MTS2:Creator Guidelines/Sims 3 Worlds/Sandbox

From SimsWiki
Jump to: navigation, search

Contents

Sims 3 Worlds/Neighborhoods

Creating a World is a VERY time consuming process. Creating a fully decorated neighborhood from scratch including all the lots can easily take a month or more of regular hard work. There's a lot of tedious parts to it that aren't very fun, and it can be tempting to skip over the technical parts like routing and layering, but it's important to go ahead and do it right so it will work well in the game, since you are sharing your neighborhood with other people for them to play with. Players don't want to download neighborhoods only to find out that some essential parts of the play experience are missing or done poorly.

The Create a World (CAW) tool allows you to create your own unique vision of the perfect neighborhood/world, and share your creation with other Sims 3 players. MTS hosts neighborhood/world uploads that meet our upload criteria, as outlined below:

Creating your world

Quality (*)

Let your imagination run wild when creating your world, but remember that it will take a lot of effort for your vision to come to life. Any concept can be done well, or done poorly, and your result depends on you.

Even the wildest alien world should still look good and make sense - weird for weirdness sake as a gimmick really doesn't work well for something that will be used as much in the game as a neighborhood/world. Use your imagination, but put enough work into the expression of your idea to make it look plausible.

Does your world/neighborhood look nice, with a good flow to it? Is the layout attractive, interesting, and enjoyable to look at? Do you have a cohesive style or theme that works well and shows throughout the neighborhood? This is hard to quantify, so you may want to get several other opinions (from people who aren't your mom).

Playability (*)

The prettiest neighborhood ever made is useless if it's not playable, so it's very important that it's well planned. Consider some of the following:

  • Is there enough room for all the rabbit holes, community lots, and plenty of homes?
  • Is there room to expand? Consider that new types of buildings will likely be added with later expansion packs.
  • Do townies have somewhere to live?
  • Is it going to be easy to get around the neighborhood? Are there enough roads and sidewalks, and are they connected up properly?
  • Is the routing done right so the sims and player camera don't get stuck?
  • Can sims collect bugs and rocks?
  • Is your world optimized for good performance?

There's a lot more to it - some covered down below, but put yourself in the player's shoes and imagine what you would want in the perfect downloaded neighborhood and build accordingly.


Basic Map

A basic map is one that does not include any buildings, but has all the rest of the neighborhood in place. Everything that needs Create a World to do has already been done, and what's left is to build the houses in-game. Some players really just want a blank canvas upon which to build (like SC4 maps for TS2) so this is the most basic type of neighborhood/world map you can upload here to MTS.

But even for a basic map there's still quite a bit that needs doing. This is the absolute minimum you need to do to upload your world to MTS:

Terrain(*)
  • Natural: Your terrain should look plausible – not just flat and boring, or jagged for no reason. Terrain paints should blend in a logical way from one to another - a smooth blend from grass to sand, for example. Mountains should be dark and mountainy, grassy areas green and grassy. If you're building a non-realistic world (like an alien or fantasy environment), plausibility just as important as with a terrestrian one.
  • No Auto-Paint: Please do not use the option to auto-paint your world in CAW - or if you do, don't just stop there. It creates a very blotchy grass-and-stone look which may be a decent start for certain areas, but a world left auto-painted just looks lazy and unfinished.
  • Optimized: You should not use more than 8 different terrain paints per chunk, for improved performance.
  • Custom Terrain Textures (Optional): If you make your own terrains, they should be seamless without repeating too much visually, have the right scale, and look good in-game.
  • Easy to view: Make sure you can view all lots and other points of interest without steep hills or valleys getting in the way – be aware that the camera will move up and down with the surrounding terrain.
Roads and Sidewalks (*)

A good transportation network means sims can get around your world/neighborhood with ease; a poorly done one means routing issues and a lot of stomping and complaining. Even for a rustic neighborhood, you should still have some roads for playability's sake - you can always use custom textures to make them seem like wide dirt paths.

  • Intersections: Place intersections where your roads meet, and at the end of any dead end road. Cars/vehicles will not be able to turn around otherwise.
  • Smooth Grade: Use the road tools to give your roads and sidewalks a smooth grade (i.e. if you were driving down it, your car wouldn't tilt dramatically from side to side but would stay mostly level).
  • Not Too Steep: If you have a very steep cliff, you may need to make your roads wind back and forth instead of going up near-vertically.
  • Sidewalks: Place additional sidewalks where needed, and connect them to your road system.
  • Custom Roads/Sidewalk Textures (Optional): If you make your own textures, they should be seamless without repeating too much visually, have the right scale, and look good in-game.
Lots (*)

Well-thought-out placement of lots is essential to a useful and well-functioning neighborhood.

  • Plenty of Lots: Place at least enough lots for several residential homes, all the rabbit holes (make sure they're big enough to fit even the largest rabbit holes!), and some community lots. Add a few extra in various sizes so players can add their own buildings. Too many lots is better than not enough.
  • Standard Sizes: Lot sizes should be a multiple of 5: 10x25, 20x20, 30x50, 40x40, 50x60, etc. (the exception being the 64x64 lots the game uses as its largest size), so that players can easily move buildings around. Look at the bottom right corner in CAW when dragging out a lot to see the size - no guesswork. You -can- have other lot sizes for things like community lots or to fill in gaps, but try to make your residential lots multiples of 5 whenever possible.
  • Flat Lots: Use the Flatten Terrain tool before placing a lot, so that you are always putting lots on a completely flat patch of ground (unless you have a very good reason to not have a flat lot, like a beach lot or one built into a hillside). This makes it easier to place and share lots.
  • Near Roads: Lots should be placed next to a road in most cases, unless you have a very good reason not to do so. Make sure you use the grid tool so your lots are aligned right up against the roads too, without a gap.

Full Map

A full map is a complete and decorated map including residential and community buildings - not just a blank slate but similar to Sunset Valley or Riverview: a complete neighborhood except the sims. Creating a full map is a really, REALLY big job.

For first-time creators, we strongly recommend to upload a few lots first before you attempt to create a full map (and also sims, if you plan to include sims with your world). Be aware that it is in no way required to build anything in a world you want to share, or to include sims with it.

The standards for the houses you build in a full map are the same as if you were uploading them separately to MTS. Please review our Lots and Houses Upload Guidelines fully!

Make sure you understand how to create lots that meet our standards BEFORE you try and upload fifty of them at once. Changing one lot so that it meets our standards is relatively easy; having to change fifty of them all at once will only lead to frustration.


Uploading Your World

Screenshots

The screenshots you take will show off the world you have made and allow people to see what they're downloading. Make sure you take really good, big, pretty screenshots to entice downloaders into using your lovely new creation.

Big Enough
The larger your pics, the better! Tiny pics won't show enough detail to see what you've made.
  • Minimum Size: 800 pixels wide by 600 pixels tall is a good size for the smallest pic you would want to upload. You may have smaller pics for thumbnails and the like, but for your required screenshots, please go as big as you can!
  • Maximum Size: MTS allows pictures up to 2560 pixels wide by 1440 pixels tall, and a file size limit of 800 kbs - so you can have nice, big, pretty pics. You may have to resize your pictures or apply compression to get them to fit within that limit.

Please don't just take a small pic and size it up in your graphics program to get bigger pics - this only makes the dimensions larger but doesn't add any detail and just gives you a blurry, pixellated larger pic, not a nice clear one.

Required Screenshots

The following screenshots are required, and all must be taken in-game! If you do not include some/all of these screenshots, your upload will not be approved. Please do not take the required pictures in Create a World*.

Maximum Number of Inline/attached screenshots
  • Inline screenshots are images that appear in the text of the upload that load for the viewer along with the rest of the text. Inline screenshots can either be linked from the attached screenshots, or from an external hosting site like Tinypic, Photobucket, or Flickr.
  • Attached screenshots are screenshots that have been attached to the upload using the "manage attachments" feature on MTS. They display as small thumbnails until clicked on.


You may host your inline screenshots elsewhere like Photobucket, Tinypic, or Flickr - however, these screenshots hosted elsewhere must be additional "bonus" screenshots. All of the screenshots we actually require for your upload need to be attached to the thread itself. If your Photobucket account runs out of bandwidth or you delete the pics, people still need to be able to get the required screenshots on your thread.

You may now upload up to 100 pics! Of course, please keep it to a reasonable quantity... only things like huge sets, full worlds, etc. should have that many pics! Remember, you can always collage several different images together into one image if you have a bunch of stuff to show off, or want to show multiple angles of an item.

For the bonus photos, we recommend you use a spoiler tag to hide the images, then people can click on it to see them. Their pages will load faster if all the images aren't downloading at once. [spoiler=interior rooms]http:// wheveremypictureis/picture.jpg[/spoiler] The 'interior rooms' can be replaced by whatever grouping you want to present, 'hidden garden', 'pool views', 'master suite', 'kids room', etc.

You may place as many photos within a spoiler grouping as you'd like.

Description

It's important that you include certain information so that players know what to expect when they use your creation! Part of this is also so the MTS moderation staff knows your world has been made right.

You may want to copy-paste the headings here to use as a template. This information should be in the text description for your upload. If you do not include all of the required information, your upload will not be approved.

Alternative upload method

Additional Stuff

  • If your upload is rejected or marked as changes required and you're not sure why, ask in Creator Issues.
  • If you're not sure whether your world is ready for uploading, use the Creator Feedback Forum to get feedback on it.
Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox