SC3K’s art was not “crafted pixel by pixel.” It was rendered from 3DS Max. Maxis released a version of G-Max called the Building Architect Tool that included a template with the same lighting rig that they used for the in-game assets. This tool rendered and exported the various zoom levels and orientations.
You're describing SimCity 4, not SimCity 3000. The SC3k tool is not entirely 2D, but it does mostly behave like one (with emulated voxels instead of pixels). And while I cannot confirm what Maxis was doing internally, I am quite sure no-one was using 3DS Max for rendering game assets in the 90s considering it had just been released and well into the 2000s it was still humongously slow.
SimCity 3k in 4k (2025)
191–200 of 217 posts
Re: SimCity 3k in 4k (2025)
#192Re: SimCity 3k in 4k (2025)
#193Re: SimCity 3k in 4k (2025)
#194I love this game so much. One of the reasons I started to make a city builder* is because I don't like where the genre is going. The focus on photorealism in modern city builders took away the apophenia, or "food for imagination" that was a core element since the first SimCity. As a matter of fact, Will Wright used to say that the real simulation runs in the player's minds (or something like that). Sure, there's some…
Re: SimCity 3k in 4k (2025)
#195This was one of my favourite games. City simulators took up an enormous amount of my childhood and I still dream about arcologies. When I see a modern development like Brentwood in Canada's BC or some older ones like along the river in Chicago it reminds me of the wonders we can build. As an aside since it's in the article, what are other cultures' irreverent targets? e.g. Anglo-cultures seem to casually joke about d…
Re: SimCity 3k in 4k (2025)
#196Earlier quoted context omitted.
Apartments are safer than single family houses regarding fires. In 2023, the annual fire fatality rates for single-family homes and older multifamily homes were roughly equivalent at 7.6 and 7.7 deaths per million, respectively. In contrast, according to Pew researchers, the annual fire fatality rate for newer multifamily residences was 1.2 deaths per million. https://www.multifamilyexecutive.com/apartment-trends/mod…
A single family home built to today's standards will be safer than an apartment built 50 years ago. Of course newer built anything complying with modernized fire safety regulations will be safer than older anything. I feel like your point is missing the mark
Re: SimCity 3k in 4k (2025)
#197Earlier quoted context omitted.
A single family home built to today's standards will be safer than an apartment built 50 years ago. Of course newer built anything complying with modernized fire safety regulations will be safer than older anything. I feel like your point is missing the mark
A major contributor to this statistic is fire sprinklers. New apartment complex construction for decades has required them but they're virtually nonexistent in single-family homes, and that's unlikely to change anytime soon.
Re: SimCity 3k in 4k (2025)
#198SC3K’s art was not “crafted pixel by pixel.” It was rendered from 3DS Max. Maxis released a version of G-Max called the Building Architect Tool that included a template with the same lighting rig that they used for the in-game assets. This tool rendered and exported the various zoom levels and orientations.
You're describing SimCity 4, not SimCity 3000. The SC3k tool is not entirely 2D, but it does mostly behave like one (with emulated voxels instead of pixels). And while I cannot confirm what Maxis was doing internally, I am quite sure no-one was using 3DS Max for rendering game assets in the 90s considering it had just been released and well into the 2000s it was still humongously slow.
Re: SimCity 3k in 4k (2025)
#199Earlier quoted context omitted.
You're describing SimCity 4, not SimCity 3000. The SC3k tool is not entirely 2D, but it does mostly behave like one (with emulated voxels instead of pixels). And while I cannot confirm what Maxis was doing internally, I am quite sure no-one was using 3DS Max for rendering game assets in the 90s considering it had just been released and well into the 2000s it was still humongously slow.
quite sure = confidently wrong
Re: SimCity 3k in 4k (2025)
#200Earlier quoted context omitted.
> I don't like where the genre is going. Got an opinion on Timberborn? I think it's a great city builder, plus a fluid dynamics simulator where if you guess wrong everyone dies.
To me it got boring quite quickly. But maybe so would Sim City at my current age, I can't know.
You can build robots to take over work, but the robots use the exact same fuel as the normal beavers (food and water) so the benefit is their lack of need to sleep, but that's just not that great a benefit for how much they cost? Also you have to micromanage them, choosing which buildings use robot labor and the setting is exclusive which makes them a pain in the ass to use. Not a very rewarding endgame system. It really should be automatically preferring robot labor and require zero settings changes.
The research/science section of the game makes itself completely redundant extremely quickly, and then you have no reason to run the science buildings. The progression of it also means you start and it's a serious pain to unlock any new buildings, but after you get your first 1000 science points you can unlock the science building that will generate more science than you ever need really quickly. So the pacing is utterly broken.
The UI has odd choices. Why do I have to go back and forth between different menus for building the tree planting shack, and then a separate menu that lets you set up which tree to plant where? And the "select which tree to plant" menu also plants "Bushes" which for some reason includes "dandelions", which are not at all a bush. Because of this, you cannot see the size of the area the planting shack can reach at the same time you can actually place tree planting plots.
The two "Blocks" you can build, the levee and dirt block, are in different menus than the path and stair building menu, so any nontrivial amount of bridge or scaffolding to get anywhere requires you to go back and forth between those two menus constantly. This sucks, because you need to do this kind of nontrivial building because your beavers cannot build anything that is more than two tiles from a connected path. Your beavers are also dumb enough to trap themselves.
You constantly have to build paths through resource zones, but as far as I can tell, there's no option to allow you to automatically build paths over a resource, so you constantly have to mark resources for destruction manually while expanding.
The "Districts" feature used to be way way worse, because it was required. You could only build within a certain range of each district. It was so terrible they dummied it out, and now districts just kind of exist as this barely useful appendage.
Waterwheels, to extract power from the main point of the game, function on water flow rate in a way that kind of disconnects from gravity potential energy, so half the point of really engineering a big damn or something is gone.
Water soaks into the ground so fast that artificial lakes are useless. I was hoping to build a big one to be able to weather a long, end game drought or badwater, but even a huge one would drain so fast you could maybe last an extra cycle before dying.
IIRC, there used to be a building to revitalize the land around it so you could plant, like a water sprayer, but I guess it was removed? I don't understand why. The maps were not updated, so there are large plains that were meant to be watered for crop growth but now you have to channel rivers through them instead.
Also, it takes absolutely forever to load for zero reason. There's a button to click to see the "wellness" of all your citizens, which freezes the entire game for 10 seconds and that also seems absurd.
Like it's still fun at what it is, and I've played hours lately, but it is bad in weird ways otherwise.