Cities: Skylines

Cities: Skylines

Arrow Plaza - Growable 4x4 Lvl3 Office
37 Comments
treekiller667 15 Jan, 2020 @ 6:09am 
I like this building a lot. It's different. On a side note I still remember playing the original Sim City and one of my all time favs was SC:2000 until I played SC:4. I'd love to still play it but it won't on my current systems. Anyways, thx for the asset.
Nutronic 17 Jul, 2017 @ 12:07pm 
Looks nice this buddy well done.
HarryB 8 Jan, 2016 @ 3:08am 
Great to see this SC3K building now in Skylines. One of my all time favorites! Magnificent work.
letter0479 7 Dec, 2015 @ 11:11pm 
감사합니당~
N377 30 Nov, 2015 @ 12:43pm 
I just noticed that this building looks almost exactly like the Rhein-Main-Center?! For reference: https://farm8.staticflickr.com/7156/6714124925_637e0c69d2_b.jpg
kx 13 Nov, 2015 @ 11:43am 
You make beautiful CS renditions of SC4 and SC3K buildings. I am very excited to see more. Maybe throw in one or two of the nice high wealth SC2000 ones too when you get the chance :]
tony_r_68 (Zed68)  [author] 11 Nov, 2015 @ 6:01pm 
"Any chance you could take a page from Reaper's playbook"... certainly the last book I'll take a page from XD

Well I might make variation for certain buildings but not just the height, design variations yes. (And I did on my two last ones).
Spec. Tater 6 Nov, 2015 @ 2:06am 
Nice job - looks great. Any chance you could take a page from Reaper's playbook and make some height variations? I find that's nice for business parks and also to break up the repetition in cities.

I swear to god I HATE poopy Joe. Put him a rocket and launch him into space. Like... into the sun. Creators ought to be able to delete that crap from their pages.
Nico 5 Nov, 2015 @ 12:32pm 
░░░░░▄▄▄░░▄██▄░░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS POOPY JOE
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
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Apostle 5 Nov, 2015 @ 10:10am 
Nice lighting!
Breeze 3 Nov, 2015 @ 4:35pm 
The building has a quite wonderful light. And the color is random.
HAK3R 3 Nov, 2015 @ 10:21am 
good job:steamhappy:
175 | Z. Zulnex 3 Nov, 2015 @ 9:06am 
Very nice. Thank you.
Tronald.Dump 3 Nov, 2015 @ 8:16am 
Worthly,good job.
Mega Master 2 Nov, 2015 @ 1:09pm 
incrível, muito massa.
Walking Roscoe on YouTube 2 Nov, 2015 @ 9:48am 
Love this game. I'm new to the game also. Because of subscriptions like these, this game is better than SC
funky.3 2 Nov, 2015 @ 9:02am 
Aah thank u very much, Im new in the game (noobie):steamhappy:
tony_r_68 (Zed68)  [author] 2 Nov, 2015 @ 8:57am 
@funky.3 : just click on the "subscribe" button. Next time you'll launch the game it will be installed.
funky.3 2 Nov, 2015 @ 8:53am 
Where can i download the building?
tony_r_68 (Zed68)  [author] 2 Nov, 2015 @ 6:55am 
@Exiri : Can you pack me an fbx file and your illumination map so I give it a look ?
Stars 2 Nov, 2015 @ 6:53am 
Might add: windows are always yellow no matter how many nights I let the game run for.

So in essence, any asset becomes a pulsating yellow beacon : /
Stars 2 Nov, 2015 @ 6:50am 
Interesting thing is, I am aware of how all of this should function... should. Because whenever I try to have more than one type of gradient between 128 and 256 (not 192), my windows will ALL lit up at the same time, or they won't.

For instance: 4 windows, all 4 have a different i_map value. And we have placed 16 blocks of these windows on a wall for ease of reference. What happens: 16 windows will be lit, then dim, 16 other windows will lit, then dim, the 3d set of 16.. and 4th set of windows.

There is no possible way I can get the windows to be lit at different intensities/colours at the same time. So hence my question, how the fruggus did you? : P
tony_r_68 (Zed68)  [author] 2 Nov, 2015 @ 6:12am 
@Exiri : There's only one i_map, the game decides randomly to assign one color for the lights of a building, this color goes from a bit blue/greenish to yellow.
If you're curious about how I made the soft shadows inside the windows I made a tutorial here : http://community.simtropolis.com/forums/topic/69212-tutorial-detailed-nightlights/
I re-explain the lightning system briefly in the beginning of it.
Stars 2 Nov, 2015 @ 4:45am 
So what, there's two i_maps? Not sure my asset creater would accept that...
*one for blue
*one for yellow

Just saying it doesn't add up to have two versions of the same texture map, because my asset creater will go mental if I try to feed it more than one of each : /
OwiHH 2 Nov, 2015 @ 3:29am 
pretty easy . simply use different grays within the _i texture.

https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-after-dark-dev-diary-2-whats-new-with-modding.878916/

" It used to be the illumination map acts as a mask where a value of 0 (black) means no illumination and a value of 255 (white) means full illumination using the diffuse texture information.
We preserved this behaviour but squeezed the color value to range between 0 and 120 instead, where 0 still mean no illumination contribution from the diffuse texture and 120 means full contribution. We hereby freed the range 128 to 255 to allow windows to be lit randomly. A value of 192 means neutral, so if you want a building to be unlit at all times, the illumination map needs to be solid 192. The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.
Stars 2 Nov, 2015 @ 2:40am 
One question though, how the actual FRUGGUS did you get the illumination to behave like that? : /
Breeze 1 Nov, 2015 @ 9:25pm 
Can I see the texture of your image? d, n, s, i. I want to make them more Pilotti building. :)

I like your work.
Phaz 1 Nov, 2015 @ 3:04am 
Thanks!
Katalepsis 1 Nov, 2015 @ 1:27am 
Amazing work. Your illumination maps are simply the best, no other way to put it.
k_medlock 1 Nov, 2015 @ 1:16am 
your buildings look really nice! awesome job! :-)
sam 31 Oct, 2015 @ 9:32pm 
Lovely!
MrMaison 31 Oct, 2015 @ 9:24pm 
Another Great building by Zed' Real-Estate and LOD Brokers:) Thumbs Up!
Junna 31 Oct, 2015 @ 6:51pm 
Oh lawd, this is so nostalgic.
BoldlyBuilding 31 Oct, 2015 @ 4:51pm 
I haven't had much time lately to work on my CSL stuff, and obviously it's been ages since I've continued work on SC3K things for CSL, so I'm glad to see you're doing these buildings!
Blackdragonbird 31 Oct, 2015 @ 4:38pm 
Whe need MOAR glass! =D

You can still do a commercial version. Simple make the walls more concrete and keep the original roof. Would be cool. A coffe in the top. =)
Atys 31 Oct, 2015 @ 3:57pm 
Very cool :)
sigge 31 Oct, 2015 @ 3:39pm 
Looks so awesome! :caster_happy: