Cities: Skylines

Cities: Skylines

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Expressway (Right Hand Traffic)
 
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23.595 MB
Dec 12, 2017 @ 7:26am
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Expressway (Right Hand Traffic)

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Description
Includes a set of 23 elevated networks inspired by expressways in Tokyo, Japan.

Found in highway roads menu.

More screenshots coming later... check my twitter for previous wip screenshots for now.





There are a lot of restrictions and very specific rules for how each network is meant to be used.
If you don't read and pay attention, you will run into problems.

This description is made for the RIGHT HAND TRAFFIC version,
some things may be the other way around for the left hand traffic version:
http://steamcommunity.com/sharedfiles/filedetails/?id=1229517177



Main: 480 - 928 tris / 512x512

LOD: 32 - 384 tris / 64x64


One of the 3 to 2 transition pieces has no LOD, I'm not sure if I will fix it.


Overall tips:


Work on flat ground and on a grid.

Keep curves continuous, this can be done by holding alt and adjusting a segment curve with Move It!
In many cases a broken curve will lead to broken roads.

Video showing how to make a merge/split where 3L/2L/1L meet:
https://www.youtube.com/watch?v=uHe2_7bBiuw
Pay close attention to the exact distance between the 3L/2L node
and the node where the 1 lane ramp starts curving,
and also the very specific curve the ramp requires to look correct.

It is possible to create splits and merges on curved roads,
but you will have to play around with Move It!

The networks don't autoplace pillars, you have to place all pillars as props manually.
There is also a pillar piece prop pack to put together your own custom pillars.
The stack pillars are made for roads that have an 8m height difference.

There are no lights automatically placed on transition segments or nodes, place them manually.

The lights, lane props, stains and markings are optional decorations.

The only way to connect this network to other roads is by connecting the 2 lane to most vanilla sunken roads.
Therefore, you need to transition on/off ramps to 2 lane before connecting to vanilla sunken roads.

Transition (T) networks must be only one segment. (max build length 12u or longer only using Move It!)

Segment (S) networks can be used continuously.

Left / right (L/R) networks are not centered,
and most have an overhanging visual(for transitions)
or functional(for segments) lane on the indicated side.

Offset 1 lane ramps don't have an overhanging lane,
but they are themselves offset from the center.
This is specifically for extremely smooth on/off ramps.
When cars are using the 1 lane ramp transitions, they will slightly swerve around,
because the lane can't curve with the transition segment. (game limitation)

Thumbnails show the lane count on the right side, (except 1 lane transitions)
bottom being the start and top being the end of the segment.

1 lane transitions show from which to which offset they transition on the bottom.




Explanation for each network: (for left hand traffic some might be different)



S 1
segment: 1-lane(centered)
can intersect itself
can intersect S 2
can intersect S 4 (not recommended)



S 1 L
segment: 1-lane(left-offset)
on ramps on the right side of transition from S 2 to S 3 L (watch video)
off ramps on the right side of transition from S 3 L to S 2 (watch video)



S 1 R
segment: 1-lane(right-offset)
on ramps on the left side of transition from S 2 to S 3 L (watch video)
off ramps on the left side of transition from S 3 L to S 2 (watch video)



T 1 LC
transition: 1-lane(left-offset to centered)



T 1 CL
transition: 1-lane(centered to left-offset)



T 1 RC
transition: 1-lane(right-offset to centered)



T 1 CR
transition: 1-lane(centered to right-offset)



T 1 2 L
transition: 1-lane(left-offset) to 2-lane(centered)



T 1 2 R
transition: 1-lane(right-offset) to 2-lane(centered)



S 2
segment: 2-lane(centered)
can intersect itself
can intersect S 1
can intersect S 4 (not recommended)
can split into S 1 + S 1 (careful)
can merge from S 1 + S 1 (careful)



T 2 1 L
transition: 2-lane(centered) to 1-lane(left-offset)



T 2 1 R
transition: 2-lane(centered) to 1-lane(right-offset)



T 2 3 L
transition: 2-lane(centered) to 3-lane(left-offset)



T 2 3 R
transition: 2-lane(centered) to 3-lane(right-offset)



S 3 L
segment: 3-lane(left-offset)



S 3 R
segment: 3-lane(right-offset)



T 3 2 L
transition: 3-lane(left-offset) to 2-lane(centered)



T 3 2 R
transition: 3-lane(right-offset) to 2-lane(centered)



T 3 4 L
transition: 3-lane(left-offset) to 4-lane(centered)



T 3 4 R
transition: 3-lane(right-offset) to 4-lane(centered)



S 4
segment: 2-lane(centered)
can intersect itself (not recommended)
can intersect S 1 (not recommended)
can intersect S 2 (not recommended)
can split into S 2 + S 2 (careful)
can merge from S 2 + S 2 (careful)



T 4 3 L
transition: 4-lane(centered) to 3-lane(left-offset)



T 4 3 R
transition: 4-lane(centered) to 3-lane(right-offset)



This is the most complicated project I've ever done and it took over 80 hours.



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68 Comments
Zeraphel Mar 20 @ 9:12am 
Could you improve the UI presentation of these items?
a seperate category for these wouldn't hurt ( Why bunch them with vanilla highways? )
Color coding is much easier to work with than tiny letters on the icons
The blue overlay on icons makes it impossible to read said letters, btw
Items have no description ingame, Only on this page
DAMNimST0NED Feb 18 @ 11:25am 
This is awesome thanks. Donation incoming.
☆MIDN8_CZ☆ Feb 12 @ 9:46am 
@Rony, that is one INCREDIBLE upload, thanks a ton for sharing!
Monyo -iwnl- Feb 11 @ 5:44pm 
Why do my markers blur out and not really proportionate imo.
cptse1111 Jan 8 @ 7:09am 
Can anyone split S4 to any S3 and S1?
QQ感嘆符 Jan 7 @ 10:42pm 
If S4 can split into S1L + S3R, that will be great.
Slick Gamble Jan 5 @ 4:57pm 
The pillars are props and you can place them on your own. If Network Skins is updated to be compatible, the building pillars *might* come.
Wojtas Jan 5 @ 3:48pm 
Please Ronyx, add pillars and it's perfect :)
ItsgunYT Dec 31, 2017 @ 5:31pm 
nice text
Ronyx69  [author] Dec 31, 2017 @ 2:50pm 
@Pamani No idea, I would expect it to work, since an intersection is just a fancy building i guess?