This entire upload was full of ENLIGHTENMENT. I've downloaded countless variants of DDIs from the workshop & hated almost all of them. Until now, I had no idea how to properly set up the entrance/exit points to prevent ongoing bottleneck and gridlock traffic. That pillar node maybe your best advice on this one. Now, I'll probably never angrily bulldoze another DDI again, thanks to your expert and detailed video🙏🏾🌟.
Such kind words, thank you! Yes, the center pillar/node is absolutely crucial for the overall functionality. I ALMOST forgot to mention it. The traffic still weaves there, but you can set up an extra light on the highway off ramps to solve it. Have fun, and thanks for watching!
i love the cut and fill, it makes it bend in with the landscape and both roads get a gentle curve, simply beautiful. what you could do is to make the central point of the bridges the highest point, the bridges would then be slightly curved, the advantage to this is that you would move less dirt in total because the highest point of the earthwork can be lower, but the bridge would span the same length and cost the same (or less since it is an arc and therefore stronger) not sure if this is done for real though
Great idea! It would be great for drainage I’m sure as the water would run down without pooling irl. Unfortunately in skylines nodes look a bit weird when you peak them like that in my experience. But yes, cut and fill is the way to go. Thanks for watching!
@@YUMBL if you increase the height by say one meter in the middle of the span, you can use node controller and use the make sloped button for the adjacent nodes it should look alright.
I play totally different than any of they RUclipsrs I watch. Most of my interchanges are done in away where pedestrians are not walking there, to even have to worry about it. I break almost every rule the RUclipsrs say and it still seems to work. One thought I never see people bring up. You might think by adding more businesses and such that it will get busier. But what happens is. If you have an intersection and you have 3 choices, and they are only picking one choice, add stuff to the other directions to get the traffic to want to go that way too. What happens is, lets say in a particular area on the road 10 cars can fit. If those 10 cars are only going right, you will sometimes get a bottleneck, because that means all 10 cars are going right. If you have stuff going to the left and to the right. Those same 10 cars, 5 will want to go right and 5 will want to go left. And then in turn if you have stuff straight ahead, and to the left and right, those 10 cars now have 3 options. Which makes it so 3 cars are going left, 3 are going right, and 3 are going straight and that left over goes whichever way. I am playing without mods right now, except for 25 tile because I already filled out the 9 tile. Here is just another random tip. I have a lot of interchanges where the single one way high way meet up. And, at that connection cars would sometimes block each other. So, it would be 1-way + 1-way going into a 2-way. This way they were always getting jammed up. I added a 3-way, so it was 1-way + 1+way going into a 3-way, and I was still having that same problem. It wasn't until I put a 4-way did it work without jamming any cars up. So, when they come off the ramp and the diverge together. If the car on the left one way wants to go right and the car on the right wants to go left. Instead of jamming at the intersection with 2 or 3 lanes, the 4 lane gave them 2 extra lanes in the middle to change without jamming each other, and if they did meet, they will just drive through each other.
I used to live near Dorset Rd and Interstate 270 in St. Louis, which is a DDI that runs through an underpass. I have heard it's the first DDI west of the Mississippi too! Thanks for the welcome tutorial!
I recently discovered your channel and love it! Thank you so much for these super well-made videos. One of the main problems I have in my own cities is inner-city interchanges and highway exits. Most of the assets available are huge and require a lot of space. Also, they are not zone-able on the edges. What would be super cool is to have a very tight inner-city highway exchange and one could zone to very closely. Just a suggestion.
Thank you very much! Thats exactly what the single point urban interchange is. Small footprint. From a realism standpoint I think the CS interchanges are tiny compared to the scale of their real world counterparts. You can make it even smaller, but I think theres plenty of map space for a gigantic city AND some nice big interchanges :)
For pedestrians I would either make a bridge in the middle of the two other bridges meaning they'd have to cross twice (least amount possible in this setup) or preferably just make seperate bridges at other points over the highway. Because you can take note of already existent cims walking to see points of interests on both sides and have a more natural route.
There's a DDI in Calgary over McCleod Trail (AKA Calgary's Second largest parking lot, the first being Deerfoot Trail), and to be perfectly honest, IRL I hate them as a driver. Out of all the times where I've had a near-miss in Calgary, 90% of them have been here (people running yellows/reds, cutting people off, etc). In-game, it's beautiful. Wonderful job.
DDIs are superior when the crossing double-light direction is a feeder road to the unstopped highway from/to both directions. The CFL is superior when all 4 directions penalize left turns but never straight traffic.
As always, a PRO cities video by a PRO cities builder. Killing it, Yumbl! Starting in the middle is a great tip, btw. For over passes, I usually stick with 12units. I used to do 10, but 12 feels like it breathes a tad more. I can't wait to try this interchange out myself in my city! Keep up the good work man, this tutorial was great. You are continuously solidifying your spot in the (imaginary) list of top Cities builders! ;) hahah
As a follow up, I'd love to see a video of "how to fix various traffic solutions (with or without mods)", if you are ever interested in doing something like that. I often have the problem where all the cars only use 1 lane on the highway, and don't use all 3 lanes like they should. I have mods available, but not quite sure what to do to fix that. I am guessing there is something in Traffic President that I could do that I am just missing, but idk. Just an idea for you!
Yo brother man, you're the Michael Angelo of City Skylines, there's no one that does it any better than what you do. I can't hardly believe how much skill and talent that you possess when it comes to road design and management. You're by far the best that I've ever had the pleasure to watch here on RUclips. You're knowledge and insight into creating fully functional roads and highways is seriously impressive and I learned more with each and every video that you share with us. So I just wanted to let you know how much I appreciate you and your talent in doing these video's. So please keep up the amazing work and I promise to keep sharing your video's with as many people as I possibly can. Take care and be blessed beyond measure brother man. 🤟🤓👍
This is a response from a truck driver to your height argument, the 10m that you talk about is from the ground to the road surface, your bridge has an extra 2-3m of concrete and steel underneath it, taking the belly of the bridge to about 7m above the highway, standard truck height (in New Zealand at least) is 4.3m, which gives the truck a comfortable 2.7m clearance overhead. Using all the same measurements, if your bridge height was 6m, that would make the underside 3m, and would shave 1.3m off the top of a truck, which includes the drivers head. TD;DR, 10m is a good height
I very much agree! Cities: Skylines does not measure from the bottom of the overpass like real places have to. 10m looks good here, but it could also be a bit less.
I use asset editor to make a 6 lane road with reversed lane directions to make it look more realistic. Instead of 2 separate roads over the highway there is only 1. Then I join the ends with a 4x4 or 5x5 curve into a 6 lane normal road. I like 12m heights on my overpasses.
I like your videos bro. It reminds me of all the road trips I've been on in this great country. There's a few of these in Missouri. Now, they're really taking off throughout the midwest. EDIT: So, as far as pedestrians go, there's one particular interchange for us-65 for I think the main exit to Branson, and the sidewalk goes in-between the roads with the overpass. I know, because I have walked it! its not confusing so long as you use the crossing lights.
I usually use a height-separation of 12 for crossings. This is more than you need for normal roads but clears the electrical pylons on railways and trams (and probably trolley busses). If an intersection is entirely ground-level or raised I will usually provide underpasses for pedestrians, otherwise elevated walkways. One 'feature' I think is nice for larger intersections is also providing a cable-car crossing.
This is very common in the Netherlands (slightly differently configured with more straight roads and T-junctions). However in the Netherlands it is preferred to have overpass elevated due to the high ground water levels. So I think it is important for realism to avoid building underpasses when constructing near the seashore.
if you make an entrance / exit at your motorway and change the rest of the entrance / exit ramps in a two way, you no longer need traffic lights. takes a little more space but it is just as beautiful
a suggestion, how about a: Single Point Diverging Diamond Interchange make it the same way you made the single point urban interchange it could solve the weaving issues with the DDI
This Cities: Skylines DDI may have weaving issues, but all the DDIs I've ever driven in have no weaving needed. Enter correctly and you shouldn't need to change lanes. And the only people that ever need to stop other than yielding is those going straight or turning left.
I chose the wrong word. Weaving is inaccurate. Traffic exiting the highway and turning left DOES have to change lanes and get around the traffic turning left ONTO the highway. Not a weave, but certainly not conflict free.
10:50 I think what some commenters mean by 6 meters is that they'll build the underpass road at -6m, and the overpass road that crosses perpendicularly at +6m, so you still get a 12m difference between the two (less the thickness of the concrete).
I wish that were the case. It’s generally people stating the standard height requirement of overpasses in their region and assuming Cities measures from the lower surface to to bottom of the overpass. I respect you giving people the benefit of the doubt though :)
To be fair, that road also looks like it is allready around 5 units thick. So, since the height is allways messured from road surface, it makes sense to measure in more space. After all we don't have got the luxury of technical planning such projects, where you would draw in every relevant messurement, like from bottom level to underside of a bridge.
And I didn't say this, I like your videos. I have learned a few things from you, a few things from Biffa and a few things from City Planner Plays. Probably the 3 Cities Skyline RUclipsrs I actually get into watching.
Thanks for showing and helping me build the inerchange, since you showed it, its my favourite ahed of the ParClo. I spent a lot of time whit the intersection marking too :D
I tend to divert peds by building a paralel collector to my arterial interchange. also try building ped overpasses, i treat them the same as my roads with grading and landscaping
Nice! One problem with diverging diamond is the weaving of the traffic on the overpass. But if you make a space between both sides of the overpass and make a clover ramps to the inner sides of the overpass then you get no weaving and the interchange can be incredibly compact. I am not sure why no one uses this in real life. I use these in my cities quite a bit.
I love this style of interchange, but I do things a little different. I elevate one lane and completely do away with any and all intersections. I also play on console so a lot of what you do doesn't apply.
@@YUMBL Interesting. I just looked up a bunch of pictures of them. Seems like most of them have both sides elevated at one point, "weaving" between each other. I found you make it a lot cleaner by only elevating one side. It makes building it easier, and in my opinion, makes it look a lot cleaner.
would you not need the node in the middle if you lane-managed the from-highway-going-left so that traffic could go directly into the middle lane of the overpass (splitting at the light) from the ramp which, of course, assumes you made the left-turning ramp traffic-lighted linked with the cross point? There's a vid on a real DDI and I can't remember if the overpass is two or three lanes anyway
@@YUMBL thank you! This is probably one of the cleanest DDIs I've seen in a long time so I will definitely add it to my city. Quick question though: is there any chance one might find a collection of the mods you use on the workshop? I feel like your cities' beauty comes from either a mod or from running the game on a supercomputer but I'm hoping for the former =))))
Make sure to include a power backup generator, since this "design" without powered lights is quite dangerous... Second, if you make the overpass bridges two lanes wide, you don't have the merge issue. They did this design near my home (in hurricane zone) without a generator. They put lights at the ends of the offramps as well. The idiots that designed ours planted palm trees that blocked the view of the red lights in the middle of the interchange. It also really confuses foot traffic crossing the bridges, since they cross to the center and then back out to the side of the road for the sidewalks. They also marked the traffic lanes at the outside of the curves, not the inside. So, anyone who is going too fast in the marked lanes will hit the curb or wall! I always drive the inside of the curves, despite the markings. I would have preferred the DDI with two tunnels and zero lights. None of the locals likes this intersection, so it was put here against our objections.
@@YUMBL this is the first time I’ve seen it done well in Cities. I think we talked about it a while back and the consensus was that it was nearly impossible. You did it!
I built a diverging diamond interchange in the Asset Builder using vanilla highways and no mods. I had to make the arterial an over- and underpass on to the highway for it to work. Otherwise, that junction where the vehicles have to crossover will never work.
You’re right! You can do it with opposite side roads. There are a few options in the steam workshop but they didnt looks so good when I used them in the past. ALTHOUGH with node controller and intersection marking tool i bet they could work well. Thanks for watching!
@@YUMBL they do need traffic manager for the lights to make sense, but providing the backwards road had a median they don't look much worse than a standard vanilla intersection. Everything can look better with nice controller and intersection marking tool though.
quite a beautiful build. very nice even before the landscaping and lines. Have you worked with a "divergent diamond" where the divergent roads are inclined so that the traffic lights are replaced with an underpass for the cross over?
