modern internet so there's no 30 second lag. But it seems pretty far out of my scope, maybe eventually I'll get a start on it.

>> No.2380703
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2380703

>> No.2380704
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2380704

>>2380701
also more building variety
one of the things I'm thankful there were mods for

>> No.2380708
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2380708

>> No.2380710

>>2380701
>cool future stuff like arcologies make me think "Why did 3000 remove this stuff?"
It wasn't realistic. That's the sad thing. Sim City 3000 all serious'd up, so you can't have fun like the number of bungee jumps off the Llama dome, or arcologies.

>> No.2381071

>>2380704
Arcologies look so badass in the middle of a city, like a monument to your greatness.

>> No.2381081

>>2381071
It's oddly important to only have at most a handful of them. Too many arcologies and they just look like odd shaped skyscrapers.
Also, due to sprite size limitations they're not even remotely as large as they should be.

>> No.2381112

>>2380703
What mod is this?

>> No.2381205
File: 873 KB, 1920x1080, sc2k.png [View same] [iqdb] [saucenao] [google]
2381205

Would this be a good looking way to make old DOS 640x480 4:3 Sim City 2000 show up on a modern 1920x1080 16:9 display?

>> No.2381651

>>2381205
no

>> No.2381771

>>2381205
It looks kinda distracting to me. I'd say the best way is to just deal with black borders.

>> No.2381780

Definitely agree. Integer scaling + black borders is the simplest and best solution.

>> No.2381797

>>2381205
just play the windows version

>> No.2382257

>>2380701
>>2380710
Seems like the arcologies should have been a bit more believable. They should have taken up 25 or 36 squares.

But then, I'm a bit clueless about how to feel about arcologies, I've never even read any novel with them. At least I don't think I have.

>> No.2382296

>>2382257
Yeah, these dimensions sound better. I still think it's a limit of the sprite engine they used. The game is already pushing some pretty mad fillrate, due to the massive overdraw of buildings covering other buildings.

>> No.2382689

>>2381797
People have already mentioned in this thread that the Windows version has awkward UI at higher resolutions, glitches, and it assumes you're using a slower CPU.

>> No.2383302

bump

>> No.2383760

>>2382689
Well, shit, guess you're stuck between a rock and a hard place, huh? Well, between those, and the Amiga version.

And the windows CE version. And the mac version.

Oh, and the RiscOS version.

>> No.2384297

>>2383760
which of these run at 1080p while keeping the UI reasonably in scale? Because that was the subject.

>> No.2384325

>>2384297
the mac version runs pretty well in Basilisk and has whatever resolution you like.

>> No.2384330

>>2380675
>SimCity
>canon
u fucking wot

>> No.2384331

>>2384325
pics or it didn't happen. Especially at large resolutions (1080p, maybe even higher), where the default zoom modes don't look comically small, and the UI is not lost as tiny buttons somewhere in the corner.

>> No.2384357
File: 118 KB, 600x808, unsee.jpg [View same] [iqdb] [saucenao] [google]
2384357

>>2384297
Dafuq?

Why do you expect me to figure out the total ins and outs of what you're fretting over for you?
Why can't you just run it at 720p or something?
Why wouldn't hacking or tweaking whichever other version be on the table? Why wouldn't keyboard shortcuts or the like be part of the consideration?

Though if I had to take a chance, I'd be most interested in the RiscOS version, since that should be able to run on just a raspberry pi.

>> No.2384368

>>2384357
In other words, you have nothing, just wanted to look like a smartass, and it backfired. Well done, I suppose.

>> No.2384382

>>2384368
What do I have? Sense enough not to have wild optimistic notions of running a program hardcoded for 640x480 at 1920x1080 and expecting it to look all impressive and elegant.

And if I wanted to be a smartass, I'd have mentioned the OS/2 version.

>> No.2384385

>>2384368
Nice definition of "backfired": >>2384325

>> No.2384853

>>2384382
Not enough sense though to recognize a simple statement, namely that SimCity 2000 simply does not scale well to large resolutions. But no, you have to be all smartass and whip out platforms that are more trouble than gain, and still fail at the original task. You wanted to be right for the sake of being right. Fair enough, have your victory cookie, choke on it.

>>2384385
Pics or it didn't happen

>> No.2384974
File: 236 KB, 1366x768, 023a54aca5[1].png [View same] [iqdb] [saucenao] [google]
2384974

>>2384853
OP here, not the guy you were replying to, but I got the Mac version of SC2K running. Looks really nice.

>> No.2385575

>>2384974
Ooh, nice, how about zooming it in once?

(also not the guy *you* were replying too)

>> No.2385582

I don't understand how water works in this game, I build water pumps and pipes, but only a handful of area becomes watered?

>> No.2385595

>>2385582
You should be building those water pumps beside water.

