Beta (City of) Los Injurus 2020-01-10

The large city of Los Injurus welcomes you with an update!

  1. bob.blunderton
    This update fixes a bug with the map's terrain layers that (due to an editor bug) caused 'no-texture' / orange terrain sections, adds a few misc buildings, and updates the subway station slightly.
    The AI at the stack interchange, all double decker portions, and other raised on/off ramps has been re-worked to prevent head-on collisions in one-way sections.
    Some texture optimization has been done to lower download size from 1.4 to 1.1gb.
    Please see the discussion thread near the last pages for up-to-date pictures of the map.

    First, a big thanks to the Patreon supporters, for the last year I could not have done it without you! Commercial software is expensive. See the Patreon link at the bottom if you'd like to help support the continued development of this map.
    Supporters get updates every 3 weeks VS the public update here getting updated every 3~4 months.

    Consider joining the Patreon today as I am physically disabled and on a fixed income. I could really use the support to help pay for assets and monthly/yearly commercial software fees!
    New update, featuring the city stretching over to the abandoned mall, where it's *drum roll* more abandoned and run-down. Also, more miles of highway has been upgraded, and there will be some new buildings and different roads featured.
    AI on inner loop of highway through the city is great, the outer loop's AI is pretty broken but will still sort-of work. Outer loop of highway is under massive re-construction at the moment and is only temporarily held together with shoe-strings so you can drive it.

    Media and screenshots are from the first version, download the new one to see what's new! I will update them when I have time.

    As seen on YBR on YouTube:

    The Mystery Building near the end of this video near where he explores the abandoned mall is the old Packard plant from Detroit. It's not 100% the same layout but the asthetic is similar enough to enjoy seeing it in-game.
    City with the following roads:
    50 unique miles of highway
    75 miles of surface road
    15 miles of dirt trail
    150+ miles of AI paths and that's being conservative.
    Several miles of subway, YES, SUB WAY. Some train tracks, too - WiP
    Figures are approximate and generally low-balled to be on the safe side.
    Video review(s):

    Video above by Neilogical in English.

    Video above by GermanCommentGamer in German language - Danke!

    Videos added in, in the order I find them. Thank-you for the video review(s). As this map is very large, it may be difficult if not impossible for reviewers to show the entire map, please keep that in mind.

    This is a real city. A Bob Blunderton sized map that everyone should be able to run provided they have 6~8GB of system memory (RAM)
    On LOWEST setting, various integrated graphic solutions, laptops, or even a lowly 6570 1GB DDR3 equipped card can run this in a playable fashion, even if the host processor is a first-generation (900 series not 9000 series) i7 950 on an OEM HP computer with stock 1333mhz RAM.
    If you can run West Coast, you can generally run this map.
    WARNING: HIGH texture detail REQUIRES 6~8GB of VIDEO RAM (memory that's part of your graphics card, not system memory). If you don't know how much you have, try low, then medium.
    That being said, even an RX 470 8gb or RX 480 8gb will be able to run this with reflections ON, with good frames per second.

    This map features modeling tactics that reduce draw calls, take advantage of batching, and don't go crazy on the triangle count so your PC can concentrate on what matters - traffic - and yes this map supports it.

    Enough of that though. Now for the features!
    Above mentioned roads - roads everywhere - if you recognize this map it's built off the old deprecated So-Cal Interstate (warning, it will conflict with that map, that resource is being removed), so all the old roads you loved are still there or are vastly improved upon with city built there.
    There is one MASSIVE civilian airport (needs it's two longer runways but has two medium length ones), with 145 gates and hundreds upon hundreds of parking spots. Feature 5 concourses and one large main terminal with bi-level arrivals and departure.

    It's near the four-way flyover called 'the Stack', which is a feature in and of itself.

    Features some partially double-decker highway as you descend/ascend the mountain to/from the industrial area.

    Brain-bending interchanges galore - and some normal ones, too.

    SUBWAYS! YES! With stations you can drive right into/out of, too!

    A remote air-strip on the opposite side of the map as the airport (this will eventually be an Air Force base), so you have a destination when flying.

    It's got it's own dirt track in a looping fashion, you'll find that not too far from the city, but you have to find it!

    It's got an ABANDONED MALL YOU CAN DRIVE IN! Because why not?
    Two levels of retail history to crash about inside of and around.

    A facsimile of the abandoned Packard plant is also present near the abandoned mall.

    The Frank Douglas towers from Chicago (IIRC), before they were abandoned, are also featured here.

    A full arrangement of stores to serve only the best!

    Realistic low-poly homes (mostly) optimized for FPS:

    Tall apartment towers and condos!

    ...and so much more! Come see it today!

    This map is a continual work-in-progress. Features subject to change without notice. Map is funded by many kind folks on Patreon, link below:
    Please help this map project cover software costs associated with commercial modeling and graphic software (to say the least), and help with replacing my dying RX 480 8gb video card, which works but has to be down-clocked to be stable. I am disabled and on a fixed income, so even a dollar a month is great, it helps me cover software costs, asset purchases, and stave off hardware failure. It does not go to needless upgrades or 'I want' things.

    This map also contains a complete 900-piece Modular Road Kit (the MRK) complete with everything you need to build your own city and everything you see in this one. Those roads aren't all one piece like West Coast, they're all modular. So have a look around, see what you like, pop open the forest brush and have a go at it. Most of it is categorized, and any updated pieces in the future will be drop-in-replacements requiring little to no additional work (beyond file copying) by the mapper.
    Everything is in the shapes/MRK folder inside the map except the subway stations which are under shapes/buildings/metrocity folder with the building structures. All pieces in this map may be used by others with credit AND a link-back to this resource - this was a big part of this map's purpose.

    P.S. I am slowly building a credit list for user submitted buildings, which so far includes:
    Brother Dave - Rural Hotel - not yet used in the map
    Fufsgfen - Tall bank tower - not yet used in the map
    Ghost - size-spec for large variety of flood control canal, no models used, textures may be imported at a later date, will update if necessary
    MitchB25 (if I remember correctly) - benches, a few odds and ends signs from Expressway (Australia) map (older map).
    BeamNG - awesome base game from which many textures and a few models here and there are drawn from, though much of the buildings and homes are my own creation, except a lone abandoned service station, the new ECA service stations, and the ECA concept area on the far side of the lake (this will be torn down and re-made but the car-stunt area and school will stay).
    If I've forgotten someone, and I just may have, please send me a private message, explaining what asset was donated, even if it wasn't used yet or otherwise 'you can't find it in the map', I might just not have gotten to it yet.

    To those who submitted homes, and the homes aren't in yet, be aware that is top-priority now that the map is out. Please be patient, you'll receive a free private update when it's in!

    AGAIN, IF YOU HAVE SO-CAL INTERSTATE MAP, AND THIS ONE, YOU *WILL* HAVE PROBLEMS, please delete so_cal_interstate zip from your PC before running this or they WILL conflict.

    If you are a popular Youtube personality and review maps, PLEASE DO, and I can add it to the resource page!

    Technical issues, loading errors, glitchy badness, or asset rights questions?

    If you have an issue, or other technical error, or feel the need to complain, please contact me in the discussion forum tab above this listing first, so I can give you some trouble-shooting options. Please also have your BeamNG log handy which is located in documents/ folder, and post it. Please also try loading the game with ONLY this mod.

    Fine print:
    NO assets in this map were ported, copied, or otherwise used from other commercial intellectual property (except where assets may have been purchased from appropriate legal asset retailers), games, past or present other than BeamNG Drive itself. Likenesses to business may be coincidental but are within the realm of free speech and artistic freedoms of the United States constitution.
    That being said if you still have an issue with myself or my map, legal or not, feel generally offended or find something in the map is too offensive, please contact me in private so we can resolve this properly in a timely manner. Please allow 72 hours for a reply. Thank-you for trying Los Injurus mod.

