Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   PlayerWorlds Main Forum (https://forums.graalonline.com/forums/forumdisplay.php?f=15)
-   -   city districts (https://forums.graalonline.com/forums/showthread.php?t=69939)

ryu_no_bishie 11-08-2006 05:36 AM

city districts
 
okay im making a modern city, but i have no idea how to organize one.

i definatly dont want it to seem all blocking and wide spread like era, i want a real city feal to it (yes this means non 90* angle roads)

but what stuff goes into a city? what areas are in a city and how big are they?

All i really have in city experiance is international district.

im trying to keep the geography really ballanced because i want the city to be like a capital, a center for players, so it will be coastal. its deffinatly going to be big, big enough for a International D (and therefore imigration)

MrAnonymous_P2P 11-08-2006 05:57 AM

Try making buildings seem tall.Such as they go to the top of the screen.

bgumeny 11-08-2006 06:05 AM

You definetly want buildings on the taller side, and make sure things are somewhat crowded together. If you want it to be like New York City, then the roads should be more or less a 90 degree angle, with some randomness here and there. Try throwing in a few little parks here and there, and try changing the way the buildings are designed every few blocks to give it a feel of different neighborhoods.

Btw, this might be better off in the levels section as it is not a playerworld of its own I don't think.

ryu_no_bishie 11-08-2006 06:13 AM

Quote:

Originally Posted by bgumeny (Post 1240699)
You definetly want buildings on the taller side, and make sure things are somewhat crowded together. If you want it to be like New York City, then the roads should be more or less a 90 degree angle, with some randomness here and there. Try throwing in a few little parks here and there, and try changing the way the buildings are designed every few blocks to give it a feel of different neighborhoods.

Btw, this might be better off in the levels section as it is not a playerworld of its own I don't think.

well its going to be thats why i posted here, i was origionaly going to post it in the levels section but i thought that was more actual levels than this,

also i appriciate the help with little details, but im really interested in the types of districts that go into city and how big they usualy are.

bgumeny 11-08-2006 06:19 AM

Quote:

Originally Posted by ryu_no_bishie (Post 1240701)
well its going to be thats why i posted here, i was origionaly going to post it in the levels section but i thought that was more actual levels than this,

also i appriciate the help with little details, but im really interested in the types of districts that go into city and how big they usualy are.

Well you can have a business district with shops and such and whose size depends on how many shops you have, a residential district, a government district with all sorts of official buildings, a harbor along the water, slums, any number of things.

ryu_no_bishie 11-08-2006 06:23 AM

i guess the questions too specific?

smirt362 11-08-2006 09:39 AM

Downtown areas are almost always organized in a grid pattern with 90 degree angled streets...as it extends out and gets more sub-urban you see more of a variance in the angle and direction of streets...but mostly people like to use 90 degrees because it's organized and it helps define a "block." I would create/design the terrain first and the build the city on top of it...that would give it more of a natural feel.

zell12 11-08-2006 10:02 AM

If you are going to be using tall buildings, make sure they go transparent or atleast disappear when you walk behind them :p

ryu_no_bishie 11-08-2006 10:25 AM

Quote:

Originally Posted by smirt362 (Post 1240759)
Downtown areas are almost always organized in a grid pattern with 90 degree angled streets...as it extends out and gets more urban you see more of a variance in the angle and direction of streets...but mostly people like to use 90 degrees because it's organized and it helps define a "block." I would create/design the terrain first and the build the city on top of it...that would give it more of a natural feel.

almost every city map ive seen isnt like that, they have twists and turns all over, inside those turns yeah the roads are mostly square, but those roads are also 2 lanes.

konidias 11-08-2006 08:36 PM

Best thing to do is look at pictures of cities... do a google image search or something.

Better yet, download Google Earth and zoom in on different cities and you can get a feel of what they look like from a birds eye view.

ryu_no_bishie 11-09-2006 02:56 AM

thanks but i already know that, im having touble of what goes into cities, other than buildings, there are different sections of cities and they all vary in size, i have no idea what these are, but just about every post single handedly ignored that question

zell12 11-09-2006 03:01 AM

Residental... Aparments, condos, Houses, Parks, etc...

Commercial... Offices, Banks, Police Dept, Shops, etc

Industrial... Warehouses, depots, shipyards, etc.

ryu_no_bishie 11-09-2006 03:12 AM

Quote:

Originally Posted by zell12 (Post 1241018)
Residental... Aparments, condos, Houses, Parks, etc...

Commercial... Offices, Banks, Police Dept, Shops, etc

Industrial... Warehouses, depots, shipyards, etc.

thank god. :D

you are the fire to my fuse, but in a good way.

zell12 11-09-2006 03:51 AM

Can probably search up on google a lot more different types of buildings and even names to give them. ;)

Tyhm 11-09-2006 04:09 AM

And schools. The bane of every courier's existance - they'll be right smack dab in the middle of a residential district, but they're always three or four blocks longer and wider than the streets would suggest, so you're following Elm and BAM, it ends at a school, and now you're in a school zone, and the speed limit's 20 as you carefully skirt the suddenly-windy-streets, only to find out Elm doesn't CONTINUE on the other side, you have to take Maple for 3 blocks before Elm splits off it again at the 800 block...

Oh, and inconvenient natural terrain. Sudden hills that are too steep to just put a road straight down (or over), so the roads all bend around it.

ryu_no_bishie 11-09-2006 04:34 AM

annoying schools to impede progress.. got it.


All times are GMT +2. The time now is 10:48 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.