Zindra: Road Network - additional North-South-connection with expansion-lands
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Zada Bury
Maybe "urgent" about the parcel availability at the moment.
The Zindra-road-network have only 1 connection from North to South. This wont change with the new lands at the South-East and wasn't with the fresh rolled out at South-West. (see "Roads NorthSouth").
I suggest a "Underwater-Tunnel" connection between Chinstrap ... to the ocean-rezzzone on Linkous ... to the road at McFarren/Novarez ... to the town-road network at Wendersley/Donathan. (see "West enhancement").
At the moment the parcel on Chinstrap isn't shown as reserved, so it is a bit urgent!
- Part (1b): At the road end on Chinstrap, the road can gone East down to the ocean and go into a tunnel (glass-tunnel, as like on Belli - them look matching futuristic), making a turn to North and going tough the public land on Popke and Gatcharl.
At Gatcharl the ocean turn to be less deep, so it can be digged into the ground (no more glass).
- Part (1b, too): At Linkous is a rezz-zone. This could be enhanced to a small, sandy island, where the tunnel gets back to the surface ... "Parking Lot", some beach deco, small pier (boat-rezz) ... and back down under water.
The Tunnel can going in 45° angle trough Tashina and Nine (not as I drawing it) to turn then straight North at McFarren.
- Part (2b): At McFarren is a "Road"-parcel on the beach, but the Tunnel can get at the normal Beach back to the surface with a road up the Hill to the existing road.
On the other side of the existing road it get back down below the water.
- Part (3b): The Tunnel can go North at Novarez, then 45° on Desantos to Conroy and turn straight up North to connect at Wendersley/Donathan to the regular roads.
This concept takes just a small piece at the new Sims for a road (barely it mit work also "half-half" on the small stripe at Popke). The whole rest is all public lands and takes no additional space.
It is adding a 2nd North-South connection.
It connects 3 complete different roads and includes 1 rezz-zone.
Also it adding 2 attractions: Tunnel-build ... and a new, small island at the rezz-zone.
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Oatmeal Linden
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Hello Zada! Thanks for the interesting suggestion! We may explore updating road systems across all of the mainland, including Zindra, at some point.
While rather convoluted, the road system and the newer additions do allow travel throughout the continent. I'd guess it is more of a fun drive than a convenient one ;-)
Unfortunately, the tunnel you are asking for would use much of the land impact available in the homestead regions making up the shallow Ursula Bay area, and would likely restrict passage for water craft traveling the surface.
We are marking this as tracked for any future considerations for infrastructural updates.
Zada Bury
Oatmeal Linden Thank you for reading.
Well, if this idea is still a thing for later, ... the important part is to reserving on Sim "Chinstrap" now a stripe of land ...
... down the hill from the end of the existing road ... to the ocean, where it can turn north.
The rest, I will look in later, how it was done on Bellisseria with the tunnels. Probably I was describe it with too much details.
Kelsie Dakota
Any addition of drivable/walkable roads that connect us is a good thing, but excuse me for digressing: I just went to check out the new regions in Zindra.
I can't believe my eyes—they used those horrible, shiny, pseudo-futuristic roads from 2009 with no real texture on them.
Out of the entire library, old or new (I don’t like the new mesh roads of Belliseria because of the bugged hitbox that lifts us up), they’ve probably picked the worst.
This is Zindra, the adult continent—there are going to be beautiful beach areas here, so put in some nice cobblestones or at least some light-colored asphalt! Something warm, of higher quality and with some charm to it—it seems obvious, doesn’t it?
I’m going to miss my Gaeta plot if I’m asked to move to this nasty Zindra.
AlettaMondragon Resident
Kelsie Dakota There was a suggestion about 2 years ago to remove the shine from Zindra roads, which I think is a terrible idea, instead I suggested an update and made a demo of it, but it looks like nobody wanted to implement it.
Photos of my demo road surface and comparison here in my comment at the top:
I've made it very shiny there but only to make a point that a shiny road can be nice if the quality of the shine isn't awful. It doesn't have to be that glossy, though.
Zada Bury
Kelsie Dakota I think, them using the same road theme to make it look "the same".
As Gaeta1-resident/owner you are for sure NOT forced to move to (adult) Zindra! Gaeta have NO adult-rated sims, only general or moderate.
You can for sure telling the LL-suport, you wanna have a parcel on some moderate or general rated Sim ... and you can even look around on the other existing continents ... look for abandoned lands and suggest "Hey, there I want move to". Sure, you CAN also request to move to Zindra, but you don't MUST.
Hint: As more fast, you tell the Support, you wanna move and to where, as more safe, you get that requested spot.
If you only rented lands from a Land-company, you surely have no choices. You are there have to relay on the Landlord.
Zada Bury
"(barely it mit work also "half-half" on the small stripe at Popke)" = it MIGHT work
Also someone was suggest "no 90° turns", which specially should be related to the first tunnel-part at "Part 1b" ("down to the ocean, then gone East") ... 2 times 45° along the way would work, too.
chesse Vyceratops
more roads and stuff to drive on plz i agree
AlettaMondragon Resident
I like this idea, but I have two corrections for this suggestion:
1: If a roadway went along the western edge of Snares and continued in an underwater tunnel heading straight north to Linkous, that would be better. And it's a little more infrastructure in the new regions, which increases land value and usefulness.
2: The tunnel doesn't have to go to Novarez, it would be better geographically if it would go to Paxson. There are two protected road dead ends in Paxson and one in Tovaris which are all suitable for a connection. And they go to the same main road. Then there is the bridge in Mosh South, so the rest of the proposed tunnel would be rather pointless between Novarez and Donathan anyway.
Zada Bury
AlettaMondragon Resident Good thoughts.
At your 2nd (which is "3" at mine), I was choose a direct way ... maybe an "express way". Also I was not seen an easy "going trough" from the road back under water.
Surely the tunnel can make also a split or have an underwater joint, to create also a connection to the Middle-East road-part on Paxson.
For the 1st, the connection on Snares, not Chinstrap ... I thought about minimal-impact solution. The parcels on Popke have a (small, 4 meters?) public border around. Between Chinstrap and Snares is nothing planed and maybe someone wanna buy a parcel on both Sims for a larger place. So the North of Chinstrap would have not that impact to future plans.
AlettaMondragon Resident
Zada Bury It makes sense, but I think it would be easier for drivers without a turn at the tunnel entrance. Somehow I have a feeling they don't want to start a big road construction project in this area though, since it is already connected to the network and they seem to be building quite a few new roadways in the larger area in the southeast.