Canal Blocks

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Assembled by: GCVos

On Steam Workshop

Description:

These modular canal assets work a lot like Lego blocks. There’s no need for terraforming or water management, and the terrain does not have to be flat. The blocks skyrocket land value within a very limited range. Assuming you have your regular services setup correctly, buildings alongside these canals will quickly level up to 3, 4 or 5.

All assets have comparable maintenance costs, requirements and sewage output, based on their overall size and the amount of lights they have. All assets are subdivided so they can work on sloped terrain. This means the tris count for the base models is around 2000 to 4000, but the LODs are limited to about 160-220 depending on the dimensions. I may refrain from adding individual poly counts to each asset, as they are all modelled and textured in the same way.

Blocks I would still like to add:
– Endcap Block
– 4x4Ci Block (Mirrored C)
– S-bends or longer curved parts (only if I can make it work with terrain hole)

Optimal spacing is to keep each block one or more cells away from each other. Otherwise the tunnel endcaps will go through the other side of the bridge. You may also notice a grey plane popping thru, which was added to improve self-shadowing. I’ve shortened it on the more recent Blocks, but it will still show up on the earlier models.

Known issues:
– Using avenues or HW as bridges will expose underground road mesh.
Solution is to add one or more cells spacing and fill it with a Path Block or anything else.
– Superman tourists are in the Olympics for staircase jumping
– There’s a known bug causing some items not to appear until you scroll back, an issue I have not been able to solve and seems more related to UI priorities than the assets themselves.