>> No.2385706

>>2385582
water range has a wonky algorithm if you're short on pumps/towers and have them placed in different spots - it can make it look like some pumps aren't working.
you can fix that by dividng up your city into smaller isolated sectors each with its own set of pumps
(or build more pumps so you're not short on water)

had a screenshot but i lost it

>> No.2386024

>>2385706
I always heard water towers weren't terribly useful.

>> No.2386121

>>2386024
They act like capacitors. They can extend the range a little, but mostly they just protect against draughts, smoothing out the ebb and flow of the water. They do not produce any water themselves.

As for the water system, it's not too tricky. Pumps near the water, pipes into the city, and if some places start to run dry occasionally, a few water towers halfway to extend the range of the pumps (though you should also increase the number of pumps, there's only so much water than can fill the network)

>> No.2386493

>>2381205
I just run DOSBox games in a window at 1280x960. Large enough to see clearly, but no blurriness from the pixels not matching up with my screen.

>> No.2386868

>>2386493
yeah, that makes sense. In that screenshot the inner window is indeed 1280x960, for the reasons you mentioned. I'd prefer to run in genuine full screen, with black bars or anything not-desktop and no window decorations, but DOSBox has troubles with (S)VGA modes like the one used in SimCity 2000. No filters or anything work in there. That said though, the DOS(Box) version is so easy to get to work, that's a bit of a first world problem of mine.

>> No.2388505
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2388505

>>2386868
Maybe if you made the fullscreen resolution 1280x960 and then set your graphics card to no scaling.

Or maybe there's even a setting in the DOSBox config that'll prevent the scaling.

>> No.2388514

>>2380662
Does it actually say Orangeville and Hamilton? I really can't remember. Was this game made in Canada?

>> No.2388792

>>2388505
In 640x480 mode none of the rescale options work. That means you can't even use the none2x or stuff. In order to avoid interpolation from DOSBox you'd have to use one of the output modes that won't do interpolation (ddraw or stuff, I think).
Changing desktop settings to play a single game is a bit overkill, but still an option. Another option is, funny enough, to use a high resolution display (4k or more), set DOSBox to a non-filtering output, and go fullscreen. Due to the high pixel density of the display you won't have to worry about the game's resolution not mapping perfectly to the display resolution. The differences become marginal.

Of course the best would be DOSBox actually supporting all its filters even when not running 320x200. From what I gather though, the stable release is pretty removed from the latest revision, for reasons I don't understand, and forks have taken over, fixing the various bugs in it.

>> No.2388950
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2388950

>>2380548

>> No.2388962

>>2380680
have to say, that looks really neat. what's the population?

>> No.2388964

Anyone got a download link for Sim City 2000

Looks fun as fuck!

>> No.2388970

>>2388964
http://www.gog.com/game/simcity_2000_special_edition

>> No.2388979

>>2388970
Thank you /anon/! TIme to get comfy as fuck!

>> No.2389016

>>2388970
Hmmm no free download?

>> No.2389030

>>2389016
GOG is DRM free, if you prefer the free route. The game is officially sold on origin and gog, so free sources are questionable, but it should be trivial enough to look up gog's special edition, which is no hassle to install

>> No.2389048

>>2388964
http://www.mediafire.com/download/hrx4ry42au571a3/SC2K.rar
install it in C:\games\SC2K
use the reg

>> No.2389491
File: 99 KB, 600x450, cast.jpg [View same] [iqdb] [saucenao] [google]
2389491

>Lister
>Rimmer
>Krighton
>Cats Corner
>Little Rouge

>> No.2389502

>>2389048
>use the reg
hahaha no

>> No.2390078

How much do you all edit the map before starting a city? The random map really sucks.

I set up a mountain for hydro and a bay/harbour area for seaport, and some islands. Throw in a fork in the river too sometimes.

It's kind of cheesy but I'm going to do it anyway, might as well do it before it costs money and slows down the development of mah city. Can you even cheat at SimCity if it's not a "game"?

>> No.2390081

>>2389502
>[HKEY_CURRENT_USER\Software\Maxis]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\Localize]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\Options]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\Paths]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\Registration]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\SCURK]
>[HKEY_CURRENT_USER\Software\Maxis\Maxis\SimCity 2000\Version]
>[HKEY_CURRENT_USER\Software\Maxis\SimCity 2000\Windows]

just how much of a pussy are you?

>> No.2390089

>>2390078
>How much do you all edit the map before starting a city?
Not at all, and for extra fun I prefer hilly locations

>The random map really sucks
That's what makes it so much fun. The world's not perfect, and no place for a settlement is. So you work with what you have. That's also why I try to do as little terraforming as possible. Sure, it means longer roads, possibly not straight ones, it means tunnels and bypasses around hills, but that's the cool stuff. Why would I deprive myself of that?

>I'm going to do it anyway, might as well do it before it costs money and slows down the development of mah city
But that's where the fun is, making a great city while overcoming the obstacles nature throws at you. Or actually, making a great city within the setup nature gives you.

>Can you even cheat at SimCity if it's not a "game"?
You can only cheat yourself, out of fun and challenge.

>> No.2390852
File: 378 KB, 1033x1461, dan's happening.jpg [View same] [iqdb] [saucenao] [google]
2390852

>>2390089
No terraforming? Lunacy! Pointless pettiness!

Why even leave it the way it is? Why not make it far *more* hilly?

>> No.2390860

>>2390852
>Why even leave it the way it is? Why not make it far *more* hilly?

Well ...
>>2390089
>So you work with what you have
That's why

>> No.2391137
File: 201 KB, 493x500, my sides.jpg [View same] [iqdb] [saucenao] [google]
2391137

>>2380524
>ok

>> No.2391331

>>2390860
You can still select maximum hillyness when map a new map...

>> No.2392467

>>2391331
and occasionally I do. The question was why I don't add any during playing, and I responded

>> No.2393357

>>2390078
I edited the maps when I was starting out because it's much easier and less frustrating that way. Now I only slightly decrease the hilliness in the generation, and that's it. I find having to work around the hilly terrain makes a more natural-looking city, rather than just row after row of zones.

I find it's really, really easy to create waterfall tiles in-game anyway. You just place water on a hilly tile and boom, waterfall. I almost always start out just making a few waterfalls for really cheap and build dams instead of coal or oil. Hydroelectric seems to me by far the best power source. The cost of terraforming makes it only a bit more expensive than coal, but it's just as efficient and cheaper in the long run because you don't need to replace them and they create no pollution.

>> No.2393650

Are we just going to pretend porntipsguzzardo doesn't happen?

>> No.2394531

>>2392467
Not during playing, during map edit!

>> No.2394540

>>2394531
Then I have no idea what
>Why even leave it the way it is? Why not make it far *more* hilly?
was supposed to refer to. The default settings of the map generator? Again, the point is to make the best out of the hand dealt. Manually adding or removing stuff defies that purpose

>> No.2395187

>>2394540
During terrain customization, making it even more unusual than randomly generated maps, and then working with THAT.

>> No.2395194

>>2395187
But then you're introducing challenges manually and intentional obstacles. You're going "I'll add this here in order to cause that during playing", instead of just pressing the generate button, and then look at the landscape and see where your city can go.

I will admit that it's a bit of an arbitrary distinction.

>> No.2395397
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2395397

>>2380667

>> No.2395419
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2395419

>>2395397

>> No.2395423
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2395423

>>2395419

>> No.2397493

I just found a floppy disk with a bunch of cities I made as a little kid

This game is so much fun

>> No.2397506

>>2397493
share them!!!

>> No.2397591
File: 310 KB, 600x864, Streets of SimCity capa.jpg [View same] [iqdb] [saucenao] [google]
2397591

No love for Streets of Simcity?
Create you city and then destroy your city listening to one of the best OSTs ever. A game that definitely needs to be remade.
https://www.youtube.com/watch?v=DkNBACgxW7g
https://www.youtube.com/watch?v=QKp2Y-KIYXE
https://www.youtube.com/watch?v=fiVeqgInHeM
https://www.youtube.com/watch?v=Au9S8lCKFek

Full OST.
https://www.youtube.com/watch?v=uqnU8wAyHdQ

The game is fucking buggy and gets even buggier in new systems, with cars jumping and some scenarios that become impossible to win.

>> No.2397597
File: 238 KB, 1024x768, SimCity2000 (59).png [View same] [iqdb] [saucenao] [google]
2397597

Also, Playstation and Saturn got a 2000 port, with a atrocious looking 3D streetview.

>> No.2398160

>>2397597
Glorious

>> No.2398954

>>2380672
I know that feel bro.

>> No.2398968

This game is absolute fucking god tier.

Music with midi glory and had it in a pack with Civ 2 and Settlers 2.

Amazeballs.

>> No.2400152

>>2380708
I still have my old SC2K Manual, with this in the back of it.

>> No.2400161
File: 124 KB, 1440x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
2400161

>>2397597
they probably just stuck the horible streets of simcity engine in there

>> No.2400168

>>2400161
As you can see the Streets Of engine has textured ground and trees and roads. It's a successor

>> No.2400176

>>2400168
the engine it's self wouldn't have those things, the textures would be placed by the programmers... do you not know what a game engine is?

>> No.2400183

>>2400176
engines may or may not support textures on arbitrary surfaces, in particular textures on the ground height field. The roads in the old screenshot use polygonal markings, so they'd have to overhaul the road models for the textured roads. There's no telling how much the physics changed, if at all. Streets of uses a different mechanism for fog as well.
Especially on older engines the stuff was usually highly customized. As in, the textures on the ground are not just missing because of memory limitations, but because texturing is entirely skipped for the ground. Going by the clipping issues on the bottom edge of the building, I'd not be surprised if that ground can not be textured at all.

>> No.2400218 [DELETED] 

>>2380526
sweet home Chicago

>> No.2400223

>>2380526
>>2380651
sweet home Chicago

>> No.2400274

What is the modding/add-on scene on SC2K like? These gifs always look so fucking amazing but I don't really know how you make things look so nice, I always found stock SC2K to be kind of boring since my first experience with the series was SC4 which spoiled the shit out of me.

>> No.2401036
File: 60 KB, 345x408, sim city.jpg [View same] [iqdb] [saucenao] [google]
2401036

It always bugged me how the top of this building's sign is cropped off.

>> No.2401073
File: 88 KB, 506x461, 141911749753.jpg [View same] [iqdb] [saucenao] [google]
2401073

>>2389491
>Little Rouge
Fuck me, I never noticed that one.

>> No.2401491

>>2401036
It's not chopped off, it's a slanted M

>> No.2401784

>>2401491
i don't see it, just looks like they ran out of space to me

>> No.2401841
File: 12 KB, 203x276, 2morepixels.png [View same] [iqdb] [saucenao] [google]
2401841

>>2401784
They had two more pixels as scurk shows. They also could simply remove a floor to gain the space, so it seems very unlikely to me that they'd rather keep it unfinished there. The bottom one is my gimp-y look of the logo

>> No.2401849 [DELETED] 
File: 18 KB, 640x480, munge_000.png [View same] [iqdb] [saucenao] [google]
2401849

>>2401841
Better scurk screenshot. Red clearly shows the drawable area Two pixels remaining on top, no pixels remaining on the left, as the trees touch the border. So the artists were definitely aware of the space

>> No.2401856
File: 18 KB, 640x480, munge_002.png [View same] [iqdb] [saucenao] [google]
2401856

>>2401841
Better scurk screenshot. The clip grid clearly shows the drawable area Two pixels remaining on top, no pixels remaining on the left, as the trees touch the border. So the artists were definitely aware of the space

>> No.2404681
File: 7 KB, 256x224, SIMCity-SNES-Title[1].png [View same] [iqdb] [saucenao] [google]
2404681

Can we discuss other Simcity games here? I gotta say, I like SNES Simcity almost as much as 2000. What it lacks in complexity, it makes up for in atmosphere.

>> No.2406647
File: 41 KB, 516x302, sim.png [View same] [iqdb] [saucenao] [google]
2406647

I got this game very recently and in all of the maps I've messed around on, no houses are ever built on the other side of my roads? How should I lay out my roads so that houses fill up the entire green area? Should the roads snake along the outer boundary of the area, which in this case would be the coast?

>> No.2406656

>>2406647
A road reaches about 3 spaces in. So houses will never be more than 3 spaces from a road.
In your screenshot the zone on the other side of the road has no power. You need to cross the street with power lines.
Also, don't forget plumbing. It's kind of important.

>> No.2406669

>>2406647
Be sure to cover your basic needs when starting a city, or you'll have a hard time gaining population. That does mean a bit of upfront spending.
At the very least all zoned areas should be reachable by road (the mentioned 3 squares), all zoned areas should have electricity (cross the roads), you need water pumps and plumbing leading to every zone. You likely also need a police, and possibly a school. Fire department is kind of optional at first, but soon enough the sims will consider it a bit dangerous to live in a city without one. Pay attention to the needs of your sims.

>> No.2406676

>>2406656
Ohhh, thank you so much! I didn't know that about electricity yet! And yeah, I'm working on that, are water pumps required at the edge of the water and then I just route the water through each zone?
>>2406669
Does the water just need to reach every zone or should I have plumbing under every square? Thank you for helping!

>> No.2406681

>>2406676
The pipes you put down only need to reach the zones. If you look underground in your current city, you can see that each building comes with its own plumbing. So you do water similar to power. You place main pipes, and the buildings popping up will fill in the gaps.

>> No.2406715

>>2380510
nice

Now if you could have separate economies for the two parts..

>> No.2406717

>>2397591
God damn I love Streets. As a kid, I'd almost memorized what every building from SC2K looked like in Streets.

>> No.2406734

>>2406717
Streets of Sim city 2013 would be the smallest open world game ever

>> No.2406748

>>2404681
Comfiest Sim game.

>> No.2406784

>>2404681
I think this might be the only time when the console port of a PC game is the definitive best version

Probably my favourite game as a kid, until I got a computer and Sim City 2000