
In 3D, the horizon is a single line across the field of vision, dividing the sky (which we could regard as the "upper half" of the 2D image of the countryside) from the ground (the lower half of the image). Roads that lead far ahead will approach this horizontal line. A lateral road, running from left to right, would always intersect with roads that stretch forward to the horizon.
In 4D, the horizon is a plane, and divides the sky from the ground. The sky would project to the upper half-space of the 3D image of the countryside, and the ground to the lower half-space. Roads leading far ahead will approach this horizontal plane at some point. A lateral road, running across the field of vision, can easily avoid intersecting with any road that stretches forward to the horizon; indeed, they can spiral around the road and wander off without ever touching.
In 3D, a mountain in the distance projects to a roughly triangular shape protruding from the horizon, and buildings on its slopes project within the triangular outline.
In 4D, a mountain in the distance would project to a roughly conical shape protruding from the horizon, and buildings on its slopes to vertical columns within the conical volume.
Buildings in 3D along the roadside project to trapezoidal shapes: the front of a store facing the forward-stretching road, for example, projects to a trapezoid rising from the slanted edge of the road. The side of the building projects to an adjoining trapezoid.
Buildings in 4D along the roadside would project to frustum shapes; the front of a store facing the forward-stretching road would project to a frustum with its underside tracing the slanted face-edge of the road. The side of the building projects to an adjoining frustum.
The windows of a 3D building project to tetragonal outlines within the trapezoidal outline of the building, and a person standing behind the window has the bottom part of his body truncated by the bottom edge of the window. The edges of the window are on the left and right, bordering the tetragon.
The windows of a 4D building project to cuboidal hollows within the frustum shapes of the building's "cells"; a person standing behind the window has the bottom part of his body truncated by the bottom face of the window. The sides of the window are four faces bordering the cuboid: left, right, ana, kata, joined in a cycle.
The little lane branching off the main road and leading to the front door of the 3D building projects to a little rectangular extrusion from the trapezoidal image of the road, reaching to the open front door, and being truncated by the far edge of the doorway's trapezoidal outline.
In 4D, the little lane is a trapezoidal prism branching off the main road, and leading to the front door of the building, and being truncated by the far face of the doorway's frustum-shaped outline.
In 3D, the only way for two buildings on either side of the road to join to each other is by an overpass or an underground tunnel. The road divides the buildings into the two groups: those on the left, and those on the right.
In 4D, the road does not divide the city block; two buildings on opposite sides of the road can easily join to each other at ground level by an extension that simply wraps around the road. Buildings could even spiral around the road while remaining exactly by the roadside.
In 3D, the road has two side, where two pavements may be paved.
In 4D, the road has one side, a hollow tube (polygonal or otherwise) that completely surrounds it. A single pavement in the shape of a tube is sufficient. In fact, in 4D, you never ever need to cross the road! You can always walk around it. So crosswalks and pedestrian lights are completely unnecessary. Drivers don't need to expend road rage on jaywalkers, because there are none! (At least, no sane ones... the only jaywalkers would be those who want to get hit. Actual effort is required for them to end up in the middle of a road!)
In 4D, a single building can completely surround a road on all sides, yet the sky is still visible.
In 3D, to find the entrance to a building you simply have to walk in a circle around the building (assuming it's not attached to another building) and you're bound to reach it eventually.
In 4D, even if you know the entrance is on this side of the building, it may not be easy to find it, since you need to cover a 2D area in order to locate it!
In 3D, when viewed from a distance, the front door is usually a rectangular in the middle of the front face of the building, with windows on either side.
In 4D, the front door is a cuboid in the middle of the front cuboid of the building, with windows all around it!
This abundance of windows, of course, hints at the amount of space there is in a 4D building. A single storey 3D building with rows of 4 windows along its walls has the area of 16 rooms (assuming four walls and one window per room). A 4D building with rows of 4 windows along its walls has 16 windows per facet, and it has six walls. So that makes a total of 96 windows: 96 rooms, and only one storey with at most 4 windows in a row!
Looking down the road again, the ocean next to the mountain projects to left of the mountain, and the forest projects to the right. This completely fills up the horizon in 3D.
In 4D, the ocean next to the mountain projects to one side of the mountain, and the forest projects to the other, but they do not cover the horizon: there is still the "front" and "back" sides (in the 3D image, which I guess you could regard as ana/kata), which has room for a grassy plain and a desert on the opposite side to all fit into the same scene!
Furthermore, in 3D, the river that flows from the forest-side of the mountain to the ocean crosses the road, so a bridge is needed.
In 4D, the river flowing from the forest-side of the mountain to the ocean need not even leave the horizontal plane; it can flow "around" the mountain to the ocean, totally missing the road! And even if its tributary does flow past the vicinity of the road, no bridge is needed: the road simply winds around the river.
Hopefully by now you have a better idea of the awesomeness of living in tetraspace.
