Purple Rain

I have been very struck by the recent deaths of various artists and musicians I’ve loved.  In particular, the passing of David Bowie and Prince hit me hard.  I was in the middle of another WIP, but as various Prince songs were going through my mind, I was struck by inspiration and decided to create a tribute build to him.  Purple Rain is the result.

Purple Rain is a modern, vibrant luxury home for a single or couple.  It features open living/dining/kitchen on the first floor, spa and bathroom on the second floor, and a master bedroom with attached bathroom on the third floor.  In addition, there is a swimming pool, and a dance floor where your sim can dance in the “rain.”  I’ve created another unique fireplace design, and I personalized the build with photos and paintings created by my sims in the game.  There are even pictures of the man himself (thanks to orangestripedcat who created the awesome Prince sim I used).

Here are additional shots of the exterior.  Left side:

Right side:

Back:

And a couple shots taken from a more top down view so that you can see the roof design:

Here’s a closer look at the star fountain I designed:

I also had fun using bar objects to create this unique water feature:

And I took advantage of a bug that drops objects below ground level outdoors to make a unique little outdoor dining spot:

Here’s a shot of the small pool area in the back:

And here you can see my sim dancing a bit on the master balcony in the “rain” while his sim girlfriend looks on:

Time to head inside.  On the first level, you’ll see the kitchen and bar to the right:

A quick note before I show more of the interior:  these shots were taken at night, and the lighting is very bright, especially for the whites.  This is deliberate, but during the day, things are much more muted if you prefer it toned down.

Straight ahead from the entrance is the dining area.  Note the glass floor:

And to the left is the living room with my custom fireplace design as well as a special musical area dedicated to Prince:

Moving upstairs, the second level provides a spa area with balcony hot tub surrounded by modern waterfalls:

There is also a full bathroom:

Heading up to the third and final floor, you’ll find a roomy master bedroom that provides work and hobby space as well as a uniquely designed bed.  The big feature of the room is the dramatic fish tank that I embellished:

The master bathroom provides a dramatic tub with waterfall but also a shower for those looking for faster clean-up:

That wraps it up for the interior.  Here are some overhead shots of the property in order to clarify the layout:

Roof up:

3rd Floor:

2nd Floor:

1st Floor:

Purple Rain costs $186,957 and is situated on a 20×20 lot (I used Old Quarter Inn in Windenburg).  It has been thoroughly play tested, and I found no issues with it.  I do want to note that if you place it on the Old Quarter Inn lot, you should first change the lot’s type to Residential and then bulldoze it.  Changing the lot’s type is a preventative measure as lots sometimes get marked “generic” if not specifically changed.  The bulldozing helps prevent an issue with flooring being removed on the lot; if you don’t bulldoze it, some patches of grass will show up where I originally placed flooring (I didn’t know this lot was bugged until I was pretty much done building).  Of course, you can easily cover these back up with floor tile.

If you’re interested in taking a look at Purple Rain in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.  Enjoy!

Heartbreak Hotel

I envisioned this build as an alternative to the likely parade of sweetheart houses that will be floating around the Sims 4 Gallery on Valentine’s Day this year.  I have nothing against the holiday, and I’m sure many of those builds will be great.  However, I enjoy a bit of irony and going against the flow, so if you’ve got a lonely or broken-hearted sim, they might get a kick out of moving into this unique home.

Despite the initial appearance, this build is not just for show.  It provides a fully playable 3 level duplex.  Each unit includes living/kitchen/dining, study/gym, and beds/baths, as well as balconies and private backyards with pools.  There is a good deal of personalized art, and I had fun designing my own modern fireplaces (as I often do).  Even with the traumatic theme, there are still romantic touches.  Maybe someday the sims will bridge this broken heart!

Before we take a look at the interior, I’d like to show a bit more of the outdoor spaces.  Back exterior:

Shared entry:

Backyards with pools (yes, each is a half heart), dining, and yoga/sunbathing:

2nd level balcony layout:

3rd level balcony layout:

Moving on to the interior, I’ll start with the unit on the left.  As you enter, you’ll spot a kitchen and dining nook:

To your right is a living area with my take on a modern curved fireplace:

There is also a bookshelf:

Heading on upstairs, I’ve set up the second floor as a work and play space with a small, full bathroom.  The space could easily be reworked to provide a second bedroom if desired, but for now it’s got a home office:

Card table and treadmill:

Bathroom:

Proceeding upstairs to the third and final level, the bedroom is set up with separate twin beds as part of the theme, but they of course could be changed out for a full bed should your sim’s prospects improve.

