Cities: Skylines

Cities: Skylines

4 Lanes tree avenue with Tram dedicated and two pedestrian island.
69 Comments
CC_2387 5 Apr @ 2:34pm 
This is so perfect i swear on my life this is the closest thing we have to a 4 lane road with outside tram tracks and its better because of the separated lanes thank you!
SimoG  [author] 15 Feb, 2022 @ 8:34am 
@ZincoBario Ciao. Si ce l'ho già in lista ma prima devo riuscire a finire l'update delle autostrade.
ZincoBario 15 Feb, 2022 @ 7:09am 
@simoG riusciresti a creare una variante con due corsie centrali?
Natzkul 11 Nov, 2021 @ 11:53am 
Welcome in Corso Regina Margherita. Nice work!
Terminal Frost 1 Sep, 2021 @ 7:30am 
SimoG, this might be the single most amazing road/network on the Workshop! Thank you so very much for creating it! Might you be willing to create another version that shifts the medians in one lane (to where the tram tracks are) and add a (semi-)protected bike lane where the medians currently are? I think a lot of us would be interested in a road like that to complement this one in our builds!
Amayasnep 17 Jun, 2021 @ 4:59pm 
It looks great but parked cars appear to float above the roadway rather than sit flush with it like with vanilla roads.
SimoG  [author] 19 Apr, 2021 @ 2:36pm 
@SpartanLibertarian you can place them wherever you want, but CSL has severe limitations on how it draws tracks at intersections. The more you move the tracks outside, the more they will be deformed at the intersections (on, now with the mod node controller it can be partially remedied) But there is another big problem for example the one-way streets create their own tracks at the intersections and since they're calibrated for vanilla streets, they'll never match. it is for this reason that, with this path of mine, the tracks will not always appear. So a whole set of roads would have to be created to make everything work as it should.
SpartanLibertarian 19 Apr, 2021 @ 1:18pm 
Since this road has trams in the outer 2 lanes (ignoring the two lanes outside of the pedestrian islands), the rail mesh can be used to create a 4-lane road with the trams dedicated in the outer lanes instead of the inner lanes.
Ansel 4 Jan, 2021 @ 1:03am 
Hey, I have some questions for recreating this road. Are there any ways which I can contact with you. Thanks.
SimoG  [author] 4 Jul, 2020 @ 10:53am 
@Galactus not yet, but it's on the to-do list.
Galactus 4 Jul, 2020 @ 4:33am 
Looks really good. Is there a version without the tracks? At some point my tram will turn of the main road and i would like to keep the look of the main road till the next big intersection.
pcmf2017 26 Dec, 2019 @ 5:20pm 
This is the best Tram Avenue available, trams run smooth without cars blocking them. Great job!
It would be great if there would be a version available with bike lane instead of parking.
ZERO <ibis> 6 Dec, 2019 @ 9:23pm 
(3/3) The only problem with this road configuration is with long spans without intersections to allow for cars to lane change. It would be intresting to see a segement with the median removed just for lane switching on long road spans that are devoid of intersections.

More importantly, and the one of the main things that stops me from spamming this road all over my cities is if it could have bike lanes instead of parking. The only other issue is lack of the ability for elevated and underpasses with this road configuration. It would be great to be able to build elevated or underground road while keeping the same lane configuration.
ZERO <ibis> 6 Dec, 2019 @ 9:23pm 
(2/3) In real life this is a bit less of an issue due to tram priority lights at intersections. However, in the game there is no such thing and many intersections in the game work best without traffic lights. As a result this lane configuration for trams having the least interference from cars the trams do not get delayed much due to traffic as compared to inner out outer tram lane roads.
ZERO <ibis> 6 Dec, 2019 @ 9:22pm 
(1/3) This is basically the greatest possible lane configuration for tram lines. Compared to roads where the tram is on the center you could configure your lanes on this road so that a tram can make a right turn without regard for cars. This configuration also ensures that the trams are not impacted by cars going in the same directing needing to turn right or left and blocking the tram. The only thing that can block the tram path is cars turning left from the opposed direction!

As a result of this configuration you can not only safely increase the speed of the tram compared to traffic but you also have very minimal instances of the tram needing to stop or slow down.
Hancock92 7 Nov, 2019 @ 12:46pm 
I'm a bit embarrassed to say this, but I've never "liked" another asset before, or left a comment. This road is the single most awesome thing I've found on the workshop. This is exactly what I had been wishing for. Thank you very much for your work to make this!
SimoG  [author] 18 Jul, 2019 @ 7:57am 
@ El Blanco it's the only road I've done with the bus and it's been a while. There should be a way to specify the stop offset.

