To be fair I think the roads acting as quay walls is the evolution and tbh with 35 hrs in the game I think this is significantly better than the old way of cs1 (while still annoying to do)
ya probs lol i think at the end of the day cs2 has a great foundation and cs2 is not a replacement of cs1. As of now cs1 is a very well made polished city sim but cs2 is a foundation to what i think will be the best city builder, but they will most likely need financial support or backers to help innovate the genre @@kvjbreaker7054
"Where's the technical evolution?" Yeah, because there's nothing new with the simulation of that many People. Or New ways for traffic to find routes. Or New graphics. Or new road building tool. No technical evolution at all... Yes, it should've been i the game from the start. Yes, the game is poorly optimized. Yes, there will be future DLCs. But dont Come here and say There's no New technical evolution. The technical evolution is why They're having these troubles in the first place.
Amazing tutorial!!! One thing that this shows is how easily they would be able to add some kind of network in to the game to make real quays. They would just have to make one with the invisible version of the road section below that doesn’t hate being drawn across water lol
Great video brother. Always straight forward and to the point. An amazing creator which is why it was honor to have you on the podcast a while back. You're a legend m8
I like that cut and fill road tip. One other way is to use zoning in the water. Draw road near water, zone in the shape you want, building appear and raise the land with them. Then you figure out how to quay them with snap to building.
ach wie schön, dass ich mal wieder in deinen content slide : ) in meiner zootopia-phase habe ich dich zum ersten mal gefunden und habe mir deine videos angesehen, obwohl ich das game damals schon wieder hinter mir gelassen habe. spiele seit den feiertagen c:s2 und freue mich, dass du hier auch content lieferst. ich mag deine akkurate herangehensweise und dein englisch. danke
Here is another super useful tip: right clicking in the height you want to use will set the terraforming to that height when clicking on a lower/upper surface ;)
Wow, the last method is great, I hope they don't update the game to prevent that from being an option (unless they give us a similar dedicated quay wall.)
If the game accepts any ascii character, you should be able to copy-paste a "blank" character into the name of the street. Haven't tried it, but if anyone wants to try, here's the blank character: "⠀" (inside the ""). It's an empty braille pattern (not a space character, so the game should allow it?), that's why it's invisible. It's better than the dot if it works.
All they need to do is add a "constant height" button to road tools and footpaths and then you'd be able to make quays anywhere without much effort. If CO don't implement it themselves before mods are available then I'm sure that will be one of the first to get made.
I'm curious to see if you can make a multi step wall there. for instance in your harbor if you could use a road to make a pier that is only the road thickness, but have it run right along the higher quay wall road and at a lower elevation. I've seen some piers like this while I was n the navy. Will have to experiment when my new computer arrives
Since I do not have the game yet I can't test this but if you used your method with the parallel road tool couldn't you achieve similar results but without the roads under the water? Idk how else to explain this without having tried it myself
Thanks for the nice tutorial, looks cool but I'm a bit disappointed that there's not proper quay tool in the game and I had to start searching for these workarounds (again).
That's good. Is there a shortcut to change the high of the road or we have to click manually? On the Last skylines I just have to use page down or up. But it's not working for me now on this skylines 2.
the fact quays are basically already possible in the game but we have to make it in weird convoluted ways is baffling for me, they need to just add a quay tool already
If you could figure out how to tunnel into a mountainside and showcase that on a video that would be very helpful. Not to tunnel down... instead to tunnel into.
Just preferred the quay road technique though not the second one as when you hover on the embankment, you still can see the road halo underneath the water. As if it is like the sunken City Of Atlantis 😂😂😂
well its your choice, I totally am tired of the road technique. Its almost impossible to get 100% flat, its too thicc and esthetically I can deal with that road under water a lot better. but theres something for everyone :)
What I learned from this video is that I can lower how high your elevation is... I thought it was only in incriments of 10m that I could elevate my roads 😥
This is all fine, but I don't really see the point. If you build the road and then terraform back to the road, you get an unquayed wall. Which honestly... looks perfectly fine. Not as clean aesthetically but performs the same function, Quay walls will be one of the first assets when mods are released. So when just terraforming up to the road does exactly the same job, looks perfectly fine and is very easy to do, I'm just going to wait for the assets rather than fiddle around with this which will be totally mute in probably a months time.
should not have to be taught how to build nice looking quay's they should have shipped with the fucking base game since they allready had that figured out but i guarentee we will have to pay for quay walls in a DLC AGAIN just like skylines 1.
It's such a shame, that this isnt even an built-in mechanic.... ITS CITIES SKYLINES II ... where is the technical evolution??
To be fair I think the roads acting as quay walls is the evolution and tbh with 35 hrs in the game I think this is significantly better than the old way of cs1 (while still annoying to do)
In the dlc to come.
ya probs lol
i think at the end of the day cs2 has a great foundation and cs2 is not a replacement of cs1. As of now cs1 is a very well made polished city sim but cs2 is a foundation to what i think will be the best city builder, but they will most likely need financial support or backers to help innovate the genre @@kvjbreaker7054
Soon they release Bridges and Ports....
"Where's the technical evolution?"
Yeah, because there's nothing new with the simulation of that many People. Or New ways for traffic to find routes. Or New graphics. Or new road building tool. No technical evolution at all...
Yes, it should've been i the game from the start. Yes, the game is poorly optimized. Yes, there will be future DLCs. But dont Come here and say There's no New technical evolution. The technical evolution is why They're having these troubles in the first place.
I am not so overwhelmed at the idea of making a Harbour now thank you! 🙏
FINALLY! Someone who made a PROPER quay tutorial! THANKS!!!
:) you are welcome
Amazing tutorial!!! One thing that this shows is how easily they would be able to add some kind of network in to the game to make real quays. They would just have to make one with the invisible version of the road section below that doesn’t hate being drawn across water lol
Great video brother. Always straight forward and to the point. An amazing creator which is why it was honor to have you on the podcast a while back. You're a legend m8
I like that cut and fill road tip.
One other way is to use zoning in the water. Draw road near water, zone in the shape you want, building appear and raise the land with them. Then you figure out how to quay them with snap to building.
ach wie schön, dass ich mal wieder in deinen content slide : ) in meiner zootopia-phase habe ich dich zum ersten mal gefunden und habe mir deine videos angesehen, obwohl ich das game damals schon wieder hinter mir gelassen habe. spiele seit den feiertagen c:s2 und freue mich, dass du hier auch content lieferst. ich mag deine akkurate herangehensweise und dein englisch. danke
The harbour looks so goood! Really reminds me of the Rotterdam Harbour
it has inspo from Rotterdam and Hamburg!
Here is another super useful tip: right clicking in the height you want to use will set the terraforming to that height when clicking on a lower/upper surface ;)
Wow, the last method is great, I hope they don't update the game to prevent that from being an option (unless they give us a similar dedicated quay wall.)
I knew building it looked something like this, but I didn't know all the steps. this is a good video👍
Thank you, this is the best example and technique of making good quays!
Its even easier when you first drain the land and prepare the quay on dry land. No more bumping up and down.
thank you :) This is the best tutorial for this I have seen so far^^
If the game accepts any ascii character, you should be able to copy-paste a "blank" character into the name of the street. Haven't tried it, but if anyone wants to try, here's the blank character: "⠀" (inside the ""). It's an empty braille pattern (not a space character, so the game should allow it?), that's why it's invisible. It's better than the dot if it works.
wuhuuu lovely tutorial Thank you !
Yw :)
I can't wait until we get official quays
They said it's not going to be a feature
@@ethanf5441It surely will be dlc
All they need to do is add a "constant height" button to road tools and footpaths and then you'd be able to make quays anywhere without much effort. If CO don't implement it themselves before mods are available then I'm sure that will be one of the first to get made.
2:45 From time to time there appears an icon right above the chirper . Looks like an envelope. I'm always too slow to click it. What is it?
That's autosave
@@RudiRennkamel 😂 Ok, thank you
@Meckermaxxe omg that's adorable 😆
I'm curious to see if you can make a multi step wall there. for instance in your harbor if you could use a road to make a pier that is only the road thickness, but have it run right along the higher quay wall road and at a lower elevation. I've seen some piers like this while I was n the navy. Will have to experiment when my new computer arrives
Great tutorial thanks !
You are welcome:)
Do you have an idea of when will mods/assets be available in CS2 ?
Nope just like you we also only know "soon"
Thanks so much for this. Very helpful indeed.
btw, I am subscribed but was not aware you did CS content until now :D
wait it's pronounced "keys?"
i've been saying "kway" this entire time
It sure is! Welcome to English :)
I actually recorded my intro twice because I made it wrong yet again
Actually, in American English qway and kay are also appropriate
Yeah, English doesn't make sense a lot of the time....sorry 😅
Since I do not have the game yet I can't test this but if you used your method with the parallel road tool couldn't you achieve similar results but without the roads under the water? Idk how else to explain this without having tried it myself
Clever! Thank you!
Thanks for the nice tutorial, looks cool but I'm a bit disappointed that there's not proper quay tool in the game and I had to start searching for these workarounds (again).
my quays look so horrible! 😭game always complains "its in water" even when its not!😡
Oh damn, that's really neat!
Amazing idea and tutorial! Thanks mate!
Check
Cheers, always wondering how people made quays without roads attached to them
That's good. Is there a shortcut to change the high of the road or we have to click manually? On the Last skylines I just have to use page down or up. But it's not working for me now on this skylines 2.
well you have to set the increment manually but the up and down key still works (pg up/down) for adjusting the height
Best tutorial out there. Thank you!
You are welcome:)
Strange decision or they just forgot to add quays still poor on colossal’s part.
Nice one Rudi!!!❤
Thanks a lot !
the fact quays are basically already possible in the game but we have to make it in weird convoluted ways is baffling for me, they need to just add a quay tool already
Game needed another year of development. Would've ironed out all the bugs and QOL problems we currently have.
If you could figure out how to tunnel into a mountainside and showcase that on a video that would be very helpful. Not to tunnel down... instead to tunnel into.
agreeed!
very good technique! We'll see what the game brings us on this bc its obviously incomplete
Just preferred the quay road technique though not the second one as when you hover on the embankment, you still can see the road halo underneath the water. As if it is like the sunken City Of Atlantis 😂😂😂
well its your choice, I totally am tired of the road technique. Its almost impossible to get 100% flat, its too thicc and esthetically I can deal with that road under water a lot better.
but theres something for everyone :)
Thanks
It looks nice but I cant place cargo harbor or passenger harbor in these
no they need an actual shoreline. So make sure to leave the space.
As a wise spanish person said: You always gotta leave da space
How to make that way but in town with both side??
you have to lower it down first, and then use the align to surface option. thats the easiest way
surely they will give you a dlc for that??
They had this in CS1 but removed quays for CS2?? Are they serious? It’s integral to most cities
Why not have regular quay's just like cs1???
Very nice 👍
What I learned from this video is that I can lower how high your elevation is... I thought it was only in incriments of 10m that I could elevate my roads 😥
you are welcome haha
This is all fine, but I don't really see the point. If you build the road and then terraform back to the road, you get an unquayed wall. Which honestly... looks perfectly fine. Not as clean aesthetically but performs the same function, Quay walls will be one of the first assets when mods are released. So when just terraforming up to the road does exactly the same job, looks perfectly fine and is very easy to do, I'm just going to wait for the assets rather than fiddle around with this which will be totally mute in probably a months time.
well this is a tutorial for IF you want to. Plus i am not sure that it will be a mod, more likely a DLC with Piers and Harbors or so.
The hardest part about making quays is that nobody can agree how to pronounce it
Well I learned something today.
I learned that Keys is not actually Keys but Quays.
What about using the cheat and bypassing validation? 🤨
at the time of recording I wasn´t aware of it
can't wait for mods
Imagine a proper tool for quays.
I wouldn't style anything until mods come out. Not worth it. My city on one road
Nicely done! But now that you have perfected this, CS2 will most likely release a quay tool! Just sayin'
It’s pronounced like key/kee, not kay
which is one of the most weirdest things of the english language
Ok that is so cool
Is it pronounced key or kay? I've always thought it was "key".
Key. I messed up again cause it's such a weird word
sehr geil
i'm still having trouble ;(
I dont even own this game.
up and down keys? nothing happens at my end it only changes when I move the mouse to a different position. This game is ass
PageUp and PageDown
I don't rly like city skylines but I'm here for the algarithym lol
Quay = Key :)
Max Heigth is 10 Meter
All this workaround to replicate a feature that was in the previous game for years. Such a miss.
It's gonna come back for sure
@@RudiRennkamel 🤞
❤
Are you German?
Yes!
This video could of been like 2-3 mins
But it's not
doesnt work
it's pronounced "key" not "kay"
this shit never works for me.
"you want to...."
No, you don't know what I want..
So lets face it. It is crap
And I paid 100$+ for this crap.
und alles für die dumme deutsche omi auf deutsch?
should not have to be taught how to build nice looking quay's they should have shipped with the fucking base game since they allready had that figured out but i guarentee we will have to pay for quay walls in a DLC AGAIN just like skylines 1.
For the algorithm