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Alpha City - Cyberpunk World (July 16 update, page 31)

steph_444444steph_444444 Posts: 1,875 Member
This will be my first world, although I have played a lot with CAW and have a lot of partially finished projects, but I plan on finishing this one.

This world has 181 lots with two empty legacy-sized (60x60) lots. The city has many distinct areas, namely the downtown core, cultural area, entertainment area, luxury condo area, old downtown, mansion/luxury housing (hills at the base of the mountains), industrial area, low-income housing, run-down neighbourhood, Chinatown, eco area, artist area, slum (abandonned construction site), and rural farming area (base of the mountains as well). There is a large nature reserve by the downtown, a large airport, a seaport, and a concrete canal like the LA river dividing the rich and poor areas.

I will also be modifying the ini files to make this a city world having an atmosphere very much like Bridgeport, along with the grey water. I am also using custom terrain paints and a couple of mods to create the world, but they will be with the world itself and not affect anything to anyone who downloads this(really).I will also populate it and upload the save file.It requires all EPs and SPs, up to University Life (excluding Master Suite Stuff and Katy Perry's Sweet Treats), as well as free store content. There will be no CC.

For the progress of this world, I will not continuously be working on it, and mixed with my university projects and such, I may go a long time before posting any updates, but this project will not be abandonned.

Here is a a sneak peak at the progress so far:
alphacitypeak.png

Update: More recent map of the world.
alphacitymap1.png

Here are some of the more finished buildings so far...

Alpha City Civic Citadel (City Hall)

Like most of the rabbit holes in this world, I built a building around it, while leaving part of it exposed to make it easier to select.
Screenshot-265.jpg
Screenshot-266.jpg
Screenshot-267.jpg

Alpha City Biodome (Big Park)

This dome allows Sims to visit an alien world. I plan to add elevated walkways and such inside.
Screenshot-268.jpg

Llama Energy Service Station (No Visitors Allowed)

One of the purely decorative lots in the city, but with a subway station to be at least somewhat useful. Also one of the few currently completed buildings.
Screenshot-269.jpg

Alpha City Police Headquarters (Police Station)

Again, rabbithole in a building, but partly visible. Also completed.
Screenshot-270.jpg

BioCorp Medical Institute (Hospital)

Fitting the cyberpunk theme, the hospital is owned by a corporation.
Screenshot-271.jpg

Infill Studios

Starter studio apartment in the run-down part of the city.
Screenshot-272.jpg

The Hive (Dance Club)

The only club that is not in the downtown core, the honeycomb theme will be used inside as well. Kudos to those who know from where I took the name and design from.
Screenshot-273.jpg

Studio Studios

Another starter, on the edge of the industrial region. As can be seen, right beside the movie studios.
Screenshot-274.jpg

Alpha City Fire Department (Fire Station)

Pretty self-explanatory.
Screenshot-275.jpg

Yomoshoto Motors Casino (Fusion Lounge)

The casino and hotel are all "hidden" and only to add something around the lounge, which is in the penthouse.
Screenshot-276.jpg

Stadium Island Beach (Beach)

On the island with the stadium, in the entertianment area. The biggest beach.
Screenshot-277.jpg

Habitation Alpha City

Inspired by Le Corbusier's Habitation à Marseilles. In the middle of the luxury condo region.
Screenshot-278.jpg

Alpha City School Field (Small Park)

Also quite self-explanatory. The lot with the school is on one side.
Screenshot-279.jpg

McCreary Irish Pub (Local Watering Hole)

A traditional styled pub with a small band stage.
Screenshot-280.jpg

Brownstone Apartments

In the old downtown area, designed to look under renovation. Also designed to be perfect for an investigator.
Screenshot-281.jpg

Landgraab Oceanview Lounge (Exclusive Lounge)

Yes, the Landgraabs will also be in this city. On top of the tower is the lounge, with a view of the ocean.
Screenshot-282.jpg

Circuit Square

The core of the downtown region, with the actual square as a Big Park. The building on the left is currently the Vorn Industries Restaurant, set as a hangout, but will probably contain a venue for Showtime. On the top left is Slimline Fitness, the gym. On the top right is X1 Telecom Centre, set as a market and with a mall at the bottom. The glowing bars are the Wi-Fi Monument, a small park to commemorate Wi-Fi.
Screenshot-283.jpg

Alpha City Tower (Small Park)

The tallest building, used as the landmark for the area.
Screenshot-284.jpg

Alpha City Nature Reserve (Horse Ranch)

Essentially the welcome centre for the reserve, far from being finished, but the shape of the building is complete, as well as it's overall look.
Screenshot-285.jpg

Fresh & Frozen Express Grocer (Grocery Store)

In the eco district, also has a subway station for the area.
Screenshot-286.jpg

Updates in the following pages!

Comments

  • niac1234niac1234 Posts: 6,735 Member
    edited January 2012
    This is looking very promising. I can't wait to follow it, keep up the good work! :mrgreen:
  • asimsvampireasimsvampire Posts: 6
    edited January 2012
    This will be my first world, although I have played a lot with CAW and have a lot of partially finished projects, but I plan on finishing this one.

    This world will have around 160 lots, with at least 2 empty legacy-sized lots. The city will have many distinct areas, namely the downtown core, cultural area, entertainment area, luxury condo area, old downtown, mansion/luxury housing (hills at the base of the mountains), industrial area, low-income housing, run-down neighbourhood, Chinatown, eco area, artist area, slum (abandonned construction site), and rural farming area (base of the mountains as well). There is a large nature reserve by the downtown, a large airport, a seaport, and a concrete canal like the LA river dividing the rich and poor areas.

    I will also be modifying the ini files to make this a city world having weather very much like Bridgeport, along with the gray water. I am also using custom terrain paints and a couple of mods to create the world, but they will be with the world itself and not damage anything (really).I will also populate it and upload the save file.It requires all EPs and SPs, as well as free store content. There will be no CC. The new Showtime EP will also be needed, as I am leaving empty lots for the new lot types and possibly new rabbit holes that will come with it.

    For the progress of this world, I will not continuously be working on it, and mixed with my university projects and such, I may go a long time before posting any updates, but this project will not be abandonned.

    Here is a a sneak peak at the progress so far:
    alphacitypeak.png

    There are a lot of shells, even unfinished shells, as I work a bit on many aspects, rather than completing some before moving on to others, but some buildings are finished, and some may be uploaded to the exchange on their own. The terrain sculpting and painting is far from finished, but it's done for most of the playable areas. Trees will also be coming later.
    :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :roll: :wink: :!: :evil: :cry: :lol: :x :P :?:
  • asimsvampireasimsvampire Posts: 6
    edited January 2012
    it looks good :D :D :D :D :D :D :D :D :D :lol: :lol: 8) :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    Wow, this is a very interesting city. I love what you have so far. It looks like it is full of entertaining nightlife. I can picture electronica music playing with a video tour of this world. I had already preordered SHT back in December, so I can be able to play with this when it is ready. I'll be keeping an eye out and watching how this fleshes out. Keep up the great work, and good luck!
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    Thanks for the comments!

    artsyfrankie >> The downtown core/entertainment district contain most of the clubs and lounges, so yes, a lot of nightlife. :wink:

    Updated OP with map.
  • Scorpina2009Scorpina2009 Posts: 1,481 Member
    edited January 2012
    I like the layout and the way you have it organized into categories. :) I look forward to the finished product.
  • hugzandpipes1hugzandpipes1 Posts: 128
    edited January 2012
    Bookmarked!! :D
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    Great update! I love the various different districts.

    I am glad that most of the clubs/bars will be closer to each in proximity. It just makes it more convenient for my bar-hopping Sims.
  • simsamplesimsample Posts: 987 Member
    edited January 2012
    It looks very atmospheric! I love the fog/ smog. :)
    I will choose a path that's clear- I will choose free will
    RUSH
    My Worlds
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    simsample wrote:
    It looks very atmospheric! I love the fog/ smog. :)

    Problem with the fog is that it's simply a visual effect in CAW and will not transfer to the world. This is why I plan on getting the Bridgeport weather into it, or at least very similar weather.
  • simsamplesimsample Posts: 987 Member
    edited January 2012
    Problem with the fog is that it's simply a visual effect in CAW and will not transfer to the world.
    That's quite easy- especially if you just want to transfer the weather from Bridgeport into your world.

    I made custom weather for a couple of my worlds- in the last one I had sunny days, overcast days and foggy days, as well as a custom water colour.

    This thread might help:
    http://www.modthesims.info/showthread.php?t=459198
    Post #3 is the one where you can download the resources for Bridgeport.

    You should bear in mind that once you have imported the files, you can view your weather in CAW by using the fog slider- but as soon as you save, the weather files will be deleted so you will have to re-inport them the next time you load up CAW to work on your world, as well.

    If you want the weather to be included in your world, be sure to save your world then close it in CAW, then re-import the weather files and export the world from CAW straight away, without saving again. This will ensure that CAW will not discard the files, and that they will be included in the exported world.

    The files you need to include to have Bridgeport's weather work in your world are five INI files (which describe the cloud shape and fog density for each of the five weather types), and five DDS files (which give the colour of the sky at each time of day for the five weather types). There is also an INI to describe the water clarity and texture.

    All of the information is included in that thread at MTS.

