Forum Discussion
UlanDhor
5 years agoSeasoned Ace
Just to clarify my comments. I play longer generational games, and I play rotationally, which means I need everything to work. All worlds I listed work well enough, and if I play for a longer time in a world, it obviously has something I love about it. That said:
The minor tweaks I mentioned for Mountain Lake:
1. The world is missing a hospital. If you look at the "Edit Town" map, you can see that there is a lot reserved for a hospital/science lab combo, but that lot is taken up by a second school. The science lab got a replacement on its own huge lot, but the hospital seems to have been forgotten. By the way, I can see why a second school was seen as necessary, given the other one is in a corner of the map (that one works out okay though, given the world isn't that large).
2. The cafeteria lot resets the proprietor several times per day. I looked into it, and the lot needs some furniture re-arrangements in order to get this solved. Took me a few attempts to get it right, as the lot is a tight fit, but after the rearrangements, I only get the occasional reset.
3. I just mention this as an information, as this is probably caused by an EA patch and doesn't affect usability: The (museum?) basement of the central lot with the underground station and a bar on the upper floors is flooded. As I said, this is usable though. You may even find it funny.
4. The routing between some (not all) fishing spots at the fishing lake next to the fishers' cabin is a bit iffy, probably because it's located at the edge of the usable map. Not much you can do about that.
Obviously, none of these things deterred me from having lots of fun with the map, but they are there, at least for me. It's all relatively easy to fix though. I didn't do anything about the flooded basement. As I said, it's just kind of funny.
And yes, the world is populated. My personal highlight was the former insane asylum. Those sims are funny :lol: .
Routing in Great Bear:
The layout wants to look realistic, which means no steep roads, not a bridge every ten meters, a nice wilderness area where you feel remote from everything. It looks awesome, and the three worlds I used by this creator contain some of my favorite lots, ever. Unfortunately, the layout causes issues with how the game works. The main living areas are (I use arbitrary directions) in the NW and SW. There's one bridge across the river in the very South. The second obstacle is a mountain range, and the road passes this in the very North. The main fishing areas are behind the mountain range in the SE. The main road forms a large S on the map and is as long as several map lengths.
So your kid comes home from school and thinks it would be nice to get some fishing in. Most fishing lots are some walk distance from the nearest road in the SE. If a sim doesn't have a very fast car, most sims will decide that the fastest way from the NW corner of the map to the SE one is to walk. And walk they do, along the road, a tour through the northern mountains, back to the road and off into the wilderness. Your kid may arrive at 10 pm or shortly after midnight, but then it's fishing time, until it's deadly tired, and it's time for school. And it doesn't stand a chance to get there before school ends.
And no, it isn't only your kids. If you look at what sims are doing, half the town is sometimes on their way to and from wilderness lots. Many give up at some point. As I play rotationally, I have to reset a few sims and cheat their needs every time, which gets old quickly.
I hope it's clear what I meant :smile: . Nobody should take any criticism like that as personal attack. It's obvious that lots of thought, love and work went into the worlds, and I appreciate that. However, nobody is perfect. None of the worlds I mentioned is a disaster like IP, and I paid for that one.
The minor tweaks I mentioned for Mountain Lake:
1. The world is missing a hospital. If you look at the "Edit Town" map, you can see that there is a lot reserved for a hospital/science lab combo, but that lot is taken up by a second school. The science lab got a replacement on its own huge lot, but the hospital seems to have been forgotten. By the way, I can see why a second school was seen as necessary, given the other one is in a corner of the map (that one works out okay though, given the world isn't that large).
2. The cafeteria lot resets the proprietor several times per day. I looked into it, and the lot needs some furniture re-arrangements in order to get this solved. Took me a few attempts to get it right, as the lot is a tight fit, but after the rearrangements, I only get the occasional reset.
3. I just mention this as an information, as this is probably caused by an EA patch and doesn't affect usability: The (museum?) basement of the central lot with the underground station and a bar on the upper floors is flooded. As I said, this is usable though. You may even find it funny.
4. The routing between some (not all) fishing spots at the fishing lake next to the fishers' cabin is a bit iffy, probably because it's located at the edge of the usable map. Not much you can do about that.
Obviously, none of these things deterred me from having lots of fun with the map, but they are there, at least for me. It's all relatively easy to fix though. I didn't do anything about the flooded basement. As I said, it's just kind of funny.
And yes, the world is populated. My personal highlight was the former insane asylum. Those sims are funny :lol: .
Routing in Great Bear:
The layout wants to look realistic, which means no steep roads, not a bridge every ten meters, a nice wilderness area where you feel remote from everything. It looks awesome, and the three worlds I used by this creator contain some of my favorite lots, ever. Unfortunately, the layout causes issues with how the game works. The main living areas are (I use arbitrary directions) in the NW and SW. There's one bridge across the river in the very South. The second obstacle is a mountain range, and the road passes this in the very North. The main fishing areas are behind the mountain range in the SE. The main road forms a large S on the map and is as long as several map lengths.
So your kid comes home from school and thinks it would be nice to get some fishing in. Most fishing lots are some walk distance from the nearest road in the SE. If a sim doesn't have a very fast car, most sims will decide that the fastest way from the NW corner of the map to the SE one is to walk. And walk they do, along the road, a tour through the northern mountains, back to the road and off into the wilderness. Your kid may arrive at 10 pm or shortly after midnight, but then it's fishing time, until it's deadly tired, and it's time for school. And it doesn't stand a chance to get there before school ends.
And no, it isn't only your kids. If you look at what sims are doing, half the town is sometimes on their way to and from wilderness lots. Many give up at some point. As I play rotationally, I have to reset a few sims and cheat their needs every time, which gets old quickly.
I hope it's clear what I meant :smile: . Nobody should take any criticism like that as personal attack. It's obvious that lots of thought, love and work went into the worlds, and I appreciate that. However, nobody is perfect. None of the worlds I mentioned is a disaster like IP, and I paid for that one.
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