I absolutely have! It’s called a “Double Crossover Merging Interchange” (DCMI). It exists in Cities Skylines, but none have been built on earth yet. It would be just as effective as a stack (free flowing), but probably at least as expensive to build. Beautiful design though!
This is a great way to create this interchange. I am horrible at making my own, so I always get them off of the workshop. When you create these, have you ever made them into where like you can share it on the workshop. Or just use it again without making it each time. The mods you listed, are they the only ones you use, say in this map? I'm always looking for good mods that help make my city and I better.
Thank you for watching! I have one for the workshop which I haven’t had time to upload yet. Collections of my current mods and assets: tinyurl.com/y4u7lcnn
Its just a green right on every cycle. Make sure its a dedicated right turn with lane connectors or lane arrows in tmpe. Unless i’m misunderstanding the issue.
@@YUMBL yeah for some reason whenever I setup the traffic light, I only get 3 lights, one for going over the overpass, one for coming off the overpass and going into the city, and a third for turning right from the expressway onto the arterial, but for some reason I don't get a light option for turning right onto the expressway from the arterial.
Ah. You have too shallow of a turn for it to be recognized as a turn. Differing measurements from mine. Make it a bit sharper for the turn option to appear.
Beautifully made, might try it myself. Got one question though, for the sake of realism, wouldn’t the tree not be there? You would have no direct sight of the road you are joining with, seems a bit counterintuitive. It does make it very nice to view though :-)
It was certainly for the view! I had trees down the middle initially, but opted to fill the triangles. Now that I think of it, the middle would be the safer, more realistic option! Thanks for watching!
@@YUMBL yeah no shade at all, it does look incredibly good. Looking at this has convinced me to get back to CS in the near future (after I’m done with WoW off course ;-)). Need to try out those network lines and the coloring of the roads. Thanks for the content!
when i first made it in Cities skylines i didn't mind realism that much so i went for a small ugly bridge/tunnel to replace the intersections so there wouln't be cars crossing eachother at all.
How did you remove the little ‘notch’ on the outside lane where the 3lane met 2lane highway? Always get that when splitting of lanes on a straight stretch of road, as both highway roads centre to each other.
elevation i am used to 6x steps as the default is 12x . as for pedestrians, those interchanges are usually highway, when was the last time you saw a pedestrian on a highway? ;) if it's innercity then probably a pedestrian bridge closeby.
did you ever end up doing a traffic light tutorial for this interchange specifically? wouldnt you want the crossing light and the other crossing light green at specific times so traffic doesnt stop on the overpass?
I dont think i have, but its just a two phase light. One side goes, then the other. Set them up as a junction by adding both intersections to the light.
YUMBL, I'm curious if the DDI can be done with 3 nodes, using expanded nodes with node controller kinda like your recent SPUI. You'd have to use a reversed-direction road asset for the middle segment, but I think it could be a much tighter design?
It's not really so much better than normal for a game, but in real lif it's supposed to lower accident risk. Personally I think this ain't anything a roundabout couldn't fix. What you can do in cities skylines is remove the cross altogether and make it a twist over/under pass rather than an interchange.
One thing I'd personally change is the angle of the on/off ramps, as you can see at 20:02 the green truck in the bottom right has to slow down before going on the highway due to what I assume is the angle. (they have their own lane, so shouldn't have any reason to slow down?). Although I'm no road person, I imagine that in real life you'd want to have as little unnecessary breaking as possible.
@@YUMBL Ah, my bad, I assumed the ramp and highway would have the same speed limit. Nice work though! Been binge watching a few videos and it's really relaxing watching you work :)
Beautiful. But I must say I find it quite strange that the 2 overpass roads are switched in terms of direction. Normally you would make so that the cars drive on the right side of the road, when going straight. You have 2 roads beside each other with the left one going straight (compared to the 2 roads underneath). Maybe thats just how a diamond works, but this would definitely annoy the perfectionist in me lol. Is there no way of making them drive on the right road going and not left? 13:07 you can see it here how you have the directions opposite of what is considered normal.
Yumble, I need to know how to make the perfect hydro power dam. I'm an XBOX player, so it's probably a little different on game consoles, but still. The road stuff has been hella useful.
This is great, but the crossing at the end of the overpass is a bit meh isn't it? I mean I know it only works like that but I imagine that would cause some trouble
Wouldn't it be nice to be able to make some lanes yield and some not on the same road? Same with traffic lights, I want right-turn slip lanes to always go and never stop...
Absolutely! The light scheme I used ends up with the right turns running green constantly. Traffic lights are the only option I know of that work on individual lanes, as the stops and yields run all the way across. Thanks for watching!
In some (actually most) videos you say a height distance of 10 is enough for the vehicles, but in others (at least one other) you say 12. Which is it actually?
Realistically, it seems too prone for accidents at the twists on both ends. I would raise another level for the cars to go straight and the middle level for the turn. With the raised level, the middle level can branch to the other ramp in case one makes a wrong exit, they can get back to the highway right away.
Hii how come the texture of your grass and 'hillside' look different from mine in Vanilla... is this a different texture mod or something? Thank you~! nice guide i will try this one also
Great idea! I removed the crossings but never re added anything. I’ll try to remember in the future. The unfortunate thing is that markings that happen across a road entering an intersection require you to remake the whole marking.
@YUMBLtv Question: would the overpass on this DDI encounter weaving in a similar fashion to a cloverleaf interchange, thus hindering efficiency? That is my only and sole concern regarding the use of DDIs in high traffic volumes.
It would, but the lights solve it. Irl i also think that the merge is handled differently lane math wise. Imagine two lanes going over the overpass and the right one is dedicated to exiting. The left is thru. No weave, just merging for cars leaving the highway. Hope that makes sense!
@@YUMBL Thanks for the explanation, makes perfect sense now that you explained it. One of your best traits is that you can make basically anything make sense haha.
How about a center turn overpass? Basically the three lanes in each direction split. The right lane becomes a slip lane that bypasses the intersection. The middle lanes meet at a two phase intersection with north/south traffic going straight through on one phase and east/west traffic on the other. The left lanes in each direction ramp up to a grade separated intersection with two phase signaling. One phase allows north/south traffic to make lefts simultaneously; the other phase allows east/west traffic to make lefts simultaneously. The exit ramps from the grade separated intersection merge in from the left.
