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co_fiirdraak

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Aug 20, 2010
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The map editor in Cities in Motion 2 has been redesigned from the ground up. The familiar terrain tools are still there, but this time they are made to serve building bigger maps. Along with those tools also come a set of new features as moving away from the grid-based map layout has presented new possibilities for level editing.

Landscaping is more flexible than ever with the terrain tools, you can use them to modify the landscape by raising and lowering, smoothing and flattening it. There are several new brushes that allow you to create features that look natural and blend in well with the rest of the landscape–modifying the terrain first with a round brush and then adding detail with an uneven brush. Creating interesting looking mountains and shorelines has never been so easy and fun!

tools-comparison1.jpg
Creating the large features first...

tools-comparison2.jpg
...and then adding in the small details.

The terrain tools also include a versatile random generator for the landscape. There is a set of filters that can be adjusted to create a completely unique map base in no time. Want a map with multiple islands? Just tweak the options and you are set! Maybe more terrain and less water with smoother hills? Done! These filters allow for quick map generating and work as a wonderful base to build whatever one wishes. And afterwards, you can tweak and modify the terrain manually as much as necessary.

random-generated-map.jpg
Random generated map base.

But what are maps without the cities? Empty maps, that's what! So, now that we have dynamic cities in CiM 2 we also have some new features that come into play when creating them. The new road tool is the biggest change in the map editor. The grid-less map layout is most visible when creating roads since there are no barriers in creating different shapes. The roads are as organic as the rest of the terrain and they are also automatically propped for your convenience. You don't need to change between different road tools, such as underpasses, bridges and whatnot, when creating your network of roads as the road tool automatically blends it all together so that you can concentrate in building the actual network instead of trying to figure out how to connect that bridge to this road. Also, now that the map editor handles most of the menial tasks for you, you can get deeper into designing the flow of the road network using the various types of roads.

roads.jpg
The road tool interface. Here you can select what type of road you want to build from a set of different road types and customize what features it will have, i.e. bus lanes, sidewalks and parking spaces. You can also add and remove lanes.

It is possible to place each and every building manually if that is what you wish but considering the size of the maps (we are talking roughly 4 times bigger than the largest maps in CiM 1!) it can become quite the heroic deed. However, in addition to the manual city building, there is also the possibility to generate the buildings. This is especially handy when testing what you have built so far, so you can see how the city develops and changes, how the road network manipulates the city, and so on. Quite possibly the best way is to combine both manual building placing with the generator tool, that way you can control the key areas of the city and let the generator do the rest. Of course, you can go back to detail work afterwards.

buildings.jpg
The building/prop tool. Here you have all the buildings divided into categories. You can also find individual props there should you need to use them. The "Iteration count" slider is used with the "Generate buildings" function. It determines how many passes it makes while placing the buildings in to the map.

There are multiple ways to use the map editor, each serving a different purpose. You can concentrate on the big picture with the help of the generating tools or you can dive into the deep end and take the hero's quest to build everything manually. The choice is yours.
 

tal13s1n

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What can i say.
AMAZING.

Can´t wait for all the communitymaps to play with. Or build my own city with my own (perfect :p) network.

And i can´t wait for the final game. Come on, release it :D
 

jesitim

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This just looks so cool. I was a big fan of CiM1 and I will be a bigger one of CiM2. (PS: Will there be an open beta like CiM1 had?)
 

Jinzor

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Hey there, I got some questions regarding the editor.

1. Is there a tree and vegetation generator tool?

2. *IGNORE QUESTION* - It's not really important, I can probably just make some more vegetation props via mods or something.

3. Can I add snow to high terrain manually and/or automatically?

4. Do you think it would be possible to add in a feature before release/in the future where you can link maps to other maps? (e.g. region system in SimCity 4) That could open up a mountain of new possibilities to the gameplay; transport types which go from one map to another (e.g. new fast train/airplane transport-type goes outside the map boundaries and then comes back with passengers from the city it traveled to, etc)
 
Last edited:

co_fiirdraak

Vanilla Cities: Skylines Designer
Aug 20, 2010
120
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Hey there, I got some questions regarding the editor.

Is there a tree and vegetation generator tool?
There is a selection of trees you can use to decorate your maps, from birches and conifers to oak trees. The tree brush works in a similar fashion as in CIM1 where you can either put individual trees or use large brushes to "paint" areas with the various trees.

Can I add snow to high terrain manually and/or automatically?
For the moment we do not have snowy mountain tops but we can definitely look into it if it is possible to implement it some time in the future.

Do you think it would be possible to add in a feature before release/in the future where you can link maps to other maps?
That is one of the things we have also talked about. There is nothing written in stone either way at the moment. Who knows? Maybe that can be implemented at some point (if it works with the rest of the mechanics, that is, and doesn't break the game).
 
Last edited:

Jinzor

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There is a selection of trees you can use to decorate your maps, from birches and conifers to oak trees. The tree brush works in a similar fashion as in CIM1 where you can either put individual trees or use large brushes to "paint" areas with the various trees.


