Oz wrote:Hmmmm...yeah, wasn't sure about the roof. I was thinking that, maybe, like you did for the west facade of the GCT, the roof could be considered a flat plane, with the trains passing beneath it and disappearing.
It might well work, but I think I'll cut it up to be on the safe side.
Oz wrote:The light blue "wall" of the mill is going to written over by the adjacent crane support sprite, since I would like the mill to appear only when the depot is 2 tiles wide. Subsequent widths would then just keep adding plain crane tiles.
OK, that's what I thought.
Oz wrote:Dan's right on about the grain depot. The elevator, itself, which is two tiles in length, is the most important thing. So, the depot shouldn't be less than two tiles. Unless someone out there wants a depot consisting of a barn or just silos.

After two tiles in length, I say randomly fill in each tile with a tractor, barn, or even a blank gravel tile. If the depot gets to be six or seven tiles in length, then another elevator can be added. For the ground sprites, just good old fashioned TT sprites will work fine. That way, climate won't be an issue. BTW, the stripes on the silos should be company colors. If there's anything else, let me know.
No, that sound fine. I'm making progress on that station at the moment but there's nothing to see yet.
Oz wrote:Cranes are done. Take a look. Problems?
Those look fine, assuming that the non-cut-up ones are to go in front and that TTD doesn't play up on me (but I can usually fiddle it if that happens).
Oz wrote:Been messing around with the iron ore hoist a bit today (while battling a brutal tequila hangover. Ugh!). Comments, suggestions welcome as usual.
That looks extremely good! To be honest, I can't think of any improvements. If you want to sacrifice a whole platform for something, though, remember that you can now do that.
krtaylor, I'll add the interurban specs.
Why did you think I'd removed the Sunset from any climates? It's still there, introduced in 2012 or thereabouts, as it always has been.