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- Worlds/Neighborhoods - Heaven's Peak
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So, without any further ado:
Overhead view (this map is Medium-sized, fog is turned off)
- The island in the lower right was originally going to be the location of a hidden tomb, with the island itself being hidden as well. Now, I'm not so sure if that's what I want. That corner of the map in general seems under-utilized and I don't really know what to do with it.
- My intention is for there to be enough room at the edges of the map for any houseboat to sail right around the island if they want to. Do you need a lot of horizontal space for houseboats to fit between things or is it more or less whatever size the boat is?
Bay view
- One of the issues I have here is trying to position the breakers on the beach. They seem designed for very long, flat beaches, so I may end up getting rid of them completely.
View from Heaven's Beacon (the mountain)
View from above Heaven's Breadth (the 'rich' area of town)
- This area is only reachable by bridge, but because of its height, most bridges look strange where the support strut is because it just hangs in the air. Is there any bridge that wouldn't look out of place spanning a chasm? At the moment, the land is pulled up to meet the strut, but I don't really like it.
View from The Hollows (swamp, also low-class residential and general 'creepy' part of town)
- I thought I was so clever when I came up with this name back when I was I was typing up ideas for this world in a notepad document. Then I found out like half of everyone uses 'hollow' for some thing or another if they make worlds. Then EA came out with Midnight Hollow, so yeah. But I've gotten used to the name, so that's probably going to stay.
- There are no roads in the swamp; with that in mind, is it better to have paths or just let sims route overland?
And here are some of the lots I've done - most of these aren't really finished, but their basic look is there:
Slatestone Park
- The generic 60x60 big park found in most worlds. This one uses a Seasonal Marker, though it's not flagged as a Festival lot. The usable objects on the lot just change depending on the season (for example, the picnic spot by the pond disappears in winter)
The Reliquary
- This lot is one of several I recreated by eye from the console TS3 game. Before I started, I had no clue about how get different roof heights, so I actually learned that trick in the process of getting the roofs on for this one. Anyway, it's a typical haunted mansion type thing, though there's a fair bit of work left to do on it, especially inside.
Captain Hogan's
- Hogan's Deep Fried Diner on a houseboat. Don't know if I will keep the flags.
- I aim to have this undocked and just hanging around in the bay, rather than moored at a port.
Zeta Omega
- This is a residential property for the local alien family. The boundary fence is almost certainly going to change to something else.
Maple University
- Maple is fairly undeveloped right now because I don't know if I will keep it. I like the idea, just not the potential problems it might cause when it comes to keeping sims employed where I set them.
Although roads and paths do go nearly everywhere important, the world is pretty difficult to traverse in a timely manner, so I've set up a network of LLAMA stations in much the same way as Bridgeport's subways. You can see one of these stations at the bottom of the Maple University picture.
There's still a huge amount of work left to do, but hopefully I will be able to get through it successfully.
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About the island in the corner: I think a hidden tomb is a great idea! If you think there's a lot of empty room to spare you could throw in a couple diving lots. I'm not sure how much space houseboats need to navigate properly but I would avoid making things too crowded anyway. Personally, I like being able to take my Sims out on a boat and "get away" from land
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No advice on the world-sculpting side, other than to say it's very pretty--but if the "Hollows" is too mainstream for ya now, you could call your swamp "The Basin" or "The Cradle." |
I like the overall look of the mountains, and your use of the terrain to separate the different areas of the world. Some of those drops are rather sheer though, and consequently a bit unrealistic. About the island in the corner: I think a hidden tomb is a great idea! If you think there's a lot of empty room to spare you could throw in a couple diving lots. I'm not sure how much space houseboats need to navigate properly but I would avoid making things too crowded anyway. Personally, I like being able to take my Sims out on a boat and "get away" from land |
I thought about diving lots too, I currently have one sited in the swamp, but I know you need more for different skill levels. The other idea was some kind of fishing 'camp' on a little island, kind of like those little camps from the WA worlds, just out in the sea instead. Somewhere where a sim can sail to (houseboat or not) and rough it for awhile, away from others. That's kind of why the terrain is steeper on that side, to try and block out most of the town so it feels more like they are out in the wilderness.
