
As this project continues on a 4×4 km map, something is going on in GIANTS Editor that makes me think the ‘devil is at it again, trying to hinder my progress.’ I’m very accustomed to such spiritual battles, as well as when I review the activity log for my website and see how many bots and malicious users attempt to access the backend. It’s interesting times, for sure, but I’m pretty accustomed to this.
This project continues as usual, with the heavy workload of asset creation in Blender. And so far, it’s all kinds of road assets that were designed to fit together, which is a modular approach we also find in city-building games.
Even if the scene in Blender appears quite simple, a significant amount of work goes into each asset.
This is no ‘hurry-hurry-released’ mod. It’s a slow-paced project intended to build an entire interactive city within Farming Simulator 2025.
Why not a city on a 2×2 km map?

A city on a 2×2 kilometre map would be more like a backdrop, which is all the terrain mesh you see outside of the vanilla farming simulator maps. What’s unique about Zielonka City is that the city area is located within the map itself, in the centre of the map, meaning that you can drive through each street and have player interactive zones where players can engage in various activities, such as exploration, selling, or buying goods, looking for collectables at so on. That’s very different from a visual backdrop that merely serves as a background. And after all, why would anyone make a playable map for Farming Simulator if there was no space left for farmland and fields? That wouldn’t make sense.
My intention is to create a city with various assets designed from scratch, to give the impression of being inside a city, not just a tiny area with a few skyscrapers and buildings. And all of this is, to some extent, fictional, but recognisable in comparison to our real-world cities.
Lately, I’ve taken some days off from this project just to provide you with some Blender tutorials here at AlfaMods. I can sit with Blender for 4-12 hours on days when I’m mainly focused on designing new assets. An office building, for example, or a skyscraper, is assembled within GIANTS Editor using several pre-designed sections created in Blender. Those sections are assets that must be designed with an optimised mesh, materialised (including texturing and UV mapping), and then prepared for export into the editor to apply other features, such as casting shadows, collision, etc.
So time is not the enemy. Stressing for nothing is the real one.