Released Skeleton Coast 1.301

Very large desert map with multiple towns, lots of stuff to explore & BeamNGs longest highway

  1. M D Gourley

    M D Gourley
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    Just watched another video from RLS - Career ( at time of this post ) ..a little teaser on what to expect, career wise in Skeleton Coast, very exciting to see.

    I'm not sure if there are plans to add a smaller town or settlement between Vogelsang Bay and the Motel, and perhaps another between the Motel and Otjovasando, but I think they would make fantastic additions. They could serve as extra rest stops and delivery points, making Road Train journeys across the full length of Skeleton Coast even more immersive. Imagine hauling cargo from one end of the map to the other, delivering goods to each town or settlement along the way before finally reaching Otjovasando, that would make for an epic long-haul trucking experience....just thinking out loud

    Keep up the great work Murokmakto:D
     
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  2. Murokmakto

    Murokmakto
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    You will surely like the next update for the map ;)
     
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  3. M D Gourley

    M D Gourley
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    Oh, sounds exciting and look forward to a surprise or two...appreciate you taking the time to reply:D
     
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  4. Murokmakto

    Murokmakto
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    Murokmakto updated Skeleton Coast with a new update entry:

    New Village, colonial forts, correct traffic signs, bugfixes and much more!

    Read the rest of this update entry...
     
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  5. THom6502

    THom6502
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    Jahoeeeeee, Great work Murokmakto, the map is getting better and better.
     
  6. Murokmakto

    Murokmakto
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    Everything new in Skeleton Coast 1.2:

    The Player House is now part of the Repo version!
    screenshot_2026-04-20_13-44-02.png screenshot_2026-04-20_13-47-19.png screenshot_2026-04-20_13-57-29.png screenshot_2026-04-20_13-46-36.png



    New village “Twaalfontein” along the Highway. Features a fort and a petrol station.

    screenshot_2026-05-13_17-20-06.png screenshot_2026-05-13_17-22-26.png


    Fort Vogelsangbay sits now on the hills above the town.

    screenshot_2026-05-10_00-40-21.png screenshot_2026-05-10_00-40-38.png


    New Petrolstation in Horseshoebay.

    screenshot_2026-05-11_10-43-53.png


    Correct Namibian Traffic signs! And many new signs for directions and locations of all kind.

    screenshot_2026-05-16_16-10-13.png

    Enjoy!

    If you want to support my work, here´s the link to my Ko-Fi
     
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  7. THom6502

    THom6502
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    As always splendid work, this great map gets better and better.
     
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  8. Karguy23

    Karguy23
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    This has got to be my favourite map for Beamng. Its so immersive, I sat down for like 5 hours on the wheel cruising round dirt trails in the Stambecco.

    One thing I would love to see is some sort of vintage rail system which I dont believe this map has. This would add another level of immersion as lots of African settlements have railways from the days of British control.

    Overall great work and I am excited for any future updates!
     
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  9. KenKen911

    KenKen911
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    screenshot_2026-04-23_00-44-13.png screenshot_2026-04-23_00-43-20.png screenshot_2026-04-23_00-43-32.png screenshot_2026-04-23_00-43-41.png
    I've been using Player House very effectively since April, so everyone will be happy to see it included in the repo version now!
     
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  10. C D C

    C D C
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    love the ability to drive the mines, almost got lost, finally found exit, not the one I went in!!
     
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  11. M D Gourley

    M D Gourley
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    I certainly will! Thank you for all the hard work you've put into your map. I'm absolutely looking forward to continuing my journey and seeing what amazing places and adventures lie ahead:D
     
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  12. Murokmakto

    Murokmakto
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    I agree, railway would be cool, also since the real place this takes inspiration from has a railway through the desert aswell. 2 things that kinda prevent me from doing it #1 the coast is too steep for a railway. I don´t know what they would have done irl bc trains certainly cannot drive up these hills...
    but the main reason is that a railway is smth that should have been planned and added from the beginning. so as much as I´d like to have one, it is technically not really possible to add it now..

    thx for your support :) The player house got a new collision model for the repo release so you don´t get stuck in the walls and stairs anymore (hopefully). Be sure to deactivate the original version from your mods and maybe clean the cache.
     