For the moment we do not have snowy mountain tops but we can definitely look into it if it is possible to implement it some time in the future.


That is one of the things we have also talked about. There is nothing written in stone either way at the moment. Who knows? Maybe that can be implemented at some point (if it works with the rest of the mechanics, that is, and doesn't break the game).

Thanks for the answers!
 

Butelka64

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It looks just beautiful :)

For now, I have two questions about the maps and the editor.
1. Will the buildings generator be able to place them a bit away from the roads in the city outskirts? Like in those residential areas, where there are lots of car parks, grass patches and little parks separating the apartment houses and the roads :) Will it also create some leisure areas, like parks, etc.?
2. What about the interurban transport? Do we still get the airports? Are there train stations, from small ones, to those huge busy terminals? Moreover, will it be possible to build services like Park&Ride, especially for the people coming into the city from outside?
 

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Hi developers,

at last something about the editor. I am looking forward an editor, which you can handle nicely. Especially the street things...
But one thing would be interesting for me and I think for some others either: Lots of maps are made for existing cities (even your CEO spoke about it :).

Will there be a possibility to import shaded relief pics in order to generate an existing terrain. Saves lot of time, when trying to work on a real city. Those were made often for CiM1. (In CiM1 you could do that with the Timeline-Editor-Mod, but only 1,5 years after release, when community started to shrink).

And by the way timeline: Will the editor have a possibility to edit the timeline either, means controlled growth of cities?

Dying from curiosity :)

bbm54
 

Barkydog

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Hi co_fiirdraak,

Thank you so much for your informative and interesting development diary. Hearing more about the map editor has really made me happy. Hearing we still have the option of manually placing buildings or letting the map place them itself as it's going to be handy having the choice to go either way. :cool:

The details are fantastic with the new editor and the ability to have larger size map areas to build in is going to be a good deal of fun to explore all the ways of making a new city while exploring the new features of the game.

When you said about underpasses do you mean the type pedestrians can use to walk under a road? It would be great to have the option to have those in a map especially when making a real life city which has pedestrian underpasses as we have them in Chester and I tried creating one but sadly it didn't work out. We have a large pedestrian underpass in the city centre which is under the fountains roundabout so having the option of underground walkways for people to cross busy roads would be useful as they have the choice of how to cross a road.

I like the idea of the road tool being so useful as it irritated me in CIM1 when I tried to build an area with a road tunnel under a river as I could never get the ends of the tunnel to join the main road network where I wanted them so I used to just use a bridge even if the real life city had a tunnel.

I hope the thing with the bus lanes allows you to assign buses their own lane in cross river tunnels?

One last thing that I'm wondering about if you can manually place buildings can you have an option to place other details like street furniture bins and public phones for example?

One thing that would really help is the game able to automatically place or finish placing things like garden fences and hedges etc?

I don't mind manually placing some hedges and fences it just gets a bit tiring if I have a whole housing estate that needs fences or hedges around each house. I was just wondering does the game have an option to help with that?

But the main thing is I want to thank you and the team for all your hard work and dedication to the game as it's going to be good fun to play.
I’m really enjoying the development diary’s too so thanks for writing them for us.
 
J

josh95459

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If the road tool creates bridges and underpasses automatically, does that mean we'll be able to have sub-surface railways and busways? By sub-surface I mean just below ground level instead of in a tunnel, with track/busway transitioning from covered and uncovered based on the terrain above.
 

David Comnenus

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I do have to wonder...I agree with making it easier to put things together, but is there going to be a way to arrange for an overpass/underpass if we want to avoid having an intersection (or just want to have an elevated roadway through part of downtown)? Likewise, is there going to be any sort of "expressway" or "limited access" road option? Even in Manhattan, you've got these (I actually can't think of a major city in the US without a limited access highway somewhere in the mix, even if it's either just a beltway or just a spur into town; the closest would probably be San Francisco, where they ripped out the Embarcadero Freeway, but even there the city is fed by several expressways).
 

Rangun

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Looks promising, even if I'd like to see elevated streets or manual placed expressways. (Or having tunnels beneath the city centre).

However, will we be able to import highmaps?
 

benzz

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Hey game looks great. I have a couple of questions regarding the map editor:

1. This may have been discussed somewhere else but with the region maps are there defined areas where the cities will be built/grow similar to what is in the new sim city and if so how are these 'sub-regions' chosen or is the whole region essentially open
for development.

2. Following on from that I have seen that the maps will be much larger than CIM1 (I think I have seen 4x thrown arround) is this referring to the size of the regions as a whole or the 'max' size an individual city sub-region can be?

3. Can terrain with buildings, roads, etc. be modified (i.e. height, flatness)? It was kind of annoying in CIM1 having to delete objects over and over again trying to get the right height.
 

douglasrac

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Answering number 2: The maps are 8 times bigger. This is a rough number, as devs said. While CiM 1 had maps more or less 1x1 Km, CiM 2 can have maps 8x8 Km. Its per map not a region.