安纳托利亚的灵魂:与Pavel共建交叉路口

今天,我们将一睹欧洲卡车模拟 2 的安纳托利亚之魂 DLC 的幕后花絮,这次的重点是创建连接城市和景观的道路和十字路口的复杂工作。我们采访了我们的地图设计师之一 Pavel,他分享了更多有关该项目的工作以及构建道路网络的过程。

嗨!我叫 Pavel,作为地图设计师在 SCS Software 工作了 7 年多。
在过去的两年里,我主要专注于与道路和高速公路相关的一切。
对于安纳托利亚之魂,我设计了大型高速公路立交桥,并为其他部门制定了预制件、隧道和交通灯的规范。我还与同事一起将这些元素放置在整个地图中,努力为玩家创造一致的驾驶体验。
您过去曾参与过哪些类似的项目,《安纳托利亚之魂》DLC 的工作有何不同?
与我在《安纳托利亚之魂》中的作品最接近的项目是希腊 DLC,我在其中对立交桥的几何设计以及保持收费站等道路元素的一致性方面有一些经验。
Working on Soul of Anatolia is different mainly because of the scale of what I’m responsible for. I’ve been given much more room to influence the road layout.
这个DLC有多大,给您带来了哪些挑战?
从我的角度来看,我主要关注的是道路,这个 DLC 确实很大。例如,我们在地图上有一百多个大型高速公路立交桥。
我面临的挑战是确保这些立交桥满足我们的要求,同时确保一切都符合地图。
高速公路互通立交的建设和实施是如何进行的?
由于当我开始工作时,该项目通常已经以某种形式开始进行,因此我在专用的测试地图中与项目分开创建了预组装的交换,我还在其中测试了新创建的预制件。
在这张地图中,我总是从手工构建的粗略原型开始,其中主要重点是选择正确的道路车道数量和道路交叉口类型。然后,我迭代这个原型,调整曲线半径并微调道路长度以满足我们建立的规则,例如桥下的净空高度、路堤和最大坡度。

我尝试计算和建造一切,以便立交桥尽可能与现实世界的对应物匹配,尽可能紧凑,并且驾驶起来也舒适。
一旦我对原型感到满意,它就会被复制到项目中并放置在指定位置,在那里它仍然可能会进行一些细微的调整。至此,我的交换工作就完成了。
你谈到了预制件;新预制件的创建如何进行?
首先,我考虑是否真的需要为特定情况创建预制件,或者是否可以使用我们已有的预制件来解决该情况,也许需要做出一些小小的妥协。
如果我断定需要一个新的预制件,我就会开始设计它。我首先使用道路组装一个粗略的原型。在设计中,我使用简单的几何图形,例如计算圆的半径和扇区。

It’s important not to make the prefab unnecessarily large while also finding the right compromise that allows both our AI traffic and players to drive through it without problems. Once I’m happy with the shape, I create a simple blueprint of the prefab. In addition to its shape, it also shows the road markings and the routes that AI traffic will take.
一旦准备好,我就会为我们的道路部门创建一个规范。除了预组装原型的坐标之外,我还提供了蓝图和基本描述。


之后,我只需等待预制件创建即可。一旦我收到它,我要么提供反馈,要么批准它在地图上使用。
作为安纳托利亚之魂DLC的一部分,您最期待在地图上看到什么?
A little selfishly, I’m looking forward to finally having all the highway interchanges and prefabs completed. Toward the end of the project, I’ll also add the necessary accessories to them, such as traffic lights.

之后,我的大部分工作将集中在细节和小细节上,这将使我能够对项目给予额外的关注,并使细节水平更接近现实世界的参考。
到目前为止,《安纳托利亚之魂》DLC 中您最喜欢的是什么,您最期待的是什么?
I’m really enjoying one new type of interchange, and one modified existing type of prefab that I’ve wanted to have ever since I joined the company. I’ve now managed to get them created, and they’re already waiting for you in the map for you to drive through.
你认为《安纳托利亚之魂》DLC中玩家最喜欢什么,又不应该错过什么?
当然是在红绿灯路口等!
不,开玩笑的。肯定是风景和地标。即使是现在,在地图开发的早期阶段,有些地方的细节和美丽确实让我感到惊讶。


我们希望您喜欢这篇关于《安纳托利亚之魂》道路和交叉路口建设工作的幕后花絮。非常感谢帕维尔分享更多有关他的角色的信息,并让我们了解创建该地区道路网络的过程。如果您对在这个地图扩展中畅游感到兴奋,请不要忘记将安纳托利亚之魂 DLC 添加到您的 Steam 愿望清单中来支持我们。
此外,请记住关注我们的 X/Twitter、Instagram、Facebook、Bluesky 和 TikTok,因为您将直接在您的动态中收到我们游戏的更新。或者订阅我们的时事通讯以了解最新情况。下次再见,旅途平安!
查看英文原文
Today, we’re taking a look behind the scenes of the Soul of Anatolia DLC for Euro Truck Simulator 2, this time focusing on the complex work that goes into creating the roads and intersections that connect its cities and landscapes. We spoke with Pavel, one of our Map Designers, who shared more about his work on the project and the process of building a road network.
Hi! My name is Pavel, and I’ve been working at SCS Software as a Map Designer for more than 7 years.
For the past two years, I’ve mainly specialised in everything related to roads and highways.
For Soul of Anatolia, I design large highway interchanges and create specifications for other departments for prefabs, tunnels, and traffic lights. I also work with my colleagues to place these elements throughout the map and strive to create a consistent driving experience for players.
What similar projects have you worked on in the past, and how is working on Soul of Anatolia DLC different?
The project that comes closest to my work on Soul of Anatolia is the Greece DLC, where I had some experience with the geometric design of interchanges and maintaining consistency in road elements such as toll gates.
Working on Soul of Anatolia is different mainly because of the scale of what I’m responsible for. I’ve been given much more room to influence the road layout.
How large is this DLC, and what challenges does it bring for you?
From my perspective, with my focus mainly on roads, this DLC is truly huge. For example, we have more than a hundred large highway interchanges on the map.
The challenge for me is to make sure these interchanges meet our requirements while also making sure everything fits within the map.
How does the creation and implementation of highway interchanges work?
Since the project is usually already underway in some form by the time I start working on it, I create pre-assembled interchanges separately from the project in a dedicated test map, where I also test newly created prefabs.
In this map, I always start with a rough prototype built by hand, where the main focus is choosing the right number of road lanes and the type of road intersection. I then iterate on this prototype, adjusting curve radii and fine-tuning road lengths to meet the rules we have established, such as clearance heights under bridges, road banking, and maximum gradients.
I try to calculate and build everything so that the interchange matches its real-world counterpart as closely as possible, is as compact as possible, and is also comfortable to drive through.
Once I’m happy with the prototype, it is copied into the project and placed in its designated location, where it may still undergo some minor adjustments. At that point, my work on the interchange is finished.
You spoke about prefabs; how does the creation of new prefabs work?
First, I consider whether a prefab really needs to be created for a particular situation, or whether the situation could be solved with a prefab we already have, perhaps with a small compromise.
If I conclude that a new prefab is necessary, I start designing it. I begin by putting together a rough prototype using roads. For the design, I use simple geometry, such as calculating the radius and sector of a circle.
It’s important not to make the prefab unnecessarily large while also finding the right compromise that allows both our AI traffic and players to drive through it without problems. Once I’m happy with the shape, I create a simple blueprint of the prefab. In addition to its shape, it also shows the road markings and the routes that AI traffic will take.
Once that is ready, I create a specification for our road department. Along with the coordinates of the pre-assembled prototype, I include the blueprints and a basic description.
After that, I simply wait for the prefab to be created. Once it comes back to me, I either provide feedback on it or approve it for use on the map.
What are you most looking forward to seeing completed on the map as part of Soul of Anatolia DLC?
A little selfishly, I’m looking forward to finally having all the highway interchanges and prefabs completed. Toward the end of the project, I’ll also add the necessary accessories to them, such as traffic lights.
After that, most of my work will be focused on details and small touches that will allow me to give the project some extra care and bring the level of detail closer to the real-world references.
What have you enjoyed the most about Soul of Anatolia DLC so far, and what are you looking forward to the most?
I’m really enjoying one new type of interchange, and one modified existing type of prefab that I’ve wanted to have ever since I joined the company. I’ve now managed to get them created, and they’re already waiting for you in the map for you to drive through.
What do you think players will like the most about Soul of Anatolia DLC, and what shouldn’t they miss?
Of course, waiting at traffic-light intersections!
No, just kidding. It will definitely be the landscapes and landmarks. Even now, at a really early stage of the map’s development, some places can really surprise me with how detailed and beautiful they already look.
We hope you enjoyed this behind-the-scenes look at the work that goes into building the roads and intersections of Soul of Anatolia. A huge thank you to Pavel for sharing more about his role and giving us a glimpse into the process behind creating the region's road network. If you are excited to be cruising in this map expansion, don't forget to support us by adding the Soul of Anatolia DLC to your Steam wishlist.
Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow, as you'll receive updates from our games straight to your feed. Or subscribe to our newsletter to stay informed. Until next time, safe travels!