Cities: Skylines

Cities: Skylines

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Vendaval
   
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7.163 MB
29 Mar, 2019 @ 2:08pm
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Vendaval

In 2 collections by Greyflame
Greyflame's Maps
10 items
Vendaval - One Click Collection
11 items
Description
ONE CLICK COLLECTION

Introduction

Third time's the charm? Vendaval is another Pacific Northwest inspired map following the aesthetic cues of Gonti Bay and Cannon Cape, but implementing performance considerations I developed for Spud Falls. I also took a bit more of a Californian lead for this map, but it's designed to fit anywhere from Seattle to San Francisco.

Vendaval features a long cape linked to another landmass by a massive six kilometer span of bsquicklehausen's masterful bay bridge. You'll have a modest mix of flat land and hills to work with, but the vast majority of the map is water to allow for denser tree placement without exceeding the vanilla tree limit. This map should be entirely playable by vanilla rules, but may not be appropriate for the largest cities.

I'll likely use this map in a city build on my channel.

Features

* Hand tossed spagetti. No plopped interchanges.

* Low poly trees by pdelmo with a splash of detailed pines and spruces.

* Hand crafted topography with plausible elevations and erosion. No terrain party.

* 4 highway connections, 2 maritime connections, 2 plane connections, 1 rail connection.

* No props. This means it doesn't require Adaptive Prop Visibility, which is one of the worst framerate offenders.

Recommendations

* The Industries DLC is only used for one bridge on the map, which I included without realizing it required the DLC. I decided to leave the bridge; if you don't have the DLC, it will be pretty easy to find and connect the missing bridge.

* I'm using Daylight Classic and the Springwood LUT. Other LUTs may give you a vibe you like better, but Springwood is a good neutral I think.

* I recommend using Hide It or No Radioactive Deserts to hide Shore Areas. My shore detailing conflicts with the default shore texture and looks bad.

* Tree LOD Fix and Random Tree Rotation are strongly recommended.

* I used every trick at my disposal to get roads to behave, but I know and you know that the traffic AI in this game is terrible. The highways will deliver much higher capacity if you do some work with Traffic Manager; I strongly recommend overriding the lane connections to prevent the stupid node weaving. They'll work without it, but you might get some congestion. Dynamic lane selection provides better lane utilization over the bridge.

* This isn't a great map for vanilla heavy industry because I used the resources for painting, but there's a bunch hidden under the water if you really want to work for them. Or you can just import them.
15 Comments
Greyflame  [author] 29 Jun, 2021 @ 9:07am 
The northern lights are part of the map theme. You can try other themes (I'm working on my own for an updated version of this map, but it's a few months out at least). Theme Mixer 2 might also be able to adjust that, but don't quote me on that, I haven't used it xD
deshawngc07 28 Jun, 2021 @ 9:31am 
Hey is there anyway to remove the northern lights on the map?
Greyflame  [author] 20 Apr, 2019 @ 10:10pm 
@Alecthelm Nice! I'm impressed you fit 200k on there, I didn't know there was enough space, haha. Cool to see the tropical remix too. It's always impressive how much the feeling can change just from a different theme and trees.
Alecthelm 17 Apr, 2019 @ 1:46pm 
Had much fun with the Map, done an town till 200k on it, and now trying to re- design the surface to an tropic setting, thx for so much fun!

https://steamuserimages-a.akamaihd.net/ugc/820127919140043428/3C233D2F1A69FA922AD08451193AB3C2020696CF/
Alecthelm 12 Apr, 2019 @ 10:43pm 
Thx for the hint, ill run both mods, hope its AVO, as TMPE is someway essential for me, try to disable them-*crawling through saves for the one with original bridge*, thx again , have an nice weekend!
Greyflame  [author] 12 Apr, 2019 @ 3:38pm 
@Hendrik & PerZeus - Thanks guys, BonBonB's reviews are always a treat!

@notmike - Unfortunately, I'm not sure what could be preventing the bridge from loading in; I haven't had any other reports of the problem to try and identify a cause. The only suggestion I really have is to try unsubbing and resubbing the bay bridge pack, if you haven't yet.
Greyflame  [author] 12 Apr, 2019 @ 3:38pm 
Thank you everyone, it's great to see the feedback :D I don't reply very fast because steam is kind of a mess but I do (eventually) read them all!

@Sir Sheikhspears - That's the CSL Map View mod, available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=845665815 Fortunately a pretty straightforward one to use!

@Alecthelm - Sorry you're having traffic problems! Unfortunately I don't know what would be preventing them from crossing the bridge specifically, I haven't encountered that problem. My only guess is that it might be related to Advanced Vehicle Options or Traffic Manager, since those are the only mods I know that directly interface with the traffic simulation, but I don't know what issue could arise from them.
Sir Sheikhs Pears 12 Apr, 2019 @ 7:08am 
Wow, that's amazing how realistic and natural Your map look like. You got a thumb from me :D
But I have a one question to you Greyflame. Which mod do I have to use to create this nice map view - like on the last snapshot?
Alecthelm 6 Apr, 2019 @ 12:47am 
hm. update, did change the bridge ways with 4 lane higway on dir from networks extensions. now the cims, roll...did load an old city from thursday...they drive the original bridge tiles.. ill bet ive got an asset that dont work with the bridge...rpoblem is, ill changed 3 k assets for the new town........urgs. :)
Alecthelm 6 Apr, 2019 @ 12:36am 
good morning. simply love did 2 towns on it since it came out, thx for it, once more. i run into an problem , perhaps someone else did expirience the same, and can help: i dont get outside traffic from small island to the bridge, on new sequence, all old loads work etc, but new town, no traffic from there, already did rework all roads and outside cons on this side of the bridge, checked other side ropads, all works fine, but the cims sabotage the bridge. what im doing wrong? or what mod/ asset i use cause this, some idea?