There is also an attached master bathroom:

Heading across to the second unit, there are a lot of similarities but still enough differences in color palette and décor, that I think it’s worth showing you.

Kitchen:

Living room with another modern fireplace design:

Another shot of the living room with a view of the dining nook and hanging flat screen TV:

Second floor office/play area:

Bathroom:

3rd Floor Bedroom and Master Bath:

Here are top down views of the property and layout:

Heartbreak Hotel costs $162,432 and is situated on a 20×20 lot (I used Mid-Nowhere in Windenburg).  It has been thoroughly play tested, and I found no issues with it.  However, because I elevated some items from the basement for interior design purposes, sims are able to route straight through them (the coffee table in the right hand unit, for example).  If routing through an object bothers you, you can always delete it and replace it with an object of your preference.

If you’re interested in taking a look at Heartbreak Hotel in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.  Thanks for stopping by, and I hope you’ll enjoy this fun, alternative Valentine’s Day build!

Stilted

I was in the midst of two fairly complex and large WIPs and wanted to do something small and quick (as quick as I can manage anyway).  I was struck by this shot of a modern design that I spied on Pinterest:

I loved the simple lines, open balcony, and that stark white.  I didn’t want to go quite that micro though, and I did want to add some pops of color.  The rest of it just proceeded to develop and shift a bit as I worked.  I think the result is a home that any bachelor(ette) sim would be proud to call their pad!  Not enough to this build to warrant a video, so I didn’t create one, but here are some additional images of the exterior.  Front:

Back with Entrance:

A closer look at the pond beneath Stilted:

And the waterfall emerging from a mysterious cave:

I had a bit of fun with a planter design near the entrance:

And I enjoyed creating my own modern welcome mat:

The interior isn’t large, but it’s largely open with plenty of windows, and of course the Get Together dance floor used as a skylight (as well as a … floorlight?).  The photos you’ll see were all taken by my sim photographer in game and are unique.

Images of the living room:

Dining:

Closer look at the dining area at evening time:

I like the way the colors pop even more as it gets dark outside.

Kitchen Nook:

Bedroom:

Bathroom:

Here are some overhead shots to show you the layout of the property and rooms.

Property:

Upper Level:

Living Room:

Kitchen/Dining/Bed:

Bathroom:

Lower Level:

And I can’t resist a few night shots, as I did do some work with the lighting.

A closer look at what I did at the entrance.  It looked so boring to me, so I introduced an indoor/outdoor fish tank with a planter above it.  I think it fits well with the open theme.

Stilted provides 1 bedroom and 1 bath and costs an affordable $40,321.  It is situated on a 20×15 lot (I used Nookstone in Oasis Springs).  It has been thoroughly play tested, and I found no issues with it.

If you’re interested in taking a look at Stilted in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.  Hope you enjoy it!

Update regarding my previous builds:

As I mentioned in my last post, the 12/4/15 patch introduced a few bugs that have unfortunately caused problems with some of my older works.  I have revised some of them:  Colonial Coalescence, Green’s Blue Victorian, and Chokkaku.  It turned out that Vivid Art Gallery’s issues were mostly corrected with a repair of the game.  The tops of 3 cabinets are still visible through the floor on the third level, but it doesn’t affect gameplay and would be an easy fix for downloaders, so I am letting that one go.  With regard to the rest, I am still waiting on/hoping for a Maxis patch to fix their issues…

Vivid Dance Club

After a bit of a break, I’m finally back with a new build, this one designed for the new Get Together expansion pack for The Sims 4.  As I mentioned in my previous post, I was lucky enough to attend EA’s Creators Camp back in November, and I was able to start the build then.  By some miracle, I have managed to complete it in time for the expansion launch.  5 days total build time, which is unheard of for me!

Even before the camp, I knew that I wanted my first Get Together build to be a club.  Originally, I thought I’d try my hand at a Loner’s Club – motto: “where your sims can go to be alone together.”  I envisioned lots of separate entrances, bars with stools spaced apart, tables with only one chair, etc.  I’m still amused by the notion, but no strong idea for a structure was coming to me, and I knew I wanted to try my hand at using the new dance floors as skylights.  I thought I might as well use ’em as dance floors too (since that was their original purpose), and thus the idea for a dance club was born.

I also wanted to play with vivid, neon colors again, like I had with my Vivid Art Gallery a few months back and to get as much animation going as I could.  I took particular pleasure in coming up with a new technique to create light art via embedding various lights in pillar objects (with just their edges showing).  I think it lends a really fun vibe.

Vivid Dance Club provides two levels that include three bars, two dance floors, arcade games, and a pool.  For those who would like to see the venue in action, take a look at the video for it here.  If you’re unable to watch the video or would prefer to browse through images, here they come!

Various angles showing the exterior of the club:

I had fun making my own fountain and planter designs.  Take a closer look:

Quick fun fact – the lit frame around the entrance door is an enlarged mirror elevated from the basement.  I love the effect, and the door remains fully functional.

Heading inside, you’ll find a chill little bar area.  I love the new bar objects; they had the perfect color combinations and gradients I was looking for.  As you can see, the skylight is also a prominent feature in the space, and the hallway is lit by my custom wall light designs.

Turning down the hallway, your sims can enjoy the new Button Masher arcade game together.  It’s a ton of fun to watch them play; I just wish that the game lasted a bit longer.

Across from the arcade game, there’s a sitting area and water feature that I designed.

Continuing along, I also set up a small area where the sims can make their own music, if they prefer it to the DJ tracks.

And at last, we come to the upper dance floor, glass, of course, with skylights above!

Dancing as a group in Get Together is just too much fun!

And look down – the sims are actually dancing above another dance floor on the lower level!

Beyond the dance floor is an additional gaming space, with another Button Masher, Darts, the new Foosball table, and a Gaming Mat.

Before we head out to the pool area (since I replaced the Windenburg pool venue with this creation, I felt like it should at least have a pool), here’s a quick glimpse of the bathroom design.  Kept it pretty basic – nobody’s coming to this club in order to hang out in the bathroom.  Unless someone makes a club for that!  There are two his and hers restrooms with a total of 4 stalls, so I don’t think there should be huge lines…

Now, on to the pool.  I had more fun with wall light art on the way out.

I definitely wanted a big skylight over the pool, and I love the effect.  You sure can’t beat the views from this lot either.

There’s a self service bar and fridge out here for your sims’ convenience.

Moving back inside, it’s time to descend the stairs and checkout the basement dance floor and bar.  The vibe is slightly different in here, maybe a bit classier?  Definitely a light show anyway!

When they get tired, there is a nice little area for them to lounge, drink, and chat.

And that about wraps it up for the interior.  Here are some overhead shots to show you the layout of the build.

Roofs up:

Roofs down:

Closer view of top level bar area:

Closer view of the upper dance floor:

Overhead of the basement dance floor and bar:

Vivid Dance Club costs $254,779 and is situated on a 40×30 lot (I used Bathe de Rill in Windenburg).  It is categorized as a dance club.  It has been thoroughly play tested, and I found no issues with it.  There is one FYI – I used an oversized lit rug on the bottom of the pool because I really liked its design.

However, if you have your camera angled to look down into the pool and click on it to swim, it will instead bring up the interface to control the lighting for the rug.  If you position your camera at more of an angle to the pool, you can click to swim as usual.

If you’re interested in taking a look at Vivid Dance Club in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the club in build mode, so that lighting colors and intensities are preserved.

Important Note regarding my previous builds:

The 12/4/15 patch introduced a few bugs that have unfortunately caused problems with some of my older works.  I am hopeful that Maxis will fix them, but if not, I will revise and re-upload them as I am able.

In particular, Maxis changed how basement spaces work.  Prior to the patch, the game treated the entire basement space like a room, regardless of whether there were actual rooms present in the basement.  I elevated many objects from empty basement areas.  After the patch, the game now treats the basement space as an outdoor space, and objects elevated outside of a proper room in the basement will fall back down to the basement floor upon placement from the Library/Gallery.  This change affects the following builds: Oasis Falls, Ra’s Tower, Chīsana Hōseki, Clearview Midrange and Clearview Luxury (Clearview Starter is okay), Tiny Blues, Dali’s Exotic Toys & Pets, and Funky 1.  If you already have them set up in your game, they should still be fine, but I would hold off on downloading them or placing them from your Library for now.  This is the cost of being an experimental builder, I suppose!

Another bug that is causing a problem is objects shifting on older lots that had been stable.  This has happened with my Chokkaku, Vivid Art Gallery, and Moody Blues lots.  Moody Blues is also affected by a new graphics glitch with water emitter f/x that causes them to go invisible depending upon viewing level, distance, and camera angle.  While I can relocate shifted objects, there’s not much I can do about the graphics.  Finally, there is another odd bug where the game will place random walls over the top of stair railings, and my Green’s Blue Victorian and Colonial Coalescence got hit by that one.  It will be an easy fix, and I may take the time to add some new bells and whistles to the builds while I’m at it.

Well, that’s it for now.  Thank you so much for taking the time to read this post.  If you play with the Vivid Dance Club in your game, I hope you enjoy it!

EA Creators Camp 2015!

Disclosure: #Sponsored by EA

I was extremely fortunate to be invited to this year’s EA Creators Camp held in San Francisco, California on November 19-20th.  What an opportunity to meet and get to know my fellow simmers, as well as developers, producers, and other members of the EA Sims 4 team!  This year’s Creators Camp was focused on the upcoming expansion, Get Together, and it was exciting to take an early look at what they’ve got in store for us in December.

As I spend 99% of my time building in The Sims 4, I can honestly admit that I hadn’t given this next expansion much thought prior to the camp.  I was, of course, looking forward to seeing what new buy objects and build mode improvements there might be, but the idea of “clubs” didn’t really appeal that much to me as far as gameplay was concerned.  However, I wound up very pleasantly surprised and impressed by what I saw in live mode.  I’ll leave other simmers who attended the camp to cover it in detail, but I really appreciated how many new opportunities the expansion will provide for storytelling and setting up fun scenarios for our sims to act out naturally.  The interface that the team has created for Get Together has numerous options but was still very easy to use.  If I ever do actually focus on playing in live mode, I’m sure this expansion will help me to enjoy it more in many ways.

Before I move on to build mode, I first have to state that the new world, Windenburg, is truly beautiful!  Camp newbie that I am, I neglected to take screen shots of it, but I’m sure you’ll see plenty of them out there soon.  I think it is probably the largest world they’ve created so far for The Sims 4, and if not, it certainly feels that way.  I love how there is more variety in the terrain heights to get away from the “flat lands” we’ve seen in the past, and wait until you see the water features…they’re gorgeous!  There was a great deal of attention to detail paid in this world, and it is just quality throughout.  I took some time to check for some of the bugs we’ve had to deal with in previous worlds, and while my testing was not exhaustive, I am pleased to report that I did not find any of them in Windenburg.  I and other simmers did find other bugs, but since we were able to identify them before release, I hope that means that you will never see them!

When it comes to building, there are so many wonderful new buy objects available in the catalogue, that it was almost overwhelming!  Those who enjoy building cottages and other traditional styled homes will be in heaven with the numerous new European-themed exterior wall styles and décor.  Those of us who tend more toward the modern styles haven’t been ignored either.  There are new objects for us in multiple categories as well.  I think people will be especially excited about the possibilities with some of the new glass objects.  In addition to the glass dance floors that you have already seen (they come in multiple sizes and can also be sized up), there are a couple of other objects as well, and yes, they can all be worked into use as roofing (I used basement spaces yet again)!  I was also excited by some of the new sculptures, lighting, bars, etc.  Here are several screen shots I took, trying to capture all of the new styles and objects.  Note that the wall styles and flooring come in multiple colors, and I typically have selected just a few from each style.  Likewise with the objects – if I had tried to capture every variation, I would have needed two more days at the camp!

Starting with comfort:

Dining:

Storage (with the new walk-in closets!):

Entertainment and Décor:

More décor:

Lights and Appliances (counters are base game):

New rugs:

Doors and Windows:

Gates and Fences:

Rooftop Décor:

Outdoor objects and new terrain paints:

One thing I was confused about going into the camp was the term “natural pools.”  I felt like I needed to see the build options first hand to understand what they were.  Now that I’ve seen them in action, I think I can clarify for others that might be uncertain – we are still dealing with our original pool tools.  The “natural pool” is not a new type of pool; rather it is a set of objects and options that allow us to create a pool that can indeed look more like a hot spring or other natural formation.  Now, we can change the color of the pool water!  There are some really neat options for this, and we also have new pool trims, including stony ones.  Finally, there are new objects that sit on the pool floor and emit bubbles or steam, as well as some algae that we can place on top of the water.  All of those options plus many new “stone ruins” décor pieces will help us create some beautiful outdoor spaces.  And let’s not forget the new jumping platforms, which I am sure will please many simmers.  Sims can do some fantastic diving animations using them.  Here are some shots:

The shot below shows the different pool colors as well as more décor I was unable to fit into prior screen shots (I’m telling you, there’s a lot of stuff in this pack!):

Not much has changed or was improved in build mode itself.  Despite the variety in the terrain of the world, the lots are still flat and terrain height cannot be adjusted.  There are no new roof types or patterns, friezes, edging, or other improvements to roofing.  There are no new stair types.  I didn’t see any new or enhanced tools in other areas either.  That said, I and the other builders present at the camp did have the opportunity to speak to multiple gurus at length regarding what we really want and need in the game from build mode as it continues to evolve.  Along with some basics, I advocated strongly for giving builders more flexibility and control wherever possible, mentioning topics such as applying levels to individual sections of a build, getting an option to turn snap-to for walls and surfaces off, ensuring that objects that look like they should have corresponding or matching objects, do, and many others.

As I am largely an experimental builder, I was focused on options to enhance our creativity, such as the introduction of a fog emitter style object that would enable builders to create their own FX, a bridge toolset that would enable us to use sliders to create an arched bridge or a hanging bridge, and sliders to let us elevate terrain (without having to reintroduce the CFE cheat).  I had many good conversations, and while of course the gurus didn’t make any promises, I can tell you that they were interested in my feedback and are very passionate about the game and about build mode itself.  They really enjoy our creations so much, and were full of compliments as they watched us work.  I was pleasantly surprised many times during the camp when a guru would come up and get really excited by seeing me do something new with the tools; it seems to be very gratifying for them to see us take their concepts beyond what they had even imagined, and it just goes to show the versatility and power of what they have designed for us.

I left the experience feeling incredibly optimistic for the future of this game.  I think that it is going to continue to take time to get the features we’ve requested, but I do believe that the team is looking into a lot of it and is indeed open to our feedback.  In case anyone is interested in a breakdown of my time, I’d have to say I probably spent around 70% of it building (and I’ll show you a bit of my WIP below), 10% ogling the new objects, 10% testing for bugs, and 10% taking screen shots (that process took way longer than I’d expected – so much stuff!).

Shots of my WIP, which I will finish once I have the pack.  I knew I wanted to work the glass floor into a roof, and I’ve never designed a lounge, so I went for a night club theme:

And here’s the vibe I’m going on for the interior, dark atmosphere but pumped with vivid, fluorescent colors:

I hope that this article will provide some useful information and images for simmers as we head into the expansion and the New Year with The Sims 4.  If you have any questions or comments, feel free to leave ’em below.  Thank you for reading!

Disclosure: #Sponsored by EA

Note: Although my trip was sponsored by EA, my thoughts and opinions regarding the content I reviewed are entirely my own!

Oasis Falls

With Chīsana Hōseki, I felt like I started developing an idea that deserved further exploration, namely using basement spaces to create multi-tiered ponds.  I envisioned a mountain with small waterfalls cascading down into ponds at various levels.  I hadn’t yet created a park in The Sims 4, so I decided it was time to give it a try.  I really like the color and decoration of the debug desert ponds, so I chose to build in the desert.  Oasis Falls is the result, and I feel like I was mostly able to pull off the vision.

Oasis Falls is not just for looks; it provides many activities, including fishing (naturally) swimming and soaking, horseshoes, chess, easels, lounging, snack bar, picnic tables, and kids play structures.  There is also an area with bar, piano, and stereo for adult entertainment.  Static images really don’t do this build justice, so I invite you to take a look at the video I created here in order to see it in action.  If you’re unable to watch the video or would prefer to browse through images, here are more.

Various angles showing the front of the park:

What it looks like from the back (not amazing, since the front is where the action is, and the back is the foundation, but even here, I tried for a few touches):

Enjoy some fishing in one of three ground level ponds:

Don’t forget your fishing pole!

Play some horseshoes or chess:

Here’s a closer look at the kids play area:

Roast marshmallows around the fire or cook yourself up some delicious bar-b-que:

Capture the beauty of nature on one of two easels:

Go grab a snack, and don’t forget to use the conveniently placed restroom!

Enjoy a soak or swim, as well as some yoga or tanning:

Here’s a closer look at the pool, which flows through a cave with a waterfall of its own:

Or you could always lounge around and just do nothing:

If your sim is up for climbing some stairs, there is a deck above the snack bar that provides a decent picnic area:

And on the other side is a corresponding deck with bar, piano, and stereo:

Go all the way to the top and peek through one of the spyglasses (no coins required).

Okay, so the spyglasses are non-functional, but the view is still great from up here!

Here’s what the park looks like from an overhead perspective:

And here’s how I used basement spaces to position a large portion of what you see above ground in seemingly impossible configurations:

I think the park looks pretty at night too, so here are a few shots:

Oasis Falls costs $246,492 and is situated on a 50×50 lot (I used Desert Bloom in Oasis Springs).  It is categorized as a park.  It has been thoroughly play tested, and I found no issues with it.

If you’re interested in taking a look at Oasis Falls in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place thepark in build mode, so that lighting colors and intensities are preserved.  I would recommend turning bb.moveobjects on also, just to be sure nothing is lost.

 

Ra’s Tower

I recently purchased some of the stuff packs and game packs for The Sims 4 and while taking a closer look at some of the new objects, I was particularly drawn to the Candle’s Crib light from the Perfect Patio stuff pack.  On a whim, I enlarged it (a ton) and thought to myself, wouldn’t it be cool if I could make a home that looks like this…  Using Basement Spaces, a technique I developed for my Clearview series, I was able to do just that!  I’m very pleased with how it turned out:

I wanted to create a video tour for this home, but my computer is currently in the process of dying.  I can still do things like write this blog article, but every time I attempt to run The Sims 4, my graphics card crashes in fairly short order.  I am certain that if I tried to add Fraps to the load, the whole thing would probably explode!  I’ve ordered a new computer (which I’m super excited about), but it will be a couple of weeks before it arrives, and I am not patient enough to wait to publish this build.  Thus, we’ll do it the old fashioned way with static images.  Here are more of the exterior.  Front:

Right Side:

Back:

Left Side:

Because I did a lot with color in this build, I’d also like to show you some night shots.  Front:

Right Side:

Back:

Left Side:

Moving on to the interior, there are two levels to explore.  Downstairs, the first thing you see is the stairway at the entry:

You’ll see that I placed some of the artwork I did for my Vivid Art Gallery on this lot, as the focus on color is similar.  To the left, you enter the living area:

I used multiple fish tanks for some eye candy here, but the standout feature is the modern, animated fireplace I created.  You really must see it in game!

At the end of the corridor, you can enter the bathroom.  Here is the view back down the hall from that area:

And here is the bathroom.  There is only one bathroom on the lot, so I wanted to make it a special, luxurious space.

I focused on color and unique art.

And then I wanted to bookend the bathtub with fish tanks:

Had we gone right at the stairs instead of left, we would have seen the dining area:

And kitchen:

You may notice that this kitchen does not have a stove.  As with my Clearview series, unfortunately objects like stoves and grills do not work inside an enlarged object placed via basement spaces (whereas many other interactive objects do).  With my Clearview homes, I was able to work with the space in order to attach a separate room or area for the stove that connected to the kitchen, but that didn’t work in this case because the Candle’s Crib light has an absolutely gigantic collision box.  My solution was to set up a nice outdoor dining area in the back, well away from the collision box, with a grill that could be used in place of the stove:

Naturally, I also added the new hot tub!

Heading back into the house and upstairs, you’ll find an extremely large and luxurious master bedroom area.

I wanted to work with the natural structure at the top of the Candle’s Crib light, which I think makes a really nifty and unique accent for the room (the “bars” that go around it).  I originally considered dividing up this space in order to provide more bedrooms, but given the beauty of the pyramid skylight, I really didn’t want to.  Check out that view!

And here’s a daytime shot of the skylight from within the room as well:

So instead, I created an open space, with special touches throughout, including a second animated fireplace, dressing area, piano, stereo and office space.

Note that sims can use the computer, but in one of the little idiosyncrasies of basement spaces, they must sit down in the chair first.

Here are some views to show you the overhead layout of the property:

Here’s a shot looking down through the skylights into the master bedroom:

2nd Level:

1st Level:

Closer view of the Bathroom layout:

Ra’s Tower is a 1 bedroom, 1 bath two story home that costs $93,026 (I was originally shooting for a mid-range price, but I got a bit carried away with pack objects) and is situated on a 20×15 lot (I used Nookstone in Oasis Springs).  It has been thoroughly play tested, and the only thing to be aware of besides the computer requiring that the sim sit first (as described above) is that sims will sometimes route through the glass “walls” of the structure.  This is because the enlarged Candle’s Crib light is placed in the basement and doesn’t really exist at the sim’s level.  If it bothers you, you could place fencing or other non-routable objects around the area to block the sims.

If you’re interested in taking a look at Ra’s Tower in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.

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