*! THIS LOT HAS NON-LEVEL EDGES !* explanation

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ZephyrZodiac:
Although if you create a hood just to build on, and use one of the template hoods, there won't be any houses.

Zazazu:
Quote from: ZephyrZodiac on 2007 August 30, 12:00:44

And there are some Maxian base game lots that no matter what you do, you just can't put right the errors - one in Pleasantview that always bugs me is the little shack in the woods - I mean, how can something so small be so bad! 

My very first Sim family (TS1 & 2) the Tests called that lot their TS2 home. It was built up through the days to accommodate their 11 children (no more than 6 at a time, this was before the shiny no-limit hacks) into a huge mansion similar to the one they had in TS1. It wasn't too bad, but then I never tried to move it around. And, of course, the decoration/furniture choices were completely nonsensical. That's Maxis for you. I don't know about the other Maxis houses. I think I've only played two others.

Yes, non-level edges are bad news baby, and part of why I don't share most of my lots. Other than Monopoly, all my custom terrains are very hilly with beaches, etc, and a level lot is a pipe dream. Urban Paradise has some level blocks, but not many at all. The Free Love Cult hub-house is incredibly sloped. The left side as you face the back of the lot is almost a 45o angle. Carpools and the bus just sit there for the whole hour until they disappear in a poof as they can't navigate the street. Luckily, Richard's helicopter ride as cult leader leaves right away. I can't take that sound effect for long.

Khan of Wyrms:
I just wanted to point out that lots with non-level edges can also be used to shape the terrain of the neighborhood to make a contour that is not level.  In fact, this action is the only method I know of to purposefully alter the terrain of the neighborhood after it has been created.  It may be one the stupidest methods anyone could ever design for such a thing, but I have used it since the beginning, considering that it seems to be the only one.  The geniuses who designed the game did not include any useful tools for anyone to accomplish this, while simple logic would seem to suggest this feature might be desirable.  One must ponder why anyone might create such a thing as TS2 without adding even a simple neighborhood elevation tool set. It is truly incomprehensible to me, and really is almost my number one disappointment with the game.

To be certain, altering the terrain by moving uneven lots around can result in undesirable terrain effects, but these things are almost always correctable in a similar manner to that which produced the terrain damage.  It can be like a sort of broken puzzle at times, especially when roads go vertical or get twisted, or an intersection folds over.  In my experience, it always remains at least somewhat workable and repairable with the right pieces.

I would, theoretically, use any lot I liked regardless of the slope of the edges, within reason.  It would certainly be nice to know about this fact before placing the lot, however, the mere existence of uneven edges does not bother me even a little.  Just a note, lots that are perfectly flat can be just as damaging to much of the real estate in some neighborhoods if used in the wrong location.  Basically, this means that they must go on terrain which is already flat, or another place where the amount of radical edge justification is tolerable.  It is in this way that uneven lots can been seen as actually superior to flat lots in certain instances, since the effect of justifying the uneven lot with the neighborhood terrain can be much smoother than a flat lot.  In fact, the game actually justifies the edges of an uneven lot with the surrounding terrain, whereas a flat lot is placed like a bulldozer went before it, the process of justifying the perfectly level edges resulting in a sharp, unnatural, mechanical slice in the terrain and often an angular fold in the surface of a road.

Of course, few things are as industrial and functional as perfect level, and I can certainly appreciate that aspect of flat lots.  Still, I have variegated terrain and I am not afraid to use it.

ZephyrZodiac:
You're right, as I said before, sometimes you get the most horrible cliffs which just can't be made to look good!

One thing that maybe lot creators who have made lots in an elevated area could do is maybe add a note to tell people which terrain it was built in, and if possible whereabouts on that terrain, although if you know which terrain, and therefore if you have that hood or not, it should be possible to work it out from screenshots.  (and if you don't have the hood, and don't want the problems it will bring with it, save it until you decide to create a hood using that template.

Emma:
That sounds like the old Sims 1 neighbourhoods-the lots were stuck in place and if a house was built in a certain place, that's where it stayed! :D

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