    I hope this helps!
    I will choose a path that's clear- I will choose free will
    RUSH
    My Worlds
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    simsample wrote:
    Problem with the fog is that it's simply a visual effect in CAW and will not transfer to the world.
    That's quite easy- especially if you just want to transfer the weather from Bridgeport into your world.

    I made custom weather for a couple of my worlds- in the last one I had sunny days, overcast days and foggy days, as well as a custom water colour.

    This thread might help:
    http://www.modthesims.info/showthread.php?t=459198
    Post #3 is the one where you can download the resources for Bridgeport.

    You should bear in mind that once you have imported the files, you can view your weather in CAW by using the fog slider- but as soon as you save, the weather files will be deleted so you will have to re-inport them the next time you load up CAW to work on your world, as well.

    If you want the weather to be included in your world, be sure to save your world then close it in CAW, then re-import the weather files and export the world from CAW straight away, without saving again. This will ensure that CAW will not discard the files, and that they will be included in the exported world.

    The files you need to include to have Bridgeport's weather work in your world are five INI files (which describe the cloud shape and fog density for each of the five weather types), and five DDS files (which give the colour of the sky at each time of day for the five weather types). There is also an INI to describe the water clarity and texture.

    All of the information is included in that thread at MTS.

    I hope this helps!

    I've looked at that thread, actually, I'm simply waiting until my world is complete before playing around with the INI files, but thanks anyways. :)
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    Major picture update of buildings in the first post.
  • Panther00567Panther00567 Posts: 2,704 New Member
    edited January 2012
    Wow, this looks fantastic. I will be downloading this when it's done! :mrgreen:
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    Wow, I am impressed and thankful that you decided to create your own skyscrapers. Those screen shots are amazing!

    By the way... how do you do the partial-rabbit hole style? Do you just use MOVE OBJECTS ON and make part of it visible? Or do you just bury them in the basements? I was just a little confused with a few of them that weren't visible in the screen shots.
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    Wow, I am impressed and thankful that you decided to create your own skyscrapers. Those screen shots are amazing!

    By the way... how do you do the partial-rabbit hole style? Do you just use MOVE OBJECTS ON and make part of it visible? Or do you just bury them in the basements? I was just a little confused with a few of them that weren't visible in the screen shots.

    I use moveobjects to hide them in the buildings, and leave a room that has exterior doors and the doors to the rabbit hole itself. That way, when I add windows on the building (like the police station), I can use the hidden room markers to make sure the rabbit hole doesn't appear through those windows. The visible aspect of the police station is part of the roof, as well as the radio antennae, on the back, which is not very clear in the photo. I also use moveobjects with buildings like the hospital, where it's simply connected to another building that makes it seem much bigger.
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited January 2012
    This is CC-free?
    AWESOME world!
    Does it have any tombs inside the towers or outside the city?
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    That's quite neat. I have used that cheat in order to stick rabbit holes together for more room in a particular lot, but I never knew about the hidden room marker trick. I'll have to try that out sometime. :)

    Bunbunnyny, it states on the first post that there won't be CC, but there will be free Store content. And SHT will be required once it releases in March. So, this world won't be ready for quite some time.
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    Bump.

    I am working mainly on the interiors of buildings, as well as beginning some houses, so there isn't much progress to show, so here are a few atmospheric shots.

    alphacitydowntown1.png
    alphacityolddowntown1.png
    alphacityindustrial1.png
    alphacityghetto1.png
  • Missaaliyah812Missaaliyah812 Posts: 618 Member
    edited January 2012
    Looks good, perhaps you can take some pictures during daylight. I always forget when building it is so much easier to toggle on the day mode.
  • MATZMATZ Posts: 1,854 New Member
    edited January 2012
    Looking Good ;)
  • Ramon28Ramon28 Posts: 664 New Member
    edited January 2012
    You have here sci-fi objects for your cyberpunk city.
    http://dymcreations-demonic.blogspot.com/2011/09/sci-fi-set.html
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    Great photos! You really have a mind for creativity, especially with the way you extend certain parts of the walls outward and color them with neon-ish styles.

    What's the size of this world again? I don't remember if you had mentioned it.
  • steph_444444steph_444444 Posts: 1,875 Member
    edited January 2012
    Ramon28 >> Sorry, but I'm keeping the world CC-free, but thanks anyways. :)

    artsyfrankie >> You're right, I didn't mention it. It's a large world, but the playable area is quite small, for a more realistic high-density. There is a lot of water around it, and the only area using the entire width of the map is the mountain range, which hides the water on one side.
  • wedstrangewedstrange Posts: 132 Member
    edited January 2012
    Oh, cool! But will it be as slow as a typical large world? Or would it make a noticeable difference in speed by having a small portion of it being playable like this world will be?

    I can see why you are doing this, so that you can have more distant background scenery.
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