I am still in the process of contemplating a future project, and the track in the attached image is one that I thought of modeling years ago, but didn't really get anywhere with it.
But anyhow, how does the pros in this game model areas with such dense catchment areas for buildings/houses? I have noticed that DTG use some kind of large block style asset in some cases, but I would like to know what other users opinions are in regards to the most practical way to model this town is, so that it can be depicted semi-realistically.
The alignment I'll be focusing is essentially the grey line that is just to west of the oval to the right of the map. It continues south, with a branchline branching off where it remains straight for a modest distance (will only be background scenery to the mainline). The urban sprawl ends about where the bottom of the image cuts out.
I am open to doing custom buildings, but I have thought about whether or not it is practical to spends several hours on a building that will be several hundred metres from the track. If I can refine these tactics, it will enable me to be more productive with this game before it does become obsolete.
Here's the image:
And for the record, despite what it looks like, the other project hasn't been forgotten