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There are some good starting out guides on Youtube. I really like ImperialJedi's videos. Also, scroll around on Google Maps or Google Earth and get some ideas from real world cities. Mix and match. Design a downtown Chicago with New York City docks and Florida suburbs and Dallas oil fields and Dutch farmlands.
Inside of trying to design one mega city, make several small towns and fill the areas in between with rural farms, open lands and residential (think Southern US).
Transit control can be tricky, but creating a freeway into the heart of the city and creating (or using Workshop intersections. If so, check this guy's amazing interchanges https://steamcommunity.com/id/itstimboh ) interchanges so people can easily get in and out.
Public transport is tricky as well, but here's an explanation.
I understand the idea of copying and pasting someone else's road layout, but then that'd make the game boring because then it'd be almost like if someone else did all the job and all what you did was... copy and paste. Keep experimenting, checking guides, and learning from mistakes and eureka effects.
First, remove any notion of using a prefab intersection. Understand the concepts of them, and that is half the battle.
The other half is in planning. Hilly terrain is all about preplanning. Knowing where you want to run roads before you start building. Find and visualize that path through where you can put the big highways and have space for interchanges. Then you have the terrain feature, split it with that district's main roadway. Lastly, fill in following the contours.
https://steamcommunity.com/sharedfiles/filedetails/?id=941553328
Is only picture handy at moment for showing hilliness, I can get better this evening if desired.
To help control traffic, try to use both sides of main roads for entry and exit. Really smooth exit flow? Major one way then use one way off both sides and will just flow large capacities.
Imagine your city like a tree. Main trunk, branches off both sides, Then main branches to smaller branches and leaves, but the branches never connect to eachother. Use internal transit systems to interconnect.
Difficult to access or really rough terrain, low density works well and looks nice. You can mix in commercial with residential. For all others, try to specialize the "branches" so you can optimize transit. Having a cargo train from industrial to commercial really can cut down traffic.
If you are interested; look at my current one I am working on:
https://steamcommunity.com/sharedfiles/filedetails/?id=1402832741
Could be better aint it?
In areas with highways and limited space, that is a good location for trees, bike paths and monorails/trams, etc depending on your DLCs. In residential areas for smaller houses, non highway like the six lanes, I like to put my commercial and specialist buildings. High density, office lined main streets are fantastic looking!
Industrial? I run rail lines along them so I can junction off rail depots all over.
https://steamcommunity.com/sharedfiles/filedetails/?id=1120184639
https://steamcommunity.com/sharedfiles/filedetails/?id=920695096
This second one shows a mix of those suggestions well. It has the rectangular isolated districts, but then office and large commercial. Having borders of low density also helps create nice gradients.
I have to add that the screenshot I took is a part of my city. I am currently expanding to the northern part. There is a big industry, then a river and then a new residential area I am working on. Then I am going to rework my leisure district (washington hills). It already has tram, metro and bus connection; but I am not satifsied with the layout of the roads I placed before. It also does not attract enough workers.... Probably because my other industry / office area is more accessible.
https://steamcommunity.com/sharedfiles/filedetails/?id=816273460
So foreground is a high capacity traffic circle of sorts. Heading away from view are the one way, six lane main thoroughfares. So one from, one to the traffic circle. This is where my commercial and office space is. Off to either side are the branches for my residentials with also a bit of a buffer space.
It makes a world of difference be it grid or terrain following by having that form of gradient to blend areas together. Really helpful fo you want that heavily urbanized look. Plus now trees do have a noise blocking effect so tree lined trees have a functional in addition to the appearance.
Something else you can do is build up a little hill between the road and district to create that noise barrier look.
I like that easy cheat. And yes the last patch brought an improvement with using trees to reduce noice a bit. At least it helps.