Someone might have already asked this, but is there a reason to add lights for the people coming off the highway? I don't see why they couldn't merge onto the bridge and just stop at the crossover intersection.
Huh.. I never thought of using highway for the road. Or doing it this way! I use the standard 2 and 3 Lane One Way road (3 lane is for bridge). Then make a cross "X". Then take 2 LOW back to the Avenue. Though... I also have yet to download lane marking and node control. I'll have to try the way you showed!
Highway is nice because traffic manager has a setting called “highway merging and splitting rules” or something like that. It can help a lot with interchanges. It’s the reason i don’t have to lane manage every highway connection. Just the ones to the arterial. intersection marking tool and node controller make it look much better!
@@YUMBL ahh!! Okay that makes sense. Guess it just seems sorta odd to me. I have to watch again. But how'd you take care of the pedestrian issue as a "walk around".
Is the three lane one way you use from the “network extensions 2” pack? The pedestrians have a crossing nearby. Theres a second DDI in the city that i haven’t solved yet, but id like to keep people out of it as much as possible
@@YUMBL yea, i have the extension with the extra roads and all. Haha yea it makes things interesting trying to figure out the best way to help pedestrians in certain areas doesn't it?
2:29 you have the option; "Max Segment Length" and the counter where it says number of "units" when measuring the road length. I don't have that on my Fine Road Tool like you have? where do I turn that on?
This overpass is so realistic it needs to fill out paperwork before being built! :D
I have a feeling that making them function is the easy part for you, and most of your time is spent making them look so incredible
This entire upload was full of ENLIGHTENMENT. I've downloaded countless variants of DDIs from the workshop & hated almost all of them.
Until now, I had no idea how to properly set up the entrance/exit points to prevent ongoing bottleneck and gridlock traffic. That pillar node maybe your best advice on this one.
Now, I'll probably never angrily bulldoze another DDI again, thanks to your expert and detailed video🙏🏾🌟.
Such kind words, thank you! Yes, the center pillar/node is absolutely crucial for the overall functionality. I ALMOST forgot to mention it. The traffic still weaves there, but you can set up an extra light on the highway off ramps to solve it. Have fun, and thanks for watching!
i love the cut and fill, it makes it bend in with the landscape and both roads get a gentle curve, simply beautiful.
what you could do is to make the central point of the bridges the highest point, the bridges would then be slightly curved,
the advantage to this is that you would move less dirt in total because the highest point of the earthwork can be lower, but the bridge would span the same length and cost the same (or less since it is an arc and therefore stronger)
not sure if this is done for real though
Great idea! It would be great for drainage I’m sure as the water would run down without pooling irl. Unfortunately in skylines nodes look a bit weird when you peak them like that in my experience. But yes, cut and fill is the way to go. Thanks for watching!
@@YUMBL if you increase the height by say one meter in the middle of the span, you can use node controller and use the make sloped button for the adjacent nodes it should look alright.
I play totally different than any of they RUclipsrs I watch. Most of my interchanges are done in away where pedestrians are not walking there, to even have to worry about it. I break almost every rule the RUclipsrs say and it still seems to work.
One thought I never see people bring up.
You might think by adding more businesses and such that it will get busier. But what happens is. If you have an intersection and you have 3 choices, and they are only picking one choice, add stuff to the other directions to get the traffic to want to go that way too. What happens is, lets say in a particular area on the road 10 cars can fit. If those 10 cars are only going right, you will sometimes get a bottleneck, because that means all 10 cars are going right. If you have stuff going to the left and to the right. Those same 10 cars, 5 will want to go right and 5 will want to go left. And then in turn if you have stuff straight ahead, and to the left and right, those 10 cars now have 3 options. Which makes it so 3 cars are going left, 3 are going right, and 3 are going straight and that left over goes whichever way.
I am playing without mods right now, except for 25 tile because I already filled out the 9 tile.
Here is just another random tip. I have a lot of interchanges where the single one way high way meet up. And, at that connection cars would sometimes block each other. So, it would be 1-way + 1-way going into a 2-way. This way they were always getting jammed up. I added a 3-way, so it was 1-way + 1+way going into a 3-way, and I was still having that same problem. It wasn't until I put a 4-way did it work without jamming any cars up. So, when they come off the ramp and the diverge together. If the car on the left one way wants to go right and the car on the right wants to go left. Instead of jamming at the intersection with 2 or 3 lanes, the 4 lane gave them 2 extra lanes in the middle to change without jamming each other, and if they did meet, they will just drive through each other.
I used to live near Dorset Rd and Interstate 270 in St. Louis, which is a DDI that runs through an underpass. I have heard it's the first DDI west of the Mississippi too! Thanks for the welcome tutorial!
As much as I love your intersections your detailing work is always stunning! Nice job!
Thank you so much! :)
I'm new to your channel, but I think I'll stay for a long time ... useful tips👍🏻
I’m glad you like the vid, and thanks for being here! :)
I recently discovered your channel and love it! Thank you so much for these super well-made videos. One of the main problems I have in my own cities is inner-city interchanges and highway exits. Most of the assets available are huge and require a lot of space. Also, they are not zone-able on the edges. What would be super cool is to have a very tight inner-city highway exchange and one could zone to very closely. Just a suggestion.
Thank you very much! Thats exactly what the single point urban interchange is. Small footprint. From a realism standpoint I think the CS interchanges are tiny compared to the scale of their real world counterparts. You can make it even smaller, but I think theres plenty of map space for a gigantic city AND some nice big interchanges :)
For pedestrians I would either make a bridge in the middle of the two other bridges meaning they'd have to cross twice (least amount possible in this setup) or preferably just make seperate bridges at other points over the highway. Because you can take note of already existent cims walking to see points of interests on both sides and have a more natural route.
Great ideas!
Thank you for this one. I've been hoping to see a Yumbl DDI for a long time. Nice road markings too, they're not too busy and give clear direction.
I’m glad you like it! This one was always tough for me. I was never happy with it until this iteration. Thanks for watching!
There's a DDI in Calgary over McCleod Trail (AKA Calgary's Second largest parking lot, the first being Deerfoot Trail), and to be perfectly honest, IRL I hate them as a driver. Out of all the times where I've had a near-miss in Calgary, 90% of them have been here (people running yellows/reds, cutting people off, etc).
In-game, it's beautiful. Wonderful job.
Thank you :)
DDIs are superior when the crossing double-light direction is a feeder road to the unstopped highway from/to both directions.
The CFL is superior when all 4 directions penalize left turns but never straight traffic.
I haven’t seen a CFL in skylines yet! Thanks for the analysis
Is a CFL the same as a CFI (Continuous Flow Intersection)? I don't recognize that abbreviation
@@kuhljager2429 Counterflow-left. I'm honestly not sure what the +/- is versus an SPUI or SPPC.
As always, a PRO cities video by a PRO cities builder. Killing it, Yumbl! Starting in the middle is a great tip, btw. For over passes, I usually stick with 12units. I used to do 10, but 12 feels like it breathes a tad more. I can't wait to try this interchange out myself in my city! Keep up the good work man, this tutorial was great. You are continuously solidifying your spot in the (imaginary) list of top Cities builders! ;) hahah
As a follow up, I'd love to see a video of "how to fix various traffic solutions (with or without mods)", if you are ever interested in doing something like that. I often have the problem where all the cars only use 1 lane on the highway, and don't use all 3 lanes like they should. I have mods available, but not quite sure what to do to fix that. I am guessing there is something in Traffic President that I could do that I am just missing, but idk. Just an idea for you!
Thank you very much! And yes, i’d love to do a traffic manager/management video. There so much to talk about!
Yo brother man, you're the Michael Angelo of City Skylines, there's no one that does it any better than what you do. I can't hardly believe how much skill and talent that you possess when it comes to road design and management. You're by far the best that I've ever had the pleasure to watch here on RUclips. You're knowledge and insight into creating fully functional roads and highways is seriously impressive and I learned more with each and every video that you share with us. So I just wanted to let you know how much I appreciate you and your talent in doing these video's. So please keep up the amazing work and I promise to keep sharing your video's with as many people as I possibly can. Take care and be blessed beyond measure brother man. 🤟🤓👍
You’re too kind! Thank you :)
How come these tutorials feature roads in the middle of nowhere, and they are never a part of a bustling city?
This one is actually part of a city.
This is a response from a truck driver to your height argument, the 10m that you talk about is from the ground to the road surface, your bridge has an extra 2-3m of concrete and steel underneath it, taking the belly of the bridge to about 7m above the highway, standard truck height (in New Zealand at least) is 4.3m, which gives the truck a comfortable 2.7m clearance overhead. Using all the same measurements, if your bridge height was 6m, that would make the underside 3m, and would shave 1.3m off the top of a truck, which includes the drivers head. TD;DR, 10m is a good height
I very much agree! Cities: Skylines does not measure from the bottom of the overpass like real places have to. 10m looks good here, but it could also be a bit less.
@@YUMBL 10m is a good height. I believe vanilla minimum height is 8m.
I use asset editor to make a 6 lane road with reversed lane directions to make it look more realistic. Instead of 2 separate roads over the highway there is only 1. Then I join the ends with a 4x4 or 5x5 curve into a 6 lane normal road. I like 12m heights on my overpasses.
Great idea! I have yet to mess with the network asset editor.
I like your videos bro. It reminds me of all the road trips I've been on in this great country. There's a few of these in Missouri. Now, they're really taking off throughout the midwest. EDIT: So, as far as pedestrians go, there's one particular interchange for us-65 for I think the main exit to Branson, and the sidewalk goes in-between the roads with the overpass. I know, because I have walked it! its not confusing so long as you use the crossing lights.
Thank you for watching! Id love to get better at accommodating peds in interchanges
Wow, I am adding this to my city that already has your parclo on.
I’m glad you like it! I have one built for the workshop that I haven’t uploaded, but I really like hearing about people building from these videos.
I'm not a fan of the diverging diamond interchange, but I am a HUGE fan of your work! Your more recent works are even more polished and professional.
Thanks! The DDI may need a revisit with what I’ve learned.
the problem with diverging diamonds is that cars going in opposite directions have to wait for each other which of course slows everything down.
Its actually an incredibly fast interchange.
Of all RUclipsrs, you are the one that convinced me to use mods. Love the vids.
Much appreciated!
underpass where i am - I-75 and University Parkway have a DDI built as an underpass. I’d assume it’s much cheaper
Possibly, but most of them are converted from existing overpasses which are cheaper to reuse.
@@YUMBL appreciate you replying to comments on vids from 10 months ago! ❤️
I usually use a height-separation of 12 for crossings. This is more than you need for normal roads but clears the electrical pylons on railways and trams (and probably trolley busses). If an intersection is entirely ground-level or raised I will usually provide underpasses for pedestrians, otherwise elevated walkways. One 'feature' I think is nice for larger intersections is also providing a cable-car crossing.
This is very common in the Netherlands (slightly differently configured with more straight roads and T-junctions). However in the Netherlands it is preferred to have overpass elevated due to the high ground water levels. So I think it is important for realism to avoid building underpasses when constructing near the seashore.
I put a semi-trailer under the bridge to judge hight
Good call!
if you make an entrance / exit at your motorway and change the rest of the entrance / exit ramps in a two way, you no longer need traffic lights.
takes a little more space but it is just as beautiful
Love the effort that you put into that! Any chance to upload that interchange to the workshop? I would love to use that asset!
I probably will!
The whole point of video was to show you how to make it. Not just copy and paste
Its also in the workshop ;)
@@Truckdriverplays don’t be a hater. Downloading the ones he already made has been amazing.
a suggestion, how about a: Single Point Diverging Diamond Interchange
make it the same way you made the single point urban interchange
it could solve the weaving issues with the DDI
Interesting idea! I did a Single Point Parclo. Let me think on it!
This Cities: Skylines DDI may have weaving issues, but all the DDIs I've ever driven in have no weaving needed. Enter correctly and you shouldn't need to change lanes. And the only people that ever need to stop other than yielding is those going straight or turning left.
I chose the wrong word. Weaving is inaccurate. Traffic exiting the highway and turning left DOES have to change lanes and get around the traffic turning left ONTO the highway. Not a weave, but certainly not conflict free.
Yes, but no DCMI has ever been built. I think weaving the roads is probably impractical to construct.
10:50 I think what some commenters mean by 6 meters is that they'll build the underpass road at -6m, and the overpass road that crosses perpendicularly at +6m, so you still get a 12m difference between the two (less the thickness of the concrete).
I wish that were the case. It’s generally people stating the standard height requirement of overpasses in their region and assuming Cities measures from the lower surface to to bottom of the overpass. I respect you giving people the benefit of the doubt though :)
To be fair, that road also looks like it is allready around 5 units thick. So, since the height is allways messured from road surface, it makes sense to measure in more space. After all we don't have got the luxury of technical planning such projects, where you would draw in every relevant messurement, like from bottom level to underside of a bridge.
Bingo. Ive been told by many that 10-12m is too high. In Cities it clearly is not.
And I didn't say this, I like your videos. I have learned a few things from you, a few things from Biffa and a few things from City Planner Plays. Probably the 3 Cities Skyline RUclipsrs I actually get into watching.
18:43 what mod is causing the drivers to merge lanes more smoothly!? I NEED IT
Check out my video about “node controller”
I'm new and about to get my last achievement on my first city. I learned a lot from this video and think I can use it on my city.
Thanks for watching :)
@@YUMBL my attempts look so janky, I can't wait to try this though
Thanks for showing and helping me build the inerchange, since you showed it, its my favourite ahed of the ParClo. I spent a lot of time whit the intersection marking too :D
This one is beautiful. More complex than a parclo, but it can be worth it. Thanks for watching :)
Those triple trees on islands look a little bit strange since they are blocking view. Except that - awesome!
Brilliant. First time seeing this programne. For roads, theres nothingvive seen this fast. Amazing tutorial. Saving this 👍👍👍✔✔👏
Thanks a lot! :)
I almost always make an underground path system around my city. It helps so much with traffic and walkability
“The catacombs”
@@YUMBL basically haha
I tend to divert peds by building a paralel collector to my arterial interchange. also try building ped overpasses, i treat them the same as my roads with grading and landscaping
Nice! One problem with diverging diamond is the weaving of the traffic on the overpass. But if you make a space between both sides of the overpass and make a clover ramps to the inner sides of the overpass then you get no weaving and the interchange can be incredibly compact. I am not sure why no one uses this in real life. I use these in my cities quite a bit.
I love this style of interchange, but I do things a little different.
I elevate one lane and completely do away with any and all intersections.
I also play on console so a lot of what you do doesn't apply.
Thats called a “DCMI”. None exist in the world yet
@@YUMBL Interesting. I just looked up a bunch of pictures of them. Seems like most of them have both sides elevated at one point, "weaving" between each other.
I found you make it a lot cleaner by only elevating one side.
It makes building it easier, and in my opinion, makes it look a lot cleaner.
I’m glad you like it! :)
Check out the I-70 and US-50 interchange on the west side of Grand Junction Colorado. It's a diverging diamond that goes under.
I don’t even play this game but wow this was cool.
Thanks a lot! :)
would you not need the node in the middle if you lane-managed the from-highway-going-left so that traffic could go directly into the middle lane of the overpass (splitting at the light) from the ramp which, of course, assumes you made the left-turning ramp traffic-lighted linked with the cross point? There's a vid on a real DDI and I can't remember if the overpass is two or three lanes anyway
Yes! You can certainly allow traffic to turn left into any lane.
Holy jesus, man. Your skills are making me feel self conscious 😅
The DDI is in my workshop if you need it until you want to build it yourself :)
@@YUMBL thank you! This is probably one of the cleanest DDIs I've seen in a long time so I will definitely add it to my city. Quick question though: is there any chance one might find a collection of the mods you use on the workshop? I feel like your cities' beauty comes from either a mod or from running the game on a supercomputer but I'm hoping for the former =))))
My mods and assets are linked in my about, but much of what i do is outlined in my videos :)
i miss the ddi in my hometown so bad 💔 i live in henderson nv now and its cloverleafs and diamonds as far as the eye can see
except for the one on horizon ridge but fuck that guy
Great tutorial! Never did an interchange like this but will have to give it a try!
Its a lot of fun! Don’t forget the timed traffic lights :)
@@YUMBL Will do!
Make sure to include a power backup generator, since this "design" without powered lights is quite dangerous... Second, if you make the overpass bridges two lanes wide, you don't have the merge issue. They did this design near my home (in hurricane zone) without a generator. They put lights at the ends of the offramps as well. The idiots that designed ours planted palm trees that blocked the view of the red lights in the middle of the interchange. It also really confuses foot traffic crossing the bridges, since they cross to the center and then back out to the side of the road for the sidewalks. They also marked the traffic lanes at the outside of the curves, not the inside. So, anyone who is going too fast in the marked lanes will hit the curb or wall! I always drive the inside of the curves, despite the markings. I would have preferred the DDI with two tunnels and zero lights. None of the locals likes this intersection, so it was put here against our objections.
The man really did the impossible. I thought it couldn't be done!
It’s been done in the US literally dozens of times! 😂
@@YUMBL this is the first time I’ve seen it done well in Cities. I think we talked about it a while back and the consensus was that it was nearly impossible. You did it!
I’ve definitely found it hard to do well. Lots of nodes that close together usually look like a mess. I appreciate it dude!
What do you use to make your interchanges have those extra lines ( like the no drive zones
It’s called “intersection marking tool”. I have another video on how to use it :)
I built a diverging diamond interchange in the Asset Builder using vanilla highways and no mods. I had to make the arterial an over- and underpass on to the highway for it to work. Otherwise, that junction where the vehicles have to crossover will never work.
There is a way to make the ddi more compact, but it requires creating a custom road in the asset editor.
You’re right! You can do it with opposite side roads. There are a few options in the steam workshop but they didnt looks so good when I used them in the past. ALTHOUGH with node controller and intersection marking tool i bet they could work well. Thanks for watching!
@@YUMBL they do need traffic manager for the lights to make sense, but providing the backwards road had a median they don't look much worse than a standard vanilla intersection.
Everything can look better with nice controller and intersection marking tool though.
Agreed! I’ll have to try it again with the newer mods!
quite a beautiful build. very nice even before the landscaping and lines.
Have you worked with a "divergent diamond" where the divergent roads are inclined so that the traffic lights are replaced with an underpass for the cross over?
I absolutely have! It’s called a “Double Crossover Merging Interchange” (DCMI). It exists in Cities Skylines, but none have been built on earth yet. It would be just as effective as a stack (free flowing), but probably at least as expensive to build. Beautiful design though!
This is a great way to create this interchange. I am horrible at making my own, so I always get them off of the workshop.
When you create these, have you ever made them into where like you can share it on the workshop. Or just use it again without making it each time.
The mods you listed, are they the only ones you use, say in this map? I'm always looking for good mods that help make my city and I better.
Thank you for watching! I have one for the workshop which I haven’t had time to upload yet. Collections of my current mods and assets: tinyurl.com/y4u7lcnn
@@YUMBL couldn't see the trucks assets... are they from a collection?
Search “usa truck” or “american truck”. Yes, they were part of a pack.
@@YUMBL thank you so much!!
You’re quite welcome! 🙂
How do you get the right lane to be a continuous right turn? TMPE won't give me a seperate light to keep it green
Its just a green right on every cycle. Make sure its a dedicated right turn with lane connectors or lane arrows in tmpe. Unless i’m misunderstanding the issue.
@@YUMBL yeah for some reason whenever I setup the traffic light, I only get 3 lights, one for going over the overpass, one for coming off the overpass and going into the city, and a third for turning right from the expressway onto the arterial, but for some reason I don't get a light option for turning right onto the expressway from the arterial.
Ah. You have too shallow of a turn for it to be recognized as a turn. Differing measurements from mine. Make it a bit sharper for the turn option to appear.
@@YUMBL ok that worked thanks!
Beautifully made, might try it myself. Got one question though, for the sake of realism, wouldn’t the tree not be there? You would have no direct sight of the road you are joining with, seems a bit counterintuitive. It does make it very nice to view though :-)
It was certainly for the view! I had trees down the middle initially, but opted to fill the triangles. Now that I think of it, the middle would be the safer, more realistic option! Thanks for watching!
@@YUMBL yeah no shade at all, it does look incredibly good. Looking at this has convinced me to get back to CS in the near future (after I’m done with WoW off course ;-)). Need to try out those network lines and the coloring of the roads. Thanks for the content!
The only shade is under those very hazardous trees! 😂 Enjoy!
Nice video!
Can you tell me how you get the nice color on the roads? If you use a painter can you tell me wich settings you use for the roads? Thanks!
Thank you! The mod is called “roads color changer ++”
when i first made it in Cities skylines i didn't mind realism that much so i went for a small ugly bridge/tunnel to replace the intersections so there wouln't be cars crossing eachother at all.
Thats called a “dcmi”.
How did you remove the little ‘notch’ on the outside lane where the 3lane met 2lane highway? Always get that when splitting of lanes on a straight stretch of road, as both highway roads centre to each other.
I may have used node controller on those. Or if you use move it to adjust the segment slightly it will go away. Thanks for watching!
elevation i am used to 6x steps as the default is 12x . as for pedestrians, those interchanges are usually highway, when was the last time you saw a pedestrian on a highway? ;) if it's innercity then probably a pedestrian bridge closeby.
you can also do sloping with network multitool
did you ever end up doing a traffic light tutorial for this interchange specifically? wouldnt you want the crossing light and the other crossing light green at specific times so traffic doesnt stop on the overpass?
I dont think i have, but its just a two phase light. One side goes, then the other. Set them up as a junction by adding both intersections to the light.
The pillar is dangerous though. Imagine flying at 100km/h / 60mph, loosing control for whatever reason and crashing into that wall.
I built it, but you have to post a tutorial on how to set up timed traffic lights. Please!
TIL sims can change lanes only at network's nodes
YUMBL, I'm curious if the DDI can be done with 3 nodes, using expanded nodes with node controller kinda like your recent SPUI. You'd have to use a reversed-direction road asset for the middle segment, but I think it could be a much tighter design?
Oh definitely. Next time i do one I want a ped path down the middle though.
It's not really so much better than normal for a game, but in real lif it's supposed to lower accident risk. Personally I think this ain't anything a roundabout couldn't fix.
What you can do in cities skylines is remove the cross altogether and make it a twist over/under pass rather than an interchange.
This has a much higher capacity than a roundabout, or roundabout interchange.
Thats called a DCMI. Its still an interchange.
I removed an interchange that had 2 roundabouts within it for this.
One thing I'd personally change is the angle of the on/off ramps, as you can see at 20:02 the green truck in the bottom right has to slow down before going on the highway due to what I assume is the angle. (they have their own lane, so shouldn't have any reason to slow down?). Although I'm no road person, I imagine that in real life you'd want to have as little unnecessary breaking as possible.
I dint think it slowed down. The highway ramps have a lower speed limit by default. Look at all the cars going down it
@@YUMBL Ah, my bad, I assumed the ramp and highway would have the same speed limit.
Nice work though! Been binge watching a few videos and it's really relaxing watching you work :)
Thanks a lot! :)
Beautiful. But I must say I find it quite strange that the 2 overpass roads are switched in terms of direction. Normally you would make so that the cars drive on the right side of the road, when going straight. You have 2 roads beside each other with the left one going straight (compared to the 2 roads underneath). Maybe thats just how a diamond works, but this would definitely annoy the perfectionist in me lol. Is there no way of making them drive on the right road going and not left? 13:07 you can see it here how you have the directions opposite of what is considered normal.
Look up how a “diverging diamond” works. The switching sides is what makes conflict free left turns possible.
Yumble, I need to know how to make the perfect hydro power dam. I'm an XBOX player, so it's probably a little different on game consoles, but still. The road stuff has been hella useful.
This is great, but the crossing at the end of the overpass is a bit meh isn't it? I mean I know it only works like that but I imagine that would cause some trouble
What is that road texture you're using? I've been looking all over the internet for dark pavement
I have a video called “dark roads” that explains how to do it :)
I put pedestrian paths along, over, or under service interchanges
Wouldn't it be nice to be able to make some lanes yield and some not on the same road? Same with traffic lights, I want right-turn slip lanes to always go and never stop...
Absolutely! The light scheme I used ends up with the right turns running green constantly. Traffic lights are the only option I know of that work on individual lanes, as the stops and yields run all the way across. Thanks for watching!
@@YUMBL I didn't know this was a thing, thanks for telling me!
You’re welcome! Traffic Manager is your friend :)
Nice interchange, just curious what road texture mod you used and does it work for all roads, including roads from all the DLC's?
I have a video called “dark roads” that explains it!
In some (actually most) videos you say a height distance of 10 is enough for the vehicles, but in others (at least one other) you say 12. Which is it actually?
It depends on the road. 10 is fine for vanilla arterials, but some can go as low as 7.
Realistically, it seems too prone for accidents at the twists on both ends. I would raise another level for the cars to go straight and the middle level for the turn. With the raised level, the middle level can branch to the other ramp in case one makes a wrong exit, they can get back to the highway right away.
No. Data supports the safety of this compared to many other interchanges. Massively.
Hii how come the texture of your grass and 'hillside' look different from mine in Vanilla... is this a different texture mod or something? Thank you~! nice guide i will try this one also
Its called the “map theme”. It controls all the map textures.
Where's your stop bars? (White bars located at the beginning of an intersection usually before a crossing).
Great idea! I removed the crossings but never re added anything. I’ll try to remember in the future. The unfortunate thing is that markings that happen across a road entering an intersection require you to remake the whole marking.
@@YUMBL true. Personally, I split the road into one-ways before the roads diverge to have a more natural look and to allow for crossings when needed.
(17:18)
Yumbl : you can't.. you can't do that, sir.. please don't..
Vehicle AI : Who are you telling me what to do..??! .. I LIVE HERE..!!
🤣🤣🤣
The way he said "trees and stuff" at 19:57 sounded like Bill Wurtz
The trees and stuff are a deadly laser
@YUMBLtv Question: would the overpass on this DDI encounter weaving in a similar fashion to a cloverleaf interchange, thus hindering efficiency? That is my only and sole concern regarding the use of DDIs in high traffic volumes.
It would, but the lights solve it. Irl i also think that the merge is handled differently lane math wise. Imagine two lanes going over the overpass and the right one is dedicated to exiting. The left is thru. No weave, just merging for cars leaving the highway. Hope that makes sense!
@@YUMBL Thanks for the explanation, makes perfect sense now that you explained it. One of your best traits is that you can make basically anything make sense haha.
Drainage.
You made a pond.
Does it even rain in CS?
It rains, but it doesn’t influence water level on the map. I like to pretend the drainage is under the road, draining from the sides.
How about a center turn overpass? Basically the three lanes in each direction split. The right lane becomes a slip lane that bypasses the intersection. The middle lanes meet at a two phase intersection with north/south traffic going straight through on one phase and east/west traffic on the other. The left lanes in each direction ramp up to a grade separated intersection with two phase signaling. One phase allows north/south traffic to make lefts simultaneously; the other phase allows east/west traffic to make lefts simultaneously. The exit ramps from the grade separated intersection merge in from the left.
I may have to see it to understand the shape and the grade separation. Sounds well thought out though!
Someone might have already asked this, but is there a reason to add lights for the people coming off the highway? I don't see why they couldn't merge onto the bridge and just stop at the crossover intersection.
It was something of an experiment. I may redo this with new considerations in mind. You’re not wrong though.
Are you using any mod for shadows?
Yes! Shadow strength adjuster.
Huh.. I never thought of using highway for the road. Or doing it this way! I use the standard 2 and 3 Lane One Way road (3 lane is for bridge). Then make a cross "X". Then take 2 LOW back to the Avenue.
Though... I also have yet to download lane marking and node control.
I'll have to try the way you showed!
Highway is nice because traffic manager has a setting called “highway merging and splitting rules” or something like that. It can help a lot with interchanges. It’s the reason i don’t have to lane manage every highway connection. Just the ones to the arterial. intersection marking tool and node controller make it look much better!
@@YUMBL ahh!! Okay that makes sense. Guess it just seems sorta odd to me. I have to watch again. But how'd you take care of the pedestrian issue as a "walk around".
Is the three lane one way you use from the “network extensions 2” pack? The pedestrians have a crossing nearby. Theres a second DDI in the city that i haven’t solved yet, but id like to keep people out of it as much as possible
@@YUMBL yea, i have the extension with the extra roads and all.
Haha yea it makes things interesting trying to figure out the best way to help pedestrians in certain areas doesn't it?
Could you see a version of this where the crossover points are still on the overpass, so that you can effectively leave out the traffic lights?
Thats a DCMI. Another type of interchange better suited to be a system interchange.
@@YUMBL Thanks!
Can you do a right of way instead of the lights for the left hand turns? Had a DDI in a city i lived in and it didn't have more than the two lights.
Pretty much definitely. I was having issues with the traffic exiting the highway weaving severely with the traffic crossing traffic
2:29 you have the option; "Max Segment Length" and the counter where it says number of "units" when measuring the road length. I don't have that on my Fine Road Tool like you have? where do I turn that on?
Precision Engineering mod. Took me 20 min to figure out.
Node spacer is the other one :)
@@YUMBL it's working! drive.google.com/file/d/1AAJXgI--SXJqJ2lVIsi-BJ_EcJpGOhjy/view?usp=sharing
Is it possible to replicate in full vanilla game?
Yooou knob.😂I said it to the car that did the weird thing at the time when you started to do traffic manager
Super nice design.
Thank you :)
I like the design of the road the dark colour what is this set called ?
Roads color changer ++ is the mod. Most of the roads are stock
what mod are you using to show the unit distance for the roads?
Precision engineering
@@YUMBL thanks for the fast response, been binge watching your channel and I love the content/vision you have
Great explanation!! Good job!!
Thanks for watching!
Have you tried doing junctions on a bend?
In my cities, yes. Not for the things i put in the workshop.
Why does Fine Road Anarchy always preselect the secon mode? I hate it. If I don't pay attention, it's always there.
Do you use “picker”? Its a setting in the picker options.
Simply amazing, keep em coming yumble
Always!