The Cities Unlimited Archives: Buildings and Architecture Style Tilesets
Moving right along, here's our second entry from the Cities Unlimited archive! Posted with the permission of their orginal author, tr0ub1e, these are articles archived from the Cities Unlimited website (along with the first page of their respective comment threads) before the boards were closed down. A huge thanks to Metropolis member Ephemeron for his foresight in hanging on to these, and his hard work cleaning up the formatting! The usual Drawing Board disclaimer applies. Note: dark red text indicates links to other pages on the boards that are no longer active.
Concepts Article: Buildings & Architecture Style Tilesets
A Conceptual article by tr0ub1e
#12720 tr0ub1e
Links to relevant CitiesXL.com discussion threads:
Building Styles
We want:
- More buildings than before!
- Greater diversity in building styles with architecture ranging from medieval to modern day styles.
- Much higher quantities of different buildings in the styles from recent centuries. Less many in the extremely old styles.
- Less building repetition (except for smaller apartments, suburban homes, and small high street shops).
- The same building model but with varying lots, building textures and props, for smaller shops or apartments, and suburban homes.
- Multiple choices with different architecture styles for all civic and other non-RCI buildings.
- Optional ability to specify the permitted building styles which developers can build within the zones you lay. See Building Architecture Style / Building Tileset within the Concepts article More Zoning Options & Control for more info.
Post any other comments, suggestions, additions, or adjustments here too.
#12958 aibo
Just hope that the lovers of modern architecture, we can recreate with this freedom buildings com. It would be fantastic. Choose Power and building where we want situate in CU. Hope you like it.
Ren - Peoples Building - Shanghai, China
#13148 Huggkruka
Medieval is a bit early to be feasible, I think. Sure, I'd love to see crossbeams houses like in my home town, but it would be way too much content to create. Start in the 19th century perhaps?
#13175 tr0ub1e
Although I do think we should have some medieval buildings thrown in, it should just be a handful as there aren't many of these buildings left in the real-world, compared to the increasing number of buildings when moving forward though eras. I would like to have a few medieval ones though, just for an extra little effect (along with a couple of castles/forts, etc.) - it would be nice to create little historical features within your cities (particularly for us European players)
I wouldn't want any more than that because this is a modern city builder, so only a very small variety is needed.
#13869 aibo
I think the game should give us the opportunity to choose, so I agree to 100% with the text tr0ub1e if you want to have a historical, in the decoration of your city, the game must be allowed to create areas with the style a player determined.
In other threads I have read very interesting proposals for the publisher buildings. I think that this editor has to be versatile for the player
#14401 Dennis
I think it would be a good idea that there is already a medieval core when you start a new map. It could be created by the player itself, or from a editor. Its then up to every player if you keep that medieval core or if you just erase it. It may would be an option that you can plop medieval/old buildings for money, it would be some kind of reconstruction.
#14407 Pedro Rodrigues
That's awesome! --> 5
I agree that more buildings and of different type are needed, so that building repetition won't be a reality in CU!
#14421 DymeKing
I think MC should let the player decide what building styles should be allowed in his/her city and check the ones he/she wants on a list.
Examples:
- Modern
- Colonial
- Medieval
- East Asian
- Art deco
- Skyscrapers
- Middle Eastern
- Townhouses
- Neon-lit
- Mediterranean
- Rural
- Radical
To name a few. Of course, most buildings should belong to more than one group.
#14450 JC Scooby
I definitely think we need more buildings in every city type (rural, suburban, urban) and props definitely help fight against building repetition. Different paint jobs, diff windows, doors, deciding between brick, concrete or wood (which could be affected by type of disasters), are new props that should be thought of and introduced. I don't really think I need to say what building styles I want cause I confide in MC, and believe they will take care of that.
I believe this is very important but not in the top 10 percentile (91%-100%) so I give this importance of 90%.
#14463 Steven Heuer
DymeKing wrote:
I think MC should let the player decide what building styles should be allowed in his/her city and check the ones he/she wants on a list.
Examples:
- Modern
- Colonial
- Medieval
- East Asian
- Art deco
- Skyscrapers
- Middle Eastern
- Townhouses
- Neon-lit
- Mediterranean
- Rural
- Radical
To name a few. Of course, most buildings should belong to more than one group.
I think that would be sweet to "zone" those different styles within our city.
- Latin American
- Victorian
- Don't know the exact style name, but the "old style" type that is still prominent in cities like Detroit, Chicago, and New York
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- American Old West
- Bavarian
Of course all the styles would take a lot of time and effort to actually put in, but this is definitely something I would purchase in an expansion pack.
#14466 Bountytaker
I think that list sums it all up nicely.
#14471 The Floyd
Optional ability to specify the permitted building styles which developers can build within the zones you lay. See Building Architecture Style / Building Tileset within the CUC article More Zoning Options & Control for more info.
I think this last idea sums everything I want in CU... that would be magnificent!
I love building's architecture, whenever I have the chance to travel to another city that's the first thing I lay my eyes on.
So all this options especially the last one are MUST HAVE.
#14483 Jman47
I give this a 4.
it is important to have but I don't need a million different styles in the first release.
I think the first release should have no more than 6, with subsequent expansions adding more.
very good long term idea though.
#14871 Steven Heuer
How about an ewok tree village building set?.....
#14884 The Yeti
Well, I'll say 3. I would prefer to be able to create my own custom zones and pick whatever buildings I wanted to be in that zone from the entire building library.
See this post for a better description of this.
But this would certainly make a good alternative if that can't be done.
3 reponses to "The Cities Unlimited Archives: Buildings and Architecture Style Tilesets"
1. No argument from me, although
No argument from me, although I think the future is not in "more buildings" per se, but in having the majority of buildings be procedurally generated rather than pre-modeled. Also, his point about more options for controlling what appears in a given area are spot on... more to say on both topics later myself :)
2. I think that there should be
I think that there should be a way to have custom tags for buildings to mark the building styles and if something is written slightly differently but means the same thing (Deco, Art Deco, ArtDeco, NYC1920), the game or player could say that all the tags mean the same thing.
If buildings are to be procedurally generated, they would have to be stored in the city savegames in a way that the players could share the cities if they use the same custom content and the same game version. This could be done by saving the procedurally generated buildings within the game with all significant figures needed to replicate the building each time the city is loaded or by having the buildings generated by another program separately (like a Building Generator and Customization Editor) and stored the same way in all copies of the game.
"Words are words; explanations are explanations, promises are promises, but only performance is reality."
Always do your best and you will always be better than the best in my eyes.
3. Definitely; a tagging system
Definitely; a tagging system would be the best way to organize all the various assets. For example, players could build "style sets" by specifying certain tags to be included, which they could choose from a list of all current tags.
Generated buildings would definitely have to be saved, not only for sharing but so your city doesn't look different every time you load it up; I'm not sure how that would affect savegame size, but to my mind bloated save files, while obviously not desirable, are a tertiary concern at best.
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