Recent Reviews

  1. appesh1
    Version: 2020-01-10
    Wow. Just wow. When I first saw the WIP thread, I knew it was going to be a good one (like all of your other maps) but I underestimated this specific one. The level of detail that this map has is unprecedented. You made all of the small things like the signs, road textures have so much detail, and it's always the little things that make the level amazing. I honestly wish I can go over the 5 star limit, because of how much time you put into this while barely receiving any incentive for it. I truly believe this to be one of the few maps out there that comes to an astonishing level of detail. You have inspired me to get into mapmaking. This is truly amazing.
    1. bob.blunderton
      Author's Response
      There's over 800 (possibly as much as 900) pieces in the modular road kit (MRK) folder inside the map. This is designed as puzzle pieces, to fit together like a giant block set or legos, enabling you to build whatever your heart desires. The 'snap options' in the editor EDIT menu will provide ease of lining up road sections, as will holding SHIFT while rotating pieces (as it snaps them to a 15, 30, 45, 60, 75, and 90 degree angles). Many kits interface easily with one another here.
      Road bits are in shapes/MRK.
      There's many pieces in the SWO (sidewalk only) kit, which is meant to be used for areas where there's already a road drawn on the terrain, and enables maximum flexibility in designing custom odd-angled or sized intersections. Try to use this kit often as it is the easiest to use and gives you the ability to design any road / city exactly like you wish.
      Terrain decal roads can be drawn with pictures in /road or /roads folder (it has both). Most all road textures are available as decal roads (TRANS or DECAL in the name suffix), or as textures for bridges/mesh roads/ solid objects (with the name suffix NT or Mesh). Make sure to use the right ones or you'll have flickering when layering, or odd shadow bugs.
      Buildings are in /shapes/buildings, /shapes/buildings/ECA (old ECA stuff, most of that will be removed eventually and was only for concept/testing!), and /shapes/buildings/Metrocity folder.
      Feel free to practice building stuff using my map, just don't upload a version to this server without renaming the map folder/paths in it, or it will conflict.
      Generally most everything will update fine if you upgrade your kit with a future version of my map, too.
      If you have map editing questions, feel free to post in the forums if you need help. For questions using the MRK, feel free to ask me or look to my map for intended/valid uses.
      You can use a 30-day trial of Bundysoft's L3DT software to easily import a 4k height map in 16-bit png format as a terrain. It's pretty easy to use for beginners.
      Start small and think big. Just know the process can be monotonous / arduous / will test your sanity at times. The reward is so worth it.
      So thank-you and enjoy building a city - or road roller-coaster if you wish - of your dreams. This is the true purpose of the map.
      Be warned though... one caveat...
      Playing plain-old Simcity/Cities Skylines will never feel the same though, and can pale in comparison to being able to really drive through the city you just spent hours/days/weeks/months(years?) building.
  2. Valve Anti-Cheat
    Valve Anti-Cheat
    Version: 2020-01-10
    I'm very pleased with how well this map is coming along and all the work that's being put into it. However, one major issue this map has is the airport. Landing anything larger than a Cessplane is next to impossible due to invisible walls that I crash into every time when trying to line up for a landing.
    1. bob.blunderton
      Author's Response
      I have yet to be able to figure out why there's an invisible wall, or to be able to re-create the issue here. It's just one of those issues that, for now, please tolerate for a little bit. Try to take off facing towards the rest of the map, so you don't hit the buggy invisible wall or whatever it is. When you land, don't land from the ocean side, land as if you've just been flying from the middle of the map facing toward the ocean. I will speak with the staff when they're not too busy as to what it could be.
      If you can take a few picture of where you hit the wall (as soon as you crash into it, hit J to pause physics, and press ALT+O to take a screen shot), it would be helpful.
      I've never been able to find the invisible collision (wall). I have to find it to be able to fix it.
      Otherwise, do enjoy the map.
  3. passengerpigeon
    Version: 2020-01-10
    This map is my new favorite, and I've only just scratched the surface. You've done such a good job of optimising it that it actually runs faster than the old California Interstate map on my computer.
    One suggestion that I have for making this map even better (if you aren't planning it already) is to create more natural rural areas outside of the city, with farms and ranches on the outskirts and green, forested areas in the high mountains, much like the landscape of the real-