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... Some of those drops are rather sheer though, and consequently a bit unrealistic. |
Can terrain paint be applied to such a cliff, or will it merely stretch out to the point of being ineffective? The reason I ask is that if you Google for images under "Pali", you will see lots of islands with unrealistic sheer cliffs that really exist, but they are usually covered in tropical greenery.
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Can terrain paint be applied to such a cliff, or will it merely stretch out to the point of being ineffective? The reason I ask is that if you Google for images under "Pali", you will see lots of islands with unrealistic sheer cliffs that really exist, but they are usually covered in tropical greenery. |
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If your planning on uploading it here I'm not sure that's going to be accepted. It would be very annoying being finished with it and not being approved. |
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... with the others in the world getting a similar kind of treatment. Some are still quite sheer (the one in the Hollows picture in particular), but they have crags and outcroppings scattered across them now, instead of being flat.
So I found that while debating what to do with that empty space in the corner, you can drop houseboat hulls directly into the water in CAW, then assign a houseboat lot to them with EIG. Does anyone know if getting houseboats into the world this way causes issues?
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I completely redid the bridge connecting the rich area Heaven's Breadth to the rest of town. To make the arch parts less conspicuous, I also made supports underneath out of retaining wall objects. Whether they'll be route-able first try remains to be seen, but I'm optimisitic. I also extended the area onto another plateau - the original plateau supported two 60x60 lots and a 64x64, and the new section reachable by bridge has another three lots that are smaller, in case someone wants to build a super-bachelor pad or something else expensive on smaller lots:
I also started putting objects down and trying to get a feel for my island in the corner. I decided to call the area 'Hannakand' to parody the ancient city Zanarkand from Final Fantasy X:
Hannakand
Lastly, I sunk a lot of time into hammering out all the little road kinks and uneven ground around lots and I believe the vast majority is in an acceptable state now. So I will likely finish off sculpting shortly and start working on lots, once I'm certain I won't need to touch the sculpting tools again.
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Next, I love the sheer cliffs. I live on top of a bluff and this winter I've had a great chance to see how freakishly sheer the bluff is. . In the summer, it's hidden by foliage, and it's really remarkable how stark the contrast is. To make the cliffs work in a way that they will be approved though, you'll have to get really creative with your painting, and I also recommend making some areas more gradually sloped, and adding more outcroppings on the sheer parts for plants to cling to. I don't think this needs to be tropical foliage (as an earlier comment suggested) unless that's what you want. I spent a huge part of my childhood in Southeast Alaska, and the shape of this island reminds me of some paces I've seen there (and of course, that area is all temperate rain forest). So, I have to say that the lack of realism in the sheer cliffs is due not to their sheerness, but to their barrenness and lack of texture.
Here is a picture of part of Ketchikan, Alaska . you'll note that the sheer cliff behind the buildings is obscured by trees and there is a retaining wall to prevent rock/mud slides in one area. I can't find a picture of the place I really want to show you, but this is an example. You could do a google image search of the Kenai Fjords, as there are some impressive places there that might help you think about making your cliffs look more realistic.
To summarize, I think you should focus on two major things. First: decide on the island's story and keep everything in fitting with the story. Second: fine-tune your sculpting, paint the cliffs, and and add foliage.
As an extra bit of information, here is why so many place names include the word "hollow". From the Wikipedia entry on "valley ": A hollow (holler) is a small valley or dry stream bed. This term is commonly used in New England, Appalachia, Ozarks, Arkansas and Missouri to describe such geographic features. In rural areas, it may be pronounced as "Holler". Hollows may be formed by river valleys such as Mansfield Hollow or they may be relatively dry clefts with a notch-like characteristic in that they have a height of land and consequent water divide in their bases.
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That picture of Ketchikan is useful too - one thing I see is that the cliffs there have bushes and scrub along some edges, so that's something I can definitely try emulating. I do plan to put some plants on some parts of the cliffs eventually, just trying to decide what ones would work best. Firs? Buckthorns?
As far as influences go, this is not really a themed world as far as the community and architecture is concerned. I tend not to think about what would make sense, mostly because I feel it's a matter of taste, where some people will see it and go 'wut?', while others will shrug and accept it as one of those strange culture and lifestyle collusions that tends to happen in Sim towns. But I will try to keep your comments in mind.
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After a great deal of experimentation, I finally hit upon a solution for giving those sheer cliffs some features - burying rocks in them to create outcroppings and planting shrubs like boxwoods and buckthorns along the edges:
It takes quite a bit of tilting to position them so their footprint doesn't cut into the road below, but it works. However, I don't plan to embed rocks in EVERY cliff - the ones facing the sea will most likely stay bare, with the exception of a few bushes here and there. But most of the tall cliffs within the town will get some if the sculpted outcroppings don't seem enough after trees and shrubs go down.
Next is an area I was initially going to make non-routable, but changed my mind
Felglen Hinterlands
It occurred to me that I needed more room for spawners, but unlike certain EA worlds, I don't want to drop a pile of seeds on a grassy knoll 15 miles away from the nearest tree. So I decided to carve a pass into this area and site the majority of my seed (almost wrote speed, haha) spawners here. Unfortunately, touching the sculpt tools have predictably wrecked the lots I've put down, so they'll all have to be replaced again. More kinks have also been generated near my roads and lots, pulling the terrain crooked underneath them. The battle to get flat surfaces seems neverending ...
The Hollows
The Hollows are nearly done apart from lots, but I'm debating on whether to keep the Ambitions fog objects around. I like their look but framerates take quite a hit when the camera is close to them. I don't think they were intended to be viewed inside the playable area.
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I have been working on Hannakand on and off though to break up the boredom of route painting:
The ziggurat has a vestibule underneath that can be entered immediately, but the proper tomb areas are locked behind keystones, which can be found in the other (hidden) tombs in the world.
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One of the things I intended to do starting out was craft the plateaus in such a way that they'd get a nice view of the sunset, as the main part of town faces that direction:
The lots situated higher, or near cliffs, often get the best views, though almost anywhere looks nice on a clear day, even with CAW's restrictive draw distance:
I'm cautiously optimistic that my sculpting is over, so I'm restarting my work on the lots. This is the latest one:
Heaven's Peak Seastead
This lot is a base camp, intending to cover those who use NRaas Traveller to visit worlds on vacation, instead of starting new games in them.
Lastly, I thought I'd share what passes for my design document - in other words, the contents of a notepad file that I type down all my ideas and other things that might be useful to know later. It's primarily about the households I want to use, but there's also some details on the initial demographics of the town:
Household count: 22 Current vacant lots: 15R, 7C Resident count: 63 - Elders: 6 (4M, 2F) - Adults: 17 (13M, 4F) - Young Adults: 23 (8M, 15F) - Teens: 13 (6M, 7F) - Children: 5 (3M, 2F) - Animals: 4 (2D, 2C) Resident List: D Ruse ('legacy' family, talented inventors, similar to Goth in SV) * Ruse Manor (classic mansion) (Cornelius Ruse, E) (JT Ruse, A) (EVE 2.0, YA, Simbot) Special: Fast Learner (BERNADETTE 1.5, T, Simbot) (DYLAN 1.0, T, Simbot) S Stockton * Stockholme (modern style house) (Suzie Stockton, YA) Special: Fast Learner (Styx Stockton, YA) S Jackson * 502 (typical family house) (Royce Jackson, A) (Zana Jackson, A) (Stephanie Jackson, T) (Race Jackson, T) (Winter Jackson, T) S Stasse Sisters * High Tide (beachfront bungalow) (Allie Stasse, YA) (Kylie Stasse, YA) S ORK Boyz * The Can (grubby houseboat) (Grayson London, YA) (Herbert Shanks, YA) (Reese Goldfield, YA) (Dom Lector, YA) S Rocket & Blaze (celebrity couple from Bridgeport) * Rocket Race (celebrity mansion) - Heaven's Breadth (Alannah Blaze, YA) Special: Pyromaniac (Rubi Rocket, YA) S Carter * Wizeman (standard house) (DC Carter, A) (Caroline Carter, A) (Jennifer Carter, T) D Martelli * The Whack Job (villa style estate) (Alfie Martelli, E) (Sarah Martelli, E) (Vinnie Martelli, A) (Tony Martelli, A) (Annabelle Martelli, T) (Sicily, AC) D Night Clan * The Reliquary (gothic mansion) (Scarlet Thane, YA, Vampire) (Juno Darkmoon, A, Vampire) Special: Chinese hidden trait (Daryn Oculus, YA, Vampire) (Minos Darkmoon, E, Vampire) S Ex-Service (ex service sims) * SS Pudd (houseboat) or Lofton's Loft (modern-style home), check free lots (Jillian Lofton, YA) (Eric Lowe, A) (Janet Diggs, A) (Bobbi Shah, YA) D Lakshami * Hermit's Grove (mostly outside lot) (Dahlia Lakshami, YA, Genie) S Odd Couple * One-Two House (standard house) (Mason Hebet, YA) (Charlotte Chapel, YA) S Bleus Brothers * Billy's Blues Bar (old bar redone as home) (Pierre Bleus, A) Special: French hidden trait (Jaccques Bleus, A) Special: French hidden trait (Francois Bleus, T) Special: French hidden trait D Kingston (Bridgeport immigrants) * Soul Lane (standard house) (Marcus Kingston, YA) (H-Tone Kingston, A) (Chee-Z Kingston, T) S Landgraab * Landgraab Starter (upper-class residential) (Andria Landgraab, A) (Richard Landgraab, A) (Wil Landgraab, T) (Gwen Landgraab, C) S Candlewick * Candlewick Orphanage (old house) (Meryl Candlewick, E) (Jethro Winters, T) Special: Inappropriate but in a Good Way (Poison, T) (Casey Beck, C) (Archie Hamm, C) (Flash, AD) S Rhiff * Ivory Pinnacle (LN high rise) (Elias Rhiff, A) (Lori Roberts, A) (Zachariah Roberts, T) D Visitors * Zeta Omega (alien spaceship) (Kaleena DarVas, YA, Alien) (Plutonis DarVas, YA, Alien) (Ferrous DarVas, C, Alien) S Pumpernickle * Pumpernickle Hill (old house on a hill, prominent garden) (Old Joe Pumpernickle, E, Werewolf) (Galana Nettleberry, YA, Plantsim) (Melody May, T, Fairy) S Snake & Dove * Snapdragon (eastern style home) (Fang Li, YA) Special: Chinese hidden trait (Jin-ru the Dove, YA) Special: Chinese hidden trait S London & Preyd * The Feel (normal house) (Ben London, A) (Jace Preyd, A) (Bradshaw, AD) D Angelis * Graybriar Chapel (old church) - Windward Bluff (Grace Angelis, YA, Witch)
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Very interesting project I'll be keeping an eye on it!
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And now for today's update:
Slowly getting rocks and plants organized on these cliffs. However, lots are one of those things that seem to absorb huge amounts of time for me, if only for the reason that the game claims stuff 'can't be placed on a slope' when the ground is flatter than a pancake. Seriously, you could drop a marble on this shit and it wouldn't roll anywhere.
In spite of that, here's the next two lots I've done:
Old Man Evergreen's Market
Pegasus Community School
I also zoned a small lot out in the Hinterlands to hold the Weather Stone, once I find something to enable it in build/buy.
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Heaven's Peak, my CAW WIP
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Heaven's Peak Seaport
This is where everything too big to fit in a LLAMA transporter would arrive on the island. I might leave some kind of fake cargo barge moored there, haven't decided.
Aquagym
In the interest of leaving some empty land-based community lots around, I've packed the gym onto a houseboat.
Snapdragon
Heaven's Peak, my CAW WIP
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