If you want to publish it go ahead, but know that the version with the bus instead of the tram is already in my list of things to do, along with finishing the highways that I did, which at the moment have the precedence :-)
El Blanco 18 Jul, 2019 @ 7:29am 
@SimoG Awesome work! Thanks! I'm trying to modify the road to remove the tram and put bus lanes instead. So far I have managed to remove the rails and the overhead lines and modify the tram lane as a publictransport lane with car stop on the middle pedestrian lanes, but the game won't let me place a stop in the middle only on the side, even if I remove the stop from the side lane. Do you have a guess what can be the problem? If I manage to make it work and it's OK with you I can upload it to the workshop, linking to this of course.
sebesams 14 Jun, 2019 @ 4:52am 
This is absolutely my favorite avenue in the game. In driver mode the view is stunning realistic, and give me (italian :) holiday feeling. I would love to have non-tram versions too if you feel like a redo! Grazie!
ZincoBario 18 May, 2019 @ 12:45pm 
Puoi aggiungere i bus sulla linea dei tram e le vie collegabili ai controviali e non alla strada principale?
Lascivia 29 Nov, 2018 @ 2:00am 
sisi intendevo quello, insomma la stessa cosa che segnalava Skibitth. Ciò non toglie nulla al valore del viale in se, che è il mio preferito in assoluto nel workshop. Ancora complimenti
SimoG  [author] 29 Nov, 2018 @ 1:42am 
@Lascivia Bug grafico? che cosa riscontri?
Se parli della mancanza dei binari con le strade a senso unico, allora si, è un peccato ma posso fare poco su questa strada. Va modificata la senso unico.
Lascivia 28 Nov, 2018 @ 3:59pm 
gran bel viale, peccato per il bug grafico delle intersezioni
Gabbo197 14 Sep, 2018 @ 12:31pm 
Turin <3
chrbordeaux 7 Sep, 2018 @ 1:15pm 
awesome :)))
sebesams 12 May, 2018 @ 7:33am 
This really is a very nice road! thanks for sharing!
Skibitth.YT 10 May, 2018 @ 4:14am 
Oh. Dang! :(
SimoG  [author] 10 May, 2018 @ 3:34am 
@Skibitth.YT Many Thanks . it's a problem that can not be solved unfortunately. I tried but is the way which the track are draw that create the problem. I hope that in one of the future patches this aspect will improve. :-)
Skibitth.YT 10 May, 2018 @ 2:55am 
@OP have you seen that there are many situations when you link another type of road that has tram lines it doesn't link the tram tracks? Even you have some pics here that in an intersection the tram tracks end suddenly. Maybe you can fix this because this boulevard looks really good and nice. We will definitely most appreciated :)
SimoG  [author] 25 Apr, 2018 @ 3:47am 
@Joao de Portugal yes, the bike version is on the list. For the lane crossing through the island,
is a game mechanic that can not be bypassed, even if I set the island with the prohibition for all all means of transport. To avoid this, I suggest you to use Traffic Manager mod and use your lane connector to force the cars to stay in the correct lane.
OkapiJohn 25 Apr, 2018 @ 2:29am 
Just 2 things: The cars drive through the grass (they don´t respect the lanes) and is it possible to take a version with bike lanes instead of parking?
SimoG  [author] 22 Mar, 2018 @ 3:26am 
@vitusweb Corretto. Comunque oltre alle 3 serve anche il file *_d che è la diffusemap.
Un ultima cosa sulle 3 texture: p ed r accettano tutte le sfumatore di grigio, mentre a solo bianco e nero. Nuente semitrasparenze
vitusweb 22 Mar, 2018 @ 2:50am 
Grazie mille! Spero di avere tempo per fare qualche prova stasera. Ma se io faccio 3 file separati *_a, *_p e *_r vengono convertiti in automatico quando importo, giusto?
SimoG  [author] 22 Mar, 2018 @ 2:20am 
@ vitusweb Ok. Le mappe APR sono semplici da capire ma ci è voluto un po a capire che il file che restituisce la modtool è la fusione dei 3 che vanno creati per la strada.

in 2 parole. Quei 3 file pilotano *_a: Canale Alpha che sui ponti gestisce le trasparenze sulle strade livello terreno le buca per fare le aiuole con l'erba.. *_p paved. Pilota dove il gioco deve mixare la texture del marciapiede del tema con la tua. *_r spesso dei paved ma per l'asfalto e pilota anche la variazione colore nell'editor.

L'APR fuso è composto così Canale del Rosso ALPHA, Canale Blu Paved, Canale verde asfalto. Blu e Verde sono al contrario vanno convertiti in negativo.
vitusweb 21 Mar, 2018 @ 4:49pm 
Non credo che il problema sia quello delle texture condivise, perché non riesco neanche a estrarle dalle tue strade o da altre scaricate dal workshop, non riguarda solo quelle originali. In ogni caso adesso inizio a capirci un po' di più, anche se non ho ancora guardato le mappe APR.
SimoG  [author] 21 Mar, 2018 @ 2:46pm 
@vitusweb penso sia dovuto al fatto che molte strade condividono la texture, quindi non è presente quando esporti. L'unica è aprire l'anteprima e catturare l'immagine. Io faccio così soprattutto per le mappe APR (che poi vanno estratte dal file in verde) nei 3 file *_a, *_p ed *_r
vitusweb 21 Mar, 2018 @ 1:34pm 
Grazie! Conosco il funzionamento di massima di ModTools, e sono riuscito già a estrarre il modello 3D delle strade, però appunto quando provo a estrarre le textures ottengo un file vuoto.
SimoG  [author] 21 Mar, 2018 @ 1:30pm 
@vitusweb Con la ModTool. è abbastanza complessa come mod. Alcune texture non riesce ad estrarle (fa un file vuoto) quindi devi aprire l'alteprima e fare uno screenshot di queste.
Puoi anche estrarre il 3d delle strade. Trovi tutto sotto NetCollection (devi usare il cerca dentro il pannello della mod. è case sensitive quindi se non va prova tutto minuscolo.). Ti consiglio di estrarre un file alla volta e subito rinominarlo. Altrimenti poi non capirai più nulla
vitusweb 21 Mar, 2018 @ 1:08pm 
Ciao, sapresti spiegarmi per caso come fare il dump delle textures delle strade vanilla?
mizrael77 9 Feb, 2018 @ 12:27am 
Spettacolo! sono anni che cerco di riprodurre questa configurazione usando le strade vanilla ma ovviamente veniva sempre troppo largo! Che odio i controviali quando non sei pratico a girare per torino però
SimoG  [author] 28 Jan, 2018 @ 1:08am 
@alborzka ah, it's true. I did not notice that. I try to check if anything can be done, but it could be that CSL does not make a distinction, if the stop is in the middle or on the sides of the road. and it remove parking lots ...

@Marco6158 Grazie :-)
alborzka 27 Jan, 2018 @ 7:19pm 
I've noticed that no one will park in spaces next to tram stops :( As shown here: https://imgur.com/a/b0Aih
Marco6158 1 Jan, 2018 @ 2:01pm 
Complimenti, è bellissimo. Ho trovato subito un'ottimo uso di questa strada
SimoG  [author] 1 Jan, 2018 @ 9:18am 
@alegdansk i tram sono nel DLC Snowfall
alegdansk 1 Jan, 2018 @ 9:13am 
Scusate la domanda scema (sono nuovo): come si fa ad avere i tram nel gioco? Devo scaricare una mod dedicata? ...una DLC?? Grazie per l'aiuto ;)
quarterwind 24 Dec, 2017 @ 4:33am 
This is a great asset, thanks for your good work!
SimoG  [author] 22 Dec, 2017 @ 1:18am 
@ quarterwind yes, it's true :-D. Another possibility is to put the tram stop at the beginning or end of the segment. those who descend from the tram will use the crosswalk near them and avoid walking on the lawn, well, almost everyone :-)
quarterwind 21 Dec, 2017 @ 8:31pm 
For new comers: one thing I notice is that if the road is long and your tram stop won't cover the entire section, the road will become partially tram stop and partially trees. Ascetically there's no problem, only passages getting on/off trams will use the tree section as pedestrian path thus they'll walk through the trees. My suggestion is don't build a too long section, instead like in the screenshots, always make a crossing at each end of tram stations.
SimoG  [author] 20 Dec, 2017 @ 12:00pm 
@Artemis *Seven* I know, and there is nothing can be done. it's a basic problem of the game. The way which the tracks are drawn, prevents from making all the roads compatible with each other. Even with the vanilla roads it happens. For example, there was no way to align the tracks with one-way streets. in fact I decided not to make them appear completely.

I have already written on their forum but I have not yet been answered. I hope it get modified for one of the future patches of the game.
Artemis *Seven* 20 Dec, 2017 @ 10:50am 
@SimoG
Is incompatibility with some other tram roads unavoidable? I don't want to waste anybody's time if there's nothing that can be done. For example when joined with a wide-spread track road? Screenshot below:

https://drive.google.com/open?id=1TpD0VTDZ5GMg06RIDlmbUJ33M-Paecnc