[REL][WIP] EuRoadNet V1.5 [1.49]

Forum rules
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
Post Reply
User avatar
Topolino.
Posts: 96
Joined: 22 Oct 2017 14:47
Location: Southern Germany (near Stuttgart)
Contact:

Re: [WIP] EuRoadNet

#41 Post by Topolino. » 24 Apr 2020 10:19

Please have a look at our blog to get an idea of what to expect in the first version.
EuRoadNet team leader
MappingOnLinux! (Manjaro KDE)
User avatar
EuRoadNet
Posts: 33
Joined: 01 Feb 2020 22:56
Location: World far
Contact:

Re: [WIP] EuRoadNet

#42 Post by EuRoadNet » 25 Apr 2020 17:43

Today on our blog, we will be taking a look into some work in progress shots from Denmark. Our developer ArikTheBuilder is doing some rebuilds there.
https://euroad.net/2020/04/25/denmark/
User avatar
Plum
Posts: 122
Joined: 19 Jan 2019 18:09

Re: [WIP] EuRoadNet

#43 Post by Plum » 25 Apr 2020 19:17

You should use free node rotation instead of placing so many nodes :P [ external image ]
Promods Developer
User avatar
ArikTheBuilder
Posts: 1255
Joined: 06 Oct 2018 09:00
Location: Twitterstangradburgvile

Re: [WIP] EuRoadNet

#44 Post by ArikTheBuilder » 25 Apr 2020 21:18

I want maximal node amount, so tyat I can elevate the pathway at very specitic points later on. @Plum
ERN developer.
User avatar
Plum
Posts: 122
Joined: 19 Jan 2019 18:09

Re: [WIP] EuRoadNet

#45 Post by Plum » 25 Apr 2020 22:49

@ArikTheBuilder well I will warn you DCs will go through the roof when you are using so many nodes + you can rotate vertically too so height isn’t too much of an issue but I mean if you prefer using lots of nodes feel free to
Promods Developer
User avatar
ArikTheBuilder
Posts: 1255
Joined: 06 Oct 2018 09:00
Location: Twitterstangradburgvile

Re: [WIP] EuRoadNet

#46 Post by ArikTheBuilder » 25 Apr 2020 23:15

It's was an occasional use, either way sometimes I feel more comfortable with more nodes, if I can minimize when I don't need, I do.
Anyway, thanks for spending the time to submit a feedback!
ERN developer.
User avatar
ArikTheBuilder
Posts: 1255
Joined: 06 Oct 2018 09:00
Location: Twitterstangradburgvile

Re: [WIP] EuRoadNet

#47 Post by ArikTheBuilder » 02 May 2020 23:26

*null*
Last edited by ArikTheBuilder on 28 Jun 2020 11:07, edited 1 time in total.
ERN developer.
blue1765
Posts: 19
Joined: 05 Mar 2016 14:04

Re: [WIP] EuRoadNet

#48 Post by blue1765 » 11 Jun 2020 16:35

Well, website offline?
Did you drive the next project on the wall?
User avatar
The Nightgames
Posts: 442
Joined: 19 May 2019 11:03
Location: Düsseldorf / Germany

Re: [WIP] EuRoadNet

#49 Post by The Nightgames » 11 Jun 2020 16:43

No there is maintenance work on the website
Discord Server: https://discord.gg/H4B9gWTRyc (ERN-Map)
Support_Rhineland Map: https://discord.gg/HJdX64sfPF (Rhineland Map)
User avatar
ArikTheBuilder
Posts: 1255
Joined: 06 Oct 2018 09:00
Location: Twitterstangradburgvile

Re: [WIP] EuRoadNet

#50 Post by ArikTheBuilder » 14 Jun 2020 00:28

Yes, due to changes in the team the old website will be closed and I will make a new one, we will post there new updates, but we recommend using our discord, where for example I update much more than in other platforms and you can have various disccusions and see other mods in the #mod-showcase as well, highly recommended!
ERN developer.
Post Reply

Return to “Maps”

Who is online

Users browsing this forum: No registered users and 9 guests