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  13. passengerpigeon

    passengerpigeon
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    They'd use a combination of tunnels, cuttings and tight turns depending on the lay of the land, and I'm not sure you're as boxed in as you think you are because towns and roads were usually built before railways in real life too and had to be worked around. Plus, this is a video game and nobody will fault you for taking a few liberties and making the tracks a few degrees steeper than they ought to be; the track gauge will already need to be wrong as there are no narrow-gauge railway vehicles available for the game. You could also build a railway on flatter the extended part of the map that either ends in a dead end or makes a turn off the map instead of going to the coast.
     
  14. Sima0_0lopes

    Sima0_0lopes
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    Im having some bug or error idk, im in have the 1.21 version installed but the new content is not here, i also can't teleport to places, the teleport choosing place is blank, idk if im missing some addon, and i already verify my mods folder.
     
  15. Murokmakto

    Murokmakto
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    The main point is that I would have to do massive changes to the terrain which are not really possible at this stage of the map. It is something I should have done in the beginning and then worked with it. If I want to add it now its a multiple amount of work and I am not even sure if its really possible. For the background, yes (ish), but for the basemap I don´t know how it could be done tbh.

    2 things I can advice you:
    1. make sure you have no older version of skeleton coast or the playerhouse in your modfolder.
    2. go to your beamng/current/temp/levels/ and delete skeleton_coast there.
    Everything is in the new file and it should work..
     
  16. passengerpigeon

    passengerpigeon
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    What kind of massive work? I thought this was quite easy now by using terraforming on a placeholder road spline or snap to mesh on a mesh road and then placing the tracks, but maybe you have higher standards for realism than I do.
     
  17. Sima0_0lopes

    Sima0_0lopes
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    I deleted the skeleton folder in levels folder + install the map aggain now everything is working, thanks.
     
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  18. alxti

    alxti
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    Amazing map, has improved massively over time. My only suggestions would be to make sure all the dirt roads are marked (there's lots that aren't marked), and adding a small airstrip (or helipad) on the Cormorant Island since this is a really good map for planes. Maybe another small airstrip vaguely near Vogelsang Bay would be nice since the Horseshoe Bay airport is pretty far away. There are also lots of skins, configs, paint jobs, and license plates that could use better/clearer names since a lot of them are vague, all one word, or have underscores like they're unfinished. You should encapsulate the mines (walkable one and drivable one) in a black box like on the Utah map since there are some cracks in the mesh and daylight shines through underground, and the walls could use a new collision mesh since they eat the character. Some of the small towns and rest stops (?) on the side of the highway could use some lighting as well since they are hard to see at night.

    also the map doesn't have a cloud layer at all for some reason, and CK skybox doesn't work on the map either, so there's just 0 clouds
     
    #298 alxti, Jul 9, 2026
    Last edited: Jul 9, 2026
  19. Murokmakto

    Murokmakto
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    Hey, thx for your review. Yes I am aware that there is still a lot of room for optimization and additions. Cormorant Island could get a helipad very easily, airstrip won´t be possible since the terrain does not allow it. I wanted an airstrip near Vogelsangbay originally but the mountaineous terrain is just not suitable for it. I kinda dont want to do much editor terraforming since my thinking for this map is : if the terrain is too steep or whatever, they would have searched for a different place to put a building/airstrip/whatever there. And the only place I could find that realistically could support an airstrip was the flat space near Horseshoebay.
    Mines are actually in a black box, its just that you see the stuff that is beyond the black box :p I did some editing to many collision meshes (including the mines) with the last update. I didn´t get stuck so far in there but the beamling is just horrendous when it comes to collisions, it gets stuck on geometry that you normally wouldn´t...

    Yes there is no cloud layer, I wanted a completely cloudless sky, its an area where it rains like 3x a year, so 90% of the time you barely have any clouds in the sky. But CK skybox works perfectly fine for me (check the screenshots..), and it works for most people aswell, I saw it on streams and other screenshots etc... so you should be able to get it to work... try cache cleaning or delete temp/levels/skeletoncoast, maybe it works then...
     
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  20. gokacper

    gokacper
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    Hi! First of all great map! Second i have a question. It might sound weird but do you have a Map of this Map? A map with roads marked on it? Because i want to plan a rally but with map in such scale it's a little difficult do remember all roads :p
     
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