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- Worlds/Neighborhoods - Le nouveau Twinbrook est arrivé (now CC-free and fully boatable! - final beta on page 9!)
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- Worlds/Neighborhoods - Le nouveau Twinbrook est arrivé (now CC-free and fully boatable! - final beta on page 9!)
#201
19th Jun 2015 at 8:50 AM
Posts: 297
Thanks: 557 in 6 Posts
^^ Hey, thanks! That looks great!
Why is the top green though? *scratches head*
Why is the top green though? *scratches head*
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Mad Poster
#202
26th Jun 2015 at 6:38 AM
Last edited by jje1000 : 26th Jun 2015 at 6:58 AM.
Posts: 3,456
Thanks: 937 in 5 Posts
A small fix to the roof and a new, more accurate steeple. I think it's time to call this one done!
Small pet peeve though- the deciduous trees in these locations are too evenly spaced. In actuality, these are places that might benefit from removing some trees and clumping others closer together
Simplifying the road layout here (and fixing up the cul-de-sac) might also be worth a look.
Small pet peeve though- the deciduous trees in these locations are too evenly spaced. In actuality, these are places that might benefit from removing some trees and clumping others closer together
Simplifying the road layout here (and fixing up the cul-de-sac) might also be worth a look.
Attached files:
St. Simmons.rar (2.18 MB, 322 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- ebf_0x35c3006f77b4a7e0.package 3019745 2285722 75% 26-06-15 01:34 .....A. E4C35883 m3g 2.9 ------------------------------------------------------------------------------- 1 3019745 2285722 75% |
#203
27th Jun 2015 at 12:30 PM
Posts: 297
Thanks: 557 in 6 Posts
Oof! Going back to the tree and road stage might not be something I'm up for at this point... But thanks for the input! Definitely food for thought...
About the roads: do you think this layout has impact on performance or do you just not like the layout?
About the roads: do you think this layout has impact on performance or do you just not like the layout?
Mad Poster
#204
27th Jun 2015 at 4:21 PM
Posts: 3,456
Thanks: 937 in 5 Posts
It's not that bad to go back and change things up! I went back and forth a lot when I was finishing up Point Ouerbacker. Some things you just don't see until you play the game.
For the roads, it's more of an aesthetic thing, though if you're keeping the current road layout, I would suggest getting rid of the cul-de-sac (the loop at the end of the road) since there's flickering at the intersection (and it's really not necessary, terrain paints can do the trick).
For the roads, it's more of an aesthetic thing, though if you're keeping the current road layout, I would suggest getting rid of the cul-de-sac (the loop at the end of the road) since there's flickering at the intersection (and it's really not necessary, terrain paints can do the trick).
Lab Assistant
#205
27th Jun 2015 at 10:44 PM
Posts: 145
Quote: Originally posted by jje1000
It's not that bad to go back and change things up! I went back and forth a lot when I was finishing up Point Ouerbacker. Some things you just don't see until you play the game. For the roads, it's more of an aesthetic thing, though if you're keeping the current road layout, I would suggest getting rid of the cul-de-sac (the loop at the end of the road) since there's flickering at the intersection (and it's really not necessary, terrain paints can do the trick). |
I agree so far as to never end a road like that, but with an intersection, as the game prefers that
Really can't wait for this world.
#206
27th Jul 2015 at 7:34 PM
Posts: 1,200
Hi there! I really really love this world and I'm really enjoying exploring it. It really feels like it has potential for so many different kinds of families!
I do think I might have found a routing issue though. I've been having issues with the carpool/schoolbus locations.
The green dot is the house my sims have been living in for around 12-14 sim days. The purple dot is the closest any schoolbus/carpool has ever come to the house. It also seems to be the dropoff spot of choice for both child and pet adoptions. The yellow dot is what seems to be the game's most frequent choice for schoolbus pickup/dropoff. The red dot is where my sim's carpool just dropped her off (she works at the hospital, the carpool drove over the first bridge, across the island, over the second bridge, turned the corner, went down the road a bit, and then let her out).
The purple spot, while not ideal due to time wasted walking, is reasonable enough. The yellow is much more of a nuisance, but still somewhat reasonable. But this latest development, with a sim being dropped off on the other side of the water after passing by her own house, is just bizarre.
I do think I might have found a routing issue though. I've been having issues with the carpool/schoolbus locations.
The green dot is the house my sims have been living in for around 12-14 sim days. The purple dot is the closest any schoolbus/carpool has ever come to the house. It also seems to be the dropoff spot of choice for both child and pet adoptions. The yellow dot is what seems to be the game's most frequent choice for schoolbus pickup/dropoff. The red dot is where my sim's carpool just dropped her off (she works at the hospital, the carpool drove over the first bridge, across the island, over the second bridge, turned the corner, went down the road a bit, and then let her out).
The purple spot, while not ideal due to time wasted walking, is reasonable enough. The yellow is much more of a nuisance, but still somewhat reasonable. But this latest development, with a sim being dropped off on the other side of the water after passing by her own house, is just bizarre.
no power in the verse can stop me
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jus nou drein jus daun
#207
2nd Aug 2015 at 8:58 PM
Posts: 297
Thanks: 557 in 6 Posts
^^ That *IS* weird! Thank you very much for letting me know!
I'll definitely look into this, but I'm a little immersed in Fallout atm...
I'll definitely look into this, but I'm a little immersed in Fallout atm...
#208
14th Oct 2015 at 2:30 PM
Posts: 297
Thanks: 557 in 6 Posts
Hi guys!
I finally got around to uploading another beta!
This is supposed to be the very final beta version, meaning that if nobody reports any major glitches in the next couple of months, I'm going to go ahead and upload it to the site properly.
This version has the full Twinbrook sea/sky files, since just like with previous beta versions, the Twinbrook version got twice as many downloads as the vanilla version, so the majority has spoken on this.
The following fixes were added to this version:
Enjoy!
I finally got around to uploading another beta!
This is supposed to be the very final beta version, meaning that if nobody reports any major glitches in the next couple of months, I'm going to go ahead and upload it to the site properly.
This version has the full Twinbrook sea/sky files, since just like with previous beta versions, the Twinbrook version got twice as many downloads as the vanilla version, so the majority has spoken on this.
The following fixes were added to this version:
- Set all Rabbithole lots to 'No Visitors Allowed'
- Fixed several issues with sims getting stuck in apartment lots
- Fixed front of lot + set front door on several lots
- Edited several community lots so they now have 3 tiles of free space at the front of the lot
- Some minor aesthetic fixes for lots here and there
- Fixed lot tearing at train station
- Flattened lot with mayor's house and lined it up with the road, which now ends in an intersection
- Changed roads near Fangtasia as per jje1000's suggestion + fixed routing in this area
- Added stairs to 'Pigeon Roost' lot
- Fixed routing at Movie Studio
- Cathedral is now jje1000's version (thanks!)
- Decorative road near inventor's home is now just painted on (it didn't go anywhere anyway). Road to inventor's home itself does NOT end in intersection, because every way I tried this looked extremely stupid, and it does not hurt the routing to have it like this.
- Rebuilt student housing to avert elevator related armageddon ;-)
==> here is the link <==
Enjoy!
#209
14th Oct 2015 at 3:10 PM
Posts: 1,092
Thanks: 3238 in 21 Posts
Quote: Originally posted by Simsimillian
Hi guys! I finally got around to uploading another beta! This is supposed to be the very final beta version, meaning that if nobody reports any major glitches in the next couple of months, I'm going to go ahead and upload it to the site properly. This version has the full Twinbrook sea/sky files, since just like with previous beta versions, the Twinbrook version got twice as many downloads as the vanilla version, so the majority has spoken on this. The following fixes were added to this version:
==> here is the link <==
Enjoy! |
Thanks Simsimillian
#210
16th Oct 2015 at 6:27 PM
Last edited by tizerist : 21st Oct 2015 at 4:16 PM.
Posts: 2,478
Just looked at the new version
It is an absolute monster in it's size, yet it runs smoothly for me, maybe it's to do with the spaced-out nature of the hood or something, I don't know, but it's a damn good job you've done here.
The identity of the town is a mixture of swampy and somewhat upscale resident areas, and it's gloriously unglamourous. That, I love it for. In fact, and believe it or not this is a massive compliment although it may sound weird, your hood, once I add it to my game, is the place I would least like me or my 'selfsim' to live out of my 15 or so neighbourhoods that I have. It's just a breath of fresh air in that so many Ts3 hoods out there are of the bright-and-breezy and sunny variety, this town stands very tall among the gritty, more 'regular' type of hoods out there.
Twinbrook was already a decent sized town by EAxian standards, but you've made it seem 50% bigger from my quick exploring and map overviews. I've got some real good ideas of what I can do to this town...
> Bug: The bridge nearest the school, sims don't stick to one of the sidewalks, they go onto road. I recommend checking all bridge walkways.
> Some of the lots, particularly on brown areas, you can very much see the 'lot square' in hood view. I know it's an engine limitation, but you can disguise some of these lot corners with trees and other stuff.
So far so good, will report back
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
It is an absolute monster in it's size, yet it runs smoothly for me, maybe it's to do with the spaced-out nature of the hood or something, I don't know, but it's a damn good job you've done here.
The identity of the town is a mixture of swampy and somewhat upscale resident areas, and it's gloriously unglamourous. That, I love it for. In fact, and believe it or not this is a massive compliment although it may sound weird, your hood, once I add it to my game, is the place I would least like me or my 'selfsim' to live out of my 15 or so neighbourhoods that I have. It's just a breath of fresh air in that so many Ts3 hoods out there are of the bright-and-breezy and sunny variety, this town stands very tall among the gritty, more 'regular' type of hoods out there.
Twinbrook was already a decent sized town by EAxian standards, but you've made it seem 50% bigger from my quick exploring and map overviews. I've got some real good ideas of what I can do to this town...
> Bug: The bridge nearest the school, sims don't stick to one of the sidewalks, they go onto road. I recommend checking all bridge walkways.
> Some of the lots, particularly on brown areas, you can very much see the 'lot square' in hood view. I know it's an engine limitation, but you can disguise some of these lot corners with trees and other stuff.
So far so good, will report back
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Lab Assistant
#211
10th Nov 2015 at 1:23 AM
Posts: 145
Quick note, since I finally got around to play some more in this, the secret door in the library can't be opened due to the placement of the nearby arch. You get a route fail. Replacing the two-tile arch with a one-tile solves this
Test Subject
#212
11th Nov 2015 at 5:11 PM
Posts: 3
Wow, this world is amazing! I've been looking all over for a Louisiana style world and I couldn't find one that actually had the look I wanted but this is so perfect! Twinbrook is my favourite EA world but something was always missing but your world has it! Great job, thank you so much for working on this for so long. I love it! <3
(Oh, and by the way: The world works without Island Paradise. I don't have IP yet but I can play the world just fine, there just aren't any boats (obviously). Looking forward to getting IP though so I can add your lovely houseboats to my game as well.)
(Oh, and by the way: The world works without Island Paradise. I don't have IP yet but I can play the world just fine, there just aren't any boats (obviously). Looking forward to getting IP though so I can add your lovely houseboats to my game as well.)
#213
12th Nov 2015 at 8:56 AM
Posts: 297
Thanks: 557 in 6 Posts
Quote: Originally posted by tizerist
> Bug: The bridge nearest the school, sims don't stick to one of the sidewalks, they go onto road. I recommend checking all bridge walkways. |
Have been unable to replicate this glitch. Are they doing it all the time or just the one time?
Quote: Originally posted by tizerist
> Some of the lots, particularly on brown areas, you can very much see the 'lot square' in hood view. I know it's an engine limitation, but you can disguise some of these lot corners with trees and other stuff. |
This was literally the first question I asked in this thread, and nobody knew what was causing it (it isn't the colour ramps). We'll just have to accept it.
Quote: Originally posted by baskerwil
Quick note, since I finally got around to play some more in this, the secret door in the library can't be opened due to the placement of the nearby arch. You get a route fail. Replacing the two-tile arch with a one-tile solves this |
Quote: Originally posted by Simsimillian
There is a secret passageway in the Library that is hidden behind a rotating bookcase. Sadly, there is a known glitch with these bookcases and your Sims will throw a tantrum when you ask them to open it. The only solution is to go into buy mode and just grab the door and place it back. It will work then, I promise. |
Secret doors that are already in the world have to be grabbed and placed or they don't work. I was told this was even the case with the secret doors that came with the Supernatural world. In any case, this is an EA bug, not mine.
Quote: Originally posted by gaietygirl
(Oh, and by the way: The world works without Island Paradise. I don't have IP yet but I can play the world just fine, there just aren't any boats (obviously). Looking forward to getting IP though so I can add your lovely houseboats to my game as well.) |
That is super helpful information! Thanks for letting us know!
#214
13th Nov 2015 at 9:15 PM
Posts: 2,478
In this image I asked both sims to go from point 1 to point 2, about 20 times. About 50% of the time they wandered onto the road as in the pic.
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#215
15th Nov 2015 at 11:13 AM
Posts: 297
Thanks: 557 in 6 Posts
Huh. That is messed up. Maybe it's the bulrushes below the bridge or something.
#216
15th Nov 2015 at 2:11 PM
Last edited by tizerist : 15th Nov 2015 at 3:29 PM.
Posts: 2,478
> Same thing happened on opposite sidewalk, 4 times out of 14
> One wooden bridge has misaligned squares
> The wooden bridge that runs parallel to the broken rail bridge, twice sims got stuck while crossing it.
> Also some wooden bridges have unroutable paving sections where the paving meets the wood, although sims still walk across this normally, so not really a problem
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
> One wooden bridge has misaligned squares
> The wooden bridge that runs parallel to the broken rail bridge, twice sims got stuck while crossing it.
> Also some wooden bridges have unroutable paving sections where the paving meets the wood, although sims still walk across this normally, so not really a problem
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#217
24th Nov 2015 at 10:35 AM
Posts: 297
Thanks: 557 in 6 Posts
Quote: Originally posted by tizerist
> One wooden bridge has misaligned squares |
That's an intersection. That's how they look.
Will look into the bridges though.
#218
24th Nov 2015 at 10:47 AM
Posts: 2,478
You mean as in the red squares in the picture? That's no intersection, it just looks like 2 'tiles' are flipped 90 and 180 degrees respectively.
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#219
26th Nov 2015 at 8:32 AM
Posts: 297
Thanks: 557 in 6 Posts
This is how the game maps the intersections of roads that have partial opacity in the sidewalks. See this thread for details: http://modthesims.info/t/393546
#220
9th Dec 2015 at 10:09 PM
Posts: 2,478
Aah I see. Rinn Fada had this also. Maybe a little deco grass / bulrushes would help?
Anyway it's really nothing. Getting excited for this neighbourhood now! This is gonna be massive....
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Anyway it's really nothing. Getting excited for this neighbourhood now! This is gonna be massive....
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#221
10th Dec 2015 at 10:14 AM
Quote: Originally posted by tizerist
Aah I see. Rinn Fada had this also. Maybe a little deco grass / bulrushes would help?. |
That would cause the pedestrian routing to be blocked on that road, though.
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Angel Classic Rock Mix!
Test Subject
#222
30th Jan 2016 at 4:08 PM
Posts: 35
New update?
#223
2nd Feb 2016 at 9:17 AM
Posts: 297
Thanks: 557 in 6 Posts
I'm sorry. Stuff is going on in my life and I will have to move out of my house soon. No time for Sims right now...
Test Subject
#224
2nd Feb 2016 at 5:41 PM
Posts: 35
No problem Thanks for the reply :D
#225
3rd Feb 2016 at 9:40 AM
Posts: 2,478
Good luck with your business. Delays happen, that's life! 😑
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
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