Zindra: Road Network - additional North-South-connection with expansion-lands
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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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.