Fharhond Glacier - Pets Edition
Requires game version 18.0.126.021017 and PETS expansion
(Note: There have been some successful loads of the world even without pets by some testers of mine, but objects, plants, and rabbitholes are missing and need replacing by those people, and the files are completely unsupported for those without Pets.)
Fharhond Glacier is only one feature of the island, but being one of the main features- the other being Fharhond Mountain- the entire island is generally known by the name. In the far north, just short of the arctic circle, it's an isolated little place, out of sight of the oil derricks and fishing fleets, home to a few hardy souls and a research station. It has almost more amenities than it needs- though people do come in from other, smaller islands, as well as perhaps those oil derricks, so the businesses manage to squeak along.
The island is windswept, and almost just tundra and rock, though some trees survive, and people have planted hardy ones around the town to help keep the ocean gales softened at least a little. Despite these harsh conditions, there is wildlife, and while other areas may have moose or bears that wander the downtown streets, Fahrhond has the ocassional wild horse trot past bemused townsfolk.
Port Quarryton
Requires TS3, WA, AMB, LN, GEN, PETS, SHW, SN, SEA
Sims 3 version 16.0.136.021017
Once called Oldham Bay, Port Quarryton was a rather desolate, if ruggedly beautiful set of islands, settled only by those who resupplied whaling vessels that would stop in during winter storms. At the turn of the century, one such storm brought a stroke of luck to Alphonse Dimsmore, a seeker of fortune who'd missed his boat. Lightning struck a boulder near him- instead of him- as he watched the bay, and he recognized the glitter of ore within the stone- and thus his fortune, and the sudden boom of a mining and stone quarry town was born.
Most of Port Quarryton was not made of stable enough rock to tunnel too deeply, so huge terraces were carved away from the mountains wherever the ore was richest- and wherever the land was flattened out, a small, but packed and bustling city grew, intending to be quite the industrial town- things were so rich that a small subway was built- but then the boom slowed as the ore seemed to play out, and further growth didn't happen.
Now, decades later, the downtown still bustles, though it hasn't become a big city full of skyscrapers. Though ore may still lurk on the islands, the citizens are now becoming a little more interested in preserving what's left of the environment, and are working to save the remaining natural beauty, and there's hopes that more of the terraces and spoil piles left from the mining will be tidied up and changed from eyesores to gardens or new growth woodlands. Even before the boom stopped entirely, the highest terraces became popular building spots for those with money who wanted a view.
D.I.Y. Big Dune Island
THIS IS NOT A FULL NEIGHBORHOOD READY FOR GAME!
The files were saved when CAW was patched to go with version 16.0.136.021.017 for TS3- they may or may not work with unpatched CAW, use at own risk if not patched.
For the person who has CAW but no time or desire to start entirely from scratch, and who wants to create a far more customized neighborhood than a fully finished neighborhood map allows, I present one of my "DIY Neighborhood Kits"!
To use these CAW files, you must extract them and then place them into the following directory or its equivalent on your machine:
C:/My Documents/Electronic Arts/the Sims 3 Create A World Tool/User Tool Data/Worlds
Once you have the .world file, the .settings file and the world folder all in your directory, you can open it in CAW to edit however you want to. You change how sidewalks go, delete or add trees, add streets, add lots, and so forth!
This kit hasn't had any objects placed, or any real terrain painting- there's just a few layers of generic rocks and sands of utter bleh-ness. You'll have to do a lot of work!
This World was created using the modded SUPERCAW and has three ponds/water layers not at sea level. They should remain if you use a normal version of CAW but I cannot guarantee it, and to remove them if you do not want them, you will need the modded CAW.
This world is a LARGE map with height range set to 300.

