Export, Installation and Prices

See what each tile size costs, download your Euro Truck Simulator 2 map, install it as a map mod and drive it.

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Task Unit prices

Each processing task (terrain, imagery and OSM) and each export is priced by the tile size:

For the recommended 4,000-meter tile, each processing task and each export costs 4 Task Units. The project wizard and the export dialog show the cost before you confirm.
  • A tile up to 2,000 meters: 2 Task Units per task.
  • A tile up to 4,000 meters: 4 Task Units per task.
  • A tile up to 8,000 meters: 8 Task Units per task.

Prepare to export

Review the Editor checklist and wait for saving to finish before you leave the Editor. Terrain and vectors must be imported; imagery is optional for export. If you assigned team models, wait until they are Ready.

Download the export

Return to the project page, choose Export and select Euro Truck Simulator 2. There is no size to choose: the export always covers the whole tile. Check the cost and select Queue export.

Follow the progress on the export page. When it completes, download the ZIP. It holds the map file m2p_ followed by your project number and .scs, a README.md with the installation steps, and export-report.json with the export’s warnings. If the export fails, open the error details, correct the named issue and export again; your saved project stays as it was.

Exports are made for Euro Truck Simulator 2 version 1.61.

Install in Euro Truck Simulator 2

Close the game, then follow the steps in README.md:

To play the normal game again, clear the launch option. Before you install a newer export of the same project, empty user_map, so no files from the older export remain.
  • Open Documents\Euro Truck Simulator 2\mod and create a folder named user_map inside it.
  • Open the .scs file as a ZIP archive and copy its folders (map, and def, prefab and model when it has them) into mod\user_map.
  • In Steam, right-click Euro Truck Simulator 2, choose Properties and enter the launch option from README.md under Launch Options, for example -preview /map/m2p_12345.mbd with your own project number.
  • Start the game. It opens your map, with your truck on the longest road.

Drive through the map

Inspect the map in daylight, then drive the whole route.

  • Check that your truck starts on the road with space around it.
  • Drive both directions through junctions, over bridges and through tunnels. Look for abrupt ramps, gaps at road edges and blocked lanes.
  • Watch AI traffic at junctions and bridges: vehicles should keep to their lanes and turn where the lanes connect.
  • Look at forests along the roads, building foundations, water banks and the tile edge.
  • Follow railways to their bridges, tunnels and level crossings, and check the overhead line.

Correct and export again

Read the export warnings for lanes left out of AI traffic, forest areas without trees and objects without a game version. Fix the cause in the Editor, wait for saving, export again and replace the files in user_map.

Region tiles

In a Region, each tile is its own project with its own export, and every tile adds its own 4,000-meter sector to one shared map, m2p_r followed by the Region’s number. Each tile exports a complete map with all of the features of a single project: terrain, ground textures, water, forests, Road Constructor road models with AI traffic, bridges, tunnels, railways, buildings, road signs, street lights, guardrails, power lines, fences, gates, rocks and your own models.

Each tile’s download has its own .scs archive, named for the Region, row and column. As README.md explains, copy the folders (map, and def, prefab and model when it has them) of each tile you have into mod\user_map, and start the game with -preview /map/m2p_r followed by the Region’s number and .mbd. Tiles you leave out stay empty, and your truck starts on the last tile you copy. Each tile’s terrain comes from its own project, so ground and road heights at a shared border can differ slightly; each tile’s roads, railways and AI traffic end at its edge.