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Updates on my LH world progress. The main Lake City areas of the map are mostly all plotted out now. That's on the left side there, the city grid you see between the two bridges. That will represent Lake City, West Washington, Old West End, and LCU.
And having finished up the bulk of work on Lake City's streets, I've just now begun work on the Lakeside Heights/Bluewater half of the map. I'm still pretty unsure about what I'll do with Bluewater. I hadn't wanted to erase all those lovely farm fields, but I also don't want Bluewater there in that spot either. And I don't need the farm fields to take up quite so much space. I suppose I better practice my terrain painting then ;)
These are in-game pics of the LH WIP-hood, draft #2.
I haven't gotten to do much building yet, since I don't have EIG (edit-in-game) working for my current CAW setup. So I don't really want to do too much building now that I'll only have to bin and move manually later. But I am getting started with a little bit of building, especially things I'll need to use right away in the story.
Here's my start on the moon base complex:
I'll be moving this to a larger lot, because I need to make room for the terrarium still on the first floor. Oops, lol!
There are no windows or doors on this first level. And the second level will have windows only in the observation deck, but no doors or stairs to the outside world. They have everything they need in here, and they're even able to go to work in their military careers through the rabbithole rug. And this lot will be hidden in some far-off corner of the map, so that it's out of view from the main part of the hood. I'll also be doing something similar with my study-abroad students, in between trips to the vacation hoods for intermittent story sessions (because I can't keep them there, and still play the rest of the hood, like I could in TS2).
So this is meant to keep the troops isolated from the rest of the Sims in my hood, to keep up the illusion that they're really "away", and so that you won't see them wandering around in the background of story shots. It's working pretty well so far, as I haven't seen them around. I also haven't given it much testing time in-game, so we'll see if that holds up.
And as for exterior space shots, if I ever need them??? Hmmm, photoshop magic? I don't know, I'll figure something out.
So instead, in the places where I do want real and actual rowhouses, I'll be doing blocks of rowhouse buildings with one house of each block being a buyable apartment. It's not the worst compromise. Overall, it'll result in much more residential space taken up for much less usable housing. But at least all those buildings will look pretty in the hood? It'll give my NPCs somewhere to live as well - or well, a door to pretend they live behind, at least, lol!
And since you can't actually visit them, there's no point in actually decorating all those extra apartments. Bonus!
"Overall, it'll result in much more residential space taken up for much less usable housing. But at least all those buildings will look pretty in the hood? It'll give my NPCs somewhere to live as well - or well, a door to pretend they live behind, at least, lol! "
ReplyDeleteTrue! I used to get NPCs buying all my houses and now they all tend to cram themselves into apartment buildings (and the number of NPC neighbours seems limitless, from what I can tell). They did kind of a half-assed job with apartments in TS3 though! It would be so good to be able to move in more than one playable family and would save so much space, especially seeing you can't add subhoods in TS3. :\
Anyway, I'm done bitching. ;) Your map is looking awesome so far - it's going to be so exciting to watch you fill it up with lots once you're done!
So what's going on with the moon base then? Are they teleporting themselves inside to get to the rabbithole rug or do you currently have that sitting outside or something? I thought the rabbithole rug might be the round blue thing but I don't have it in my game, so I'm not sure.
Oh sorry, yes, that blue thing is the rug! They just kind of stand beside it, and then disappear inside the way they would with any normal rabbithole.
ReplyDeleteIt really is unfortunate about all that wasted apartment space. It is easy enough to just delete one of those invisible room markers to make the house become usable again, (though I'm not sure how easy it is after a NPC has adopted the door), but then the families will share household funds. I may end up doing that anyway, in some cases. I played fake apartments for a long time before I ever got AL for TS2, so I remember all my old tricks about putting their own money in their inventories 'n stuff, lol! Someone also did a test with those multi-lockable doors, and neighbors won't try to use each other's stuff, which was always my biggest annoyance with fake apartments.
Anyway, thanks!!! I can't wait to see it all filled up! It's going to be so packed I'm sure my computer won't even run it, lol!
Apartments in TS3 SUCK! Absolutely SUCK. I have no idea who was in charge of that, but I want to put their head in an oven. Why couldn't they just copy what they did with TS2 like they did some other stuff? /endrage.
ReplyDeleteOn the other hand... OMG! This looks amazing! I only messed with CAW a little bit and then it threatened to consume my life, so I quickly shut it down and haven't touched it since. I love, love what you've done though. So much work! How do you do it? lol
It's always awesome to watch something come together. :)