Atlantsia | Update Lounge

By Ace
Image Motto: Obstacles exist only if you let them
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Ace
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Atlantsia | Update Lounge

Postby Ace » February 25th 2012, 8:52 pm

[centre]Atlantsia City Journal Updates[/centre]

[centre]Update 1: Augusta International-Engulfed In Sand Link
Update 2: Trauadina-Arabian Nights Link
Update 3: Trauadina North Side-Laying on the Dunes Link
Update 4: Lotting the Mirage Link
Update 5: East Point Link
Update 6: An In-Depth Look at Atlantsia Link
Update 7: Port Mandalay Link
Update 8: When the Desert Cries Link
Update 9: Terrain Mod Testing Link
Update 10: Trauadina, Final Visit Link
Update 11: Masel-The City of Immortality|Preview Link
Update 12: Masel International Airport Link
Update 13: Goodnight Beautiful Link
Update 14: Inferno Link
Update 15: The Al-Jeykh Port Link
Bids:
AIN EXPO 2012 BID: Trauadina 2012 Bid Link
AFL World Cup 2012 BID: Masel AFL World Cup 2012 Bid Link[/centre]

Augusta International-Engulfed in Sand

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Trauadina North Side-Laying on the Dunes

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Lotting the Mirage

Ok, so basically this is what the original lot looked like. I don’t think this

would fit well with Atlantsia’s vast desert-like theme. It’s just to grassy with

not so tropical trees
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I started by checking the properties of the lot. The main building functions as a

landmark and is placed as a building, not a prop. It’s original lot was 16x14

tiles, I think I can shrink this a bit.
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I pulled up a similar landmark-functioning building.
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Then the I enlarged it so the lot was 50x60 tiles, this way I can make sure that

when I replace the current building, I can find the Mirage in the menu.

(Buildings that won’t fit on a smaller lot won’t appear on the menu.)
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The building showed up in the menu
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I then plopped it on the lot.
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The lot was then shrinked to 15x13, a little smaller than the original.
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A base texture was chosen.
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And then applied throughout the lot.
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I picked a neutral sidewalk texture that appealed to me. I think I’ve lotted some

other props on this specific base texture before, so they might fit nicely with

this building.
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The texture was then applied to the entrance, replacing the sand.
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Some Casual Props were added to make it more realistic.
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I decided to put more palm trees along what would be the front of the hotel.
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The pool on the left appeals to me more in this case.
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I placed it and then used the sidewalk texture I had chosen earlier to surround

it. Some props were also added around the pool.
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This overlay texture seemed to blend nicely with the sand, so I used it to create

the sidewalk.
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I then made the sidewalk base texture border the lot.
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The Overlay textures were re-done.
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Then I covered the bordering sidewalk base texture with an overlay texture.
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A fountain here might look nice.
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This area was emptied out, it will be lotted as the employee parking area. The

Guest parking area will not be part of this lot.
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I liked these parking textures the most
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The sidwalk was then added to the sides.
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They were plopped down.
Several car, human, plant, and bus props were plopped down on the parking lot.

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Hedges with desert palms were added to the sides. This created a clear division

between the parking and the pool.
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A small backup generator and a small fence will finish it off
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The Final Product:
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East Point

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An In-Depth Look at Atlantsia

This update is obsolete.

Port Mandalay


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When the Desert Cries


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Terrain Mod Testing

Not exactly a full update (the next one will be). I was getting a little tired of

the terrain mod I was using. It's a modified version of the Chihuahuan Terrain

Mod by Heblem, but it doesn't represent the Arabian Desert very well. So I

thought, what the heck, why not make my own? I used Lowkee's very helpful

tutorials on SC4D, and I went from this:
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To This:
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No Photoediting of Course , the textures look a bit plain from a distance
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And the regional view: A bit of the next update is revealed here...I'm still

working on the highways of course.
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Trauadina West Side

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Masel-The City of Immortality

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Other Pictures

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Last edited by Ace on August 25th 2012, 10:32 pm, edited 12 times in total.
Neeltro
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Re: Update Room

Postby Neeltro » February 26th 2012, 3:29 am

Like I said on Simtropolis, great work!

Can't wait to see some remote, rural areas. ;)
Fox
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Re: Update Room

Postby Fox » February 26th 2012, 4:42 am

As I said on simtropolis, I love the update.

Excellent port and the facilities to go with it, and I really like the colour of the water.
Coming soon, new information.
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Gregor
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Re: Update Room

Postby Gregor » February 26th 2012, 9:22 am

Huerray! no I know who do buy petrol from
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mysticdestiny
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Re: Update Room

Postby mysticdestiny » February 26th 2012, 11:56 am

Oh My Gawd.. That is just spectacular!
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Thomas
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Re: Update Room

Postby Thomas » February 26th 2012, 1:09 pm

Now that's one helluva port! This is fantastic. :clap:
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forthwall
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Re: Update Room

Postby forthwall » February 26th 2012, 7:44 pm

Amazing Update :)
[centre]ʕ •ᴥ•ʔ Ace will be here
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Ace
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Re: Update Room

Postby Ace » April 16th 2012, 5:06 am

This entry has been moved: Please refer to the link above for the update.
Last edited by Ace on July 9th 2012, 10:27 pm, edited 1 time in total.
Fox
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Re: Update Room

Postby Fox » April 16th 2012, 8:27 am

Stunning once again!!

Love the night pictures and the marina.
Coming soon, new information.
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Gregor
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Re: Update Room

Postby Gregor » April 16th 2012, 5:52 pm

Reminds me so much of Al Jakkab :p
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Waterclaw
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Re: Update Room

Postby Waterclaw » April 16th 2012, 6:32 pm

The some of the best mosaics I've seen! Huge and awesome :D
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Thomas
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Re: Update Room

Postby Thomas » April 16th 2012, 7:36 pm

Absolutely marvellous update! I'm stunned by the quality of the images.
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forthwall
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Re: Update Room

Postby forthwall » April 17th 2012, 3:57 am

Love the Update
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Huston
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Re: Update Room

Postby Huston » April 17th 2012, 2:33 pm

Beautiful City, everything just fits perfectly. If only I could visit Trauadina :P
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Re: Update Room

Postby MiguelLeal » April 17th 2012, 4:52 pm

Love that skyscrapers!
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Visit Fairview!

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