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During the 1:20 compression, it's impossible for us to include all of the most interesting places, as they would be located next to each other (due to the scale), which would not be true to life or distance. In an ideal case, a map designer creates a landmark on a 1:1 scale.
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The goal is to transfer the look and design into our virtual world. In our studies of the road section we are working on, we find out the most characteristic details of the road and see if it is possible to re-create these in-game. Our players expect a new expansion in a reasonable amount of time, so we can't take too long with our production. All of these aspects directly influence the output and framerate. Another limitation is surveillance distance, which is the number of reflections in mirrors or water surfaces. We can't fill it with an unlimited number of models and details.
#EURO TRUCK SIMULATOR 1 MAPS PC#
Another limitation is technology, unlike pre-rendered animations, our world must draw itself in real-time using various PC configurations. For example, which house is most similar to the pattern found in the real world, how it could be improved using his or her 'artistic license' to stylize the in-game world. Designers must make up their mind of which models to use, and where to place them. Unfortunately, we can't afford such a luxury in our game world, where the number of available models we can use is limited. The real world is unique, and almost every place is original. So the task at hand is mainly about filtering and the priority of information, along with staying within the boundaries of limitations.Īnd what limits are we talking about? Everything! - from scale, time, resources available and more. The goal is to find out as much relevant information about it as possible (the length, height, what landmarks are there, points of interest, climates, landscapes etc) to create a draft which s/he will able to process and finalize. Think of a section of road with the surrounding country, which connects two cities. It's a pretty hard decision and one of the first and foremost duties of a map designer, to what he wants to create.įor example - take a process of road-making. So a designer has to choose one thing out of twenty and drop the rest, there isn't space for more. Due to the technical requirements and manpower, it has been created in a 1:20 scale.
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Our game world is stylized, a miniature variant of the real world. The important word in the job title is "designer" - a man or woman designing something (not just a car or electric kettle). Nevertheless, that would be a very simplified description of our work.