Informacion nueva sobre el Rush Hour!!!
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As you can well imagine from an expansion pack called Rush Hour, we spent a good deal of time working out new transportation options for your cities. Before getting too deep into the product we took a step back and looked at the existing options and figured out how to build upon them in addition to filling in any holes we thought may have existed.
New networks like Avenues & Ground Highways were obvious choices for us to provide as intermediate capacity networks between Roads & Elevated Highways. Things like Elevated Rail & the Monorail came out of our desire to really buff up the mass transit & rail options. One-Way Roads was really a test of our sanity and a chance for Avery (our network guru) to flex his programming muscles.
So let me show you a couple sneak peeks of how things have shaped up so far.
Avenues

Above are examples of Avenues in their brightest moments. From top to bottom they are low wealth, medium wealth & high wealth conditions. Avenues are the crowning glory of the road networks. These double wide boulevards change their lot layout based upon the neighboring wealth & density conditions going from the scrubby to the posh. They command a faster network travel speed & two and a half the capacity of roads to boot.

We added the ability for Avenues to transfer directly to roads as well as some T-type intersections with Roads & Streets to make upgrading existing roads & streets directly to Avenues a little bit easier.
Highways

Ground highways fill the next step in the rung between Avenues and Elevated Highways. The have the same capacity for trips as Elevated Highways but come at a much cheaper entry cost for those cities that want to get started towards Highways early. As you can see above they have the ability to transfer directly to Elevated Highways in addition to Avenues.

You can also transfer directly from Elevated Highways to Avenues.

We've also made it possible for you to branch between the different types of highways through the T-Intersections.

One of the cool new features for Rush Hour is the ability to place these intersections first and then draw off the new network from them. This should make it a bit easier to get those Cloverleafs, T-Intersections, Onramps & Overpasses just where you want them.

You've probably already seen a good number of screenshots of the Elevated Rail station and the Elevated Rail track but here's one more. Elevated Rail is great for cities that expect high traffic and want a first step towards Subways but without the high cost. Elevated Rail has the same capacity as Subways, but it cheaper and sits above your city still keeping those intersections unclogged.

You can transition from Elevated Rail directly to Subway, so start with Elevated Rail and make the switch when you're rolling in bucks and need those few extra surface tiles back for yet more development.

Monorail is the passenger rail upgrade that is great for city to city traffic. It has the fastest speed for any transportation network and can really take your Sims the long distances they crave. Besides those trains just look cool! What better way to show off that you're rolling in Simoleans?
One-Way Roads

One-Way Roads are an easy way to buff up the capacity of your downtown Road networks if you don't have the space you might need for Avenues. They can create some really gnarly traffic problems if you're not careful, but ultimate power does come with a good deal of planning responsibility too!
Bridges

Bridges were truly a major part of the network upgrades we put in place for Rush Hour. In SimCity4 there were 5 basic types of bridges. In Rush Hour there are 47 different types that you can place in your city. These come from 12 different styles that have been modified for each of the networks to custom fit them. Not all networks have examples of every style, but there are plenty to play with none the less.

One of the cool things we added for bridges was to have different assembly conditions for different lengths of bridges. This gave us even a bit more variety within the same bridges.
We did have a tough call early on when we had to decide between diagonal bridges and having more styles to choose from. This became a much easier decision when we realized that we could only do about 3 or 4 bridges TOTAL if we did diagonals. You'd be surprised just how tough it can be to get the assembly artwork to link together correctly on those diagonals.
One of our early design goals for Rush Hour was to give players a way to truly make a visual difference in their cities they made from SimCity 4. I hope you'll agree that with all of these new transportation options, you can do that with style.
It always amazes me to see the traffic at night on a bridge, so I guess that should be the last shot
