Cities: Skylines

Cities: Skylines

Keymark Hotel - L3 4x3 High Commercial
31 Comments
JTheGoat 29 Mar, 2019 @ 8:04pm 
same @ctcatuga
ctcatuga 1 Dec, 2016 @ 6:35pm 
This shows as "not loaded" under my theme manager, but none of them have disappeared from my cities. All of the ones that have I have are now showing as commercial tourist (which I actually prefer) but they don't have to be in tourist "zones", meaning they are all in general commercial zones and they don't despawn...

Any thoughts on how to get them to start growing again, and how to keep them as tourist buildings???
Baleur 31 May, 2016 @ 12:57pm 
Awesome!
tony_r_68 (Zed68)  [author] 7 Apr, 2016 @ 4:57pm 
@boformer : I wish days were longer, and weeks too. Well I have a bit more motivation for it now that I discovered that the vanilla hotels are VERY poly heavy (one of them is almost 15000... for a 4x4 growable). So adding some will actually make the game lighter :p
boformer 7 Apr, 2016 @ 4:47pm 
any news on the tourism version?

Btw, there are 2 tourism building levels. L1 are attractions like beach stuff and small clubs, L2 are hotel towers. Which one grows depends on the distance to water and various other things.
tony_r_68 (Zed68)  [author] 22 Mar, 2016 @ 2:14pm 
@acYm : Yep, but it's very sad that there is only one level. A bit lazy I think.
Charleswood 22 Mar, 2016 @ 2:12pm 
Thanks, indeed there is a sore lack of variety for the commercial districts. Also it feels like a waste to have a nice hotel as a normal commercial when there are now fully working hotels in rush hour.
bradybrklyn 22 Mar, 2016 @ 8:23am 
Great. Tourism and leisure buildings are much needed. Great work.
tony_r_68 (Zed68)  [author] 22 Mar, 2016 @ 7:25am 
Ok guys. I see there's a strong demand for a tourism hotel version... So I'll make one. But I'll modify the design a bit (so that it's not exactly the same).
boformer 21 Mar, 2016 @ 9:54pm 
It would be great to have a tourism hotel version.
Charleswood 21 Mar, 2016 @ 12:36pm 
Why is it a commercial high and not a tourism building?
Soviet Sanvich 20 Mar, 2016 @ 11:34am 
Glad to see they have put something in place.
darynman 20 Mar, 2016 @ 11:30am 
Very nice as always!! Thanks a lot!
tony_r_68 (Zed68)  [author] 19 Mar, 2016 @ 9:47am 
@Soviet Sanvich : Yep, and I'm very happy they imposed a poly limit for lods now. It stopped part of the assets that cheated by using their main models as lods to be used now.
tony_r_68 (Zed68)  [author] 19 Mar, 2016 @ 9:45am 
@Aktarus : The old one will disappear. This one does not replace it, it's a whole new version.
Soviet Sanvich 19 Mar, 2016 @ 9:40am 
Thanks for doing all these. It is a shame CO did not enforce any kind of basic QC on the workshop.
George Abitbol - Bac+2 17 Mar, 2016 @ 11:55am 
Have a question : if we subscribe this version and delete the old one, what will hapen ingame ? Buildings will be removed from our cities ?
Flashflame 17 Mar, 2016 @ 5:19am 
@tony_r_68: Totally admiring you efforts to make everything light.
Looking forward to your next work !
It's so appreciable while I understand the efforts behind it.

tony_r_68 (Zed68)  [author] 17 Mar, 2016 @ 4:11am 
@Flashflame : Yes I know the problem. I try to make everything as light as I can. I always think that if I manage to gain 10% of weight on an asset, after ten of them it will allow for one more.

Always thinking about that takes a bit more effort, and sadly some don't see it as important.

Also, updating some of the old assets is not easy, because some of them wwere done the fast and easy way... on some of them it's as hard as making a new one (and I already know of a few ones that people asked me to add lights to that I will have to remake from scratch).
It's always feasible, but not without a bit of work.
Majordej 17 Mar, 2016 @ 2:12am 
Really good so much better now with lights
Flashflame 16 Mar, 2016 @ 10:18pm 
@Tony_r_68:

That is fine :P

I have recently worked to review the assets I had subscribed,
because the game already could not be launched if i still used more than 800 assets/mods.

So I have to come up with a criteria to decide which one to stay.
A lot of beautiful assets are still not updated to light up,
but personally I will not unsubcribe them if the are so beautiful and outstanding.
Light is a only bonus ,not a necessary.

Now what matters is how much the assets weights ,
so that I can use as many custom as I can.
I think many other players have the same issue.
You know a beautiful MacDonald takes 10MBs, equal to 3-4 well designed growables.

I love your assets not only because they are good looking and special.
but also they are always reasonably weighted :P

I have no idea how much efforts would it takes to remodeling some old assets with no light and too much polys.
But it would be so great if it's a feasible goal.
Glad to listen your comments on this issue, haha.



SL33PW4LK 16 Mar, 2016 @ 12:41pm 
Thanks Zed68 :highlvl::highlvl::highlvl::highlvl::highlvl:.
tony_r_68 (Zed68)  [author] 16 Mar, 2016 @ 12:35pm 
@Skytrout : That's actually a very good Idea. I put it in my to-do list.
tony_r_68 (Zed68)  [author] 16 Mar, 2016 @ 12:34pm 
@Flashflame : This woul be a complete rebuilding, not just an update. It's due to the way it was originally made (and yep I already gave it a look ;) )
SonOfNitrous 16 Mar, 2016 @ 12:28pm 
Strange...you can read someones's thoughts?) Great!!!:steamhappy:
Skytrout 16 Mar, 2016 @ 11:24am 
Great job again. If you take request, how about the canted white skyscraper from sim city 2000 cover art?
Spike 16 Mar, 2016 @ 11:08am 
Thanks! +1 for tourism
bradybrklyn 16 Mar, 2016 @ 11:05am 
How about making it a tourist specialization?
mistahlova 16 Mar, 2016 @ 10:40am 
You're awesome!
Flashflame 16 Mar, 2016 @ 10:33am 
N377 16 Mar, 2016 @ 9:57am 
Thank you, I waited for the night version too long :D