Cities: Skylines

Cities: Skylines

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Bank of SimCity Plaza (Standard Joerg Edition)
   
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File Size
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20.201 MB
7 Jun, 2015 @ 12:21pm
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Bank of SimCity Plaza (Standard Joerg Edition)

In 1 collection by geecko
whatif's Realistic But-Sometimes-Freaking-Big Assets
13 items
Description
Please don't forget to rate and subscribe. Click here for Futuristic variant.

Origin: SimCity, Maxisland, SimNation

Modeled after Joerg's SimCity 4 BAT from Simtropolis[community.simtropolis.com].

Special thanks to Joerg for making this awesome building back in the day for the best Maxis best city-building game ever made (cheers guys, you rock! Hoping you all get a new job soon!). Available in two flavors: the standard edition originally designed by Joerg and a futuristic supertall.

Thank you for your business with Joerg and Associates and The Bank of SimCity Group!

Features:
- Helipad rooftop.
- Antenna rooftop.
- Stock Exchange ticker.
- One-floor Skybridge.
- Three panoramic decks.
- Windows. Lots of windows. Lots of offices too.

Tips:
- Flatten terrain before placing as the base of the building may be floating.

STATS

Base
- Tris: 6,824
- Verts: 4,463
- Textures: 4096x4096 (Diffuse) 2048x2048 (Specular) 512x512 (Lighting)

LOD
- Tris: 1,012
- Verts: 612
- Textures: 1024x1024 (Diffuse, Specular and temporary Alpha)

In Game (based off Transport Tower with some highly increased values)
- Unique Building, Level 2
- Lot size: 13x6
- Construction Cost: ¢120,000
- Maintenance Cost: ¢8,000

- Electricity Consumption: 55
- Water Consumption: 35
- Sewage Accumulation: 30
- Garbage Accumulation: 32
- Fire Hazard: 1
- Fire Tolerance: 20

- Uneducated Workers: 18
- Educated Workers: 18
- Well Educated Workers: 36
- Highly Educated Workers: 36

- Tourists: 150 (all wealth levels)
- Attractiveness Accumulation: 22
- Entertainment Accumulation: 70
- Entertainment Radius: 220
- Noise Accumulation: 30
- Noise Radius: 90

- Building Height - Roof: 247 m (810 ft) Tip: 284 m (932 ft)
- First Height: 2.4
- Other Height: 2.4
- Floor Count: 89

RUN! Get to the luxurious CHOPPAH!
14 Comments
CactusDude 13 Apr, 2017 @ 7:11pm 
I dont suppose this lights up does it?

Also it would be cool if the building had a full overhaul and the textures were improved... But I like this building thus far...
FOOL 9 Jul, 2015 @ 12:44pm 
This building is hotter than hell fam!
geecko  [author] 8 Jun, 2015 @ 1:49pm 
@templeofdoom Thanks! No worries, I never thought about flaming from you and I actually appreciated the feedback. Again, it's just my playing style and doesn't have to be like this for everyone. I just think that if I zoned, say, 30 high-density buildings, the polycount would likely exceed 15k tris, plus simulation.

I guess I got too spoiled by good old SC4, though...
templeofdoom 8 Jun, 2015 @ 1:31pm 
@whatif_85 - don't get mre wrong, beautiful model I just think it's going to be too large for most people to feel comfortable running (including me). I'd love to sub to this but with all the hundreds of other mods I use I am putting some rules on which assets I sub to and I decided to use the guidelines that the dev's put there. This building has a place for some but not everyone I guess - don't let this comment make you think I'm hating rather trying to just provide some constructive feedback. :D Hope to continue to see more of your models in the future! You got a follower in me!
geecko  [author] 8 Jun, 2015 @ 1:30pm 
@templeofdoom I have a fairly low-end laptop. Even my GeForce Experience warns me that my system is not suitable even with optimized settings, I quote: "may deliver unplayable framerates". On top of that, it takes me more than 5 minutes to start playing this game with all my subscribed mods enabled, and I spend too much time finding conflicting mods already, especially after a new patch. So I have personal experience and fully understand that going over a certain limit can be detrimental to my own system's performance.

However, while I may agree that making a map larger than 2048x2048 is not recommended by the wiki, there's a clear loss of quality in textures (I've already received feedback over another building I made whose diffuse was 2048x2048 stating that textures are ugly). Making large buildings doesn't help, but at least they take up a big chunk of map space that would have been filled at best with thousands of zoned buildings that require considerable simulation power.
geecko  [author] 8 Jun, 2015 @ 1:30pm 
cont.

Before texturing my assets I spend whole hours, sometimes days when I have extra time, figuring out how to optimize my models and I take extra care with LODs. Sometimes it works, sometimes you hit a limit where you compromise the integrity of the model if you go further, even if I try to optimize manually.

According to the wiki I should stay *around* 5,000 triangles for complex buildings (this, I guess, would qualify as such) and never beyond 15,000. If there's one thing that I'm really powerless about right now is using an alpha texture on my LOD model that I don't need at all, but because of the recent patch it would result into a broken asset with a warning. A bug that I hope gets fixed asap.
geecko  [author] 8 Jun, 2015 @ 1:30pm 
cont.

I understand that it's hard to please everyone, but if we have to respect every single tips from the wiki, there wouldn't even be skyscrapers at all, as CO never made any. Or even exceeding 4x4 limit for growable buildings. There's a reason for that, I believe. It's a matter of choosing the way you want to play. Personally I like big buildings (I think I didn't do a great job hiding that), but considering that each of these buildings is... well, *one* building, it takes far less simulation processing power compared to a whole neighborhood space that my buildings usually take up.

Sorry for the long rant. I hope this cleared that up a little, but I understand that our current technology forces us to make choices and trade offs atm, especially for this kind of games.

Cheers!
geecko  [author] 8 Jun, 2015 @ 1:27pm 
@Matsukaze You're not alone, it would be a shame. Hoping for other older SC buildings too!
templeofdoom 8 Jun, 2015 @ 11:30am 
>Generally the buildings use 1024x1024 texture maps, or 1024x512 if the building is small or simple. If working on a large building, try to see if it can be fitted in 2048x1024 size before making a 2048x2048 sized map. We try to refrain using 2048x2048 maps, and use them only in really important and huge buildings, such as a stadium or an airport
templeofdoom 8 Jun, 2015 @ 11:30am 
>The model size is not limited other than by Unity's limit of about 65000 vertices per mesh, but even approaching that is too much for single assets. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than 1000 triangles for the smallest and simplest buildings to about 5000 for large and complex buildings. A few exceptional buildings use up to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to about 2000 for the more complex ones. Also note that a large number of props can also make the asset rendering slower, which is why there is a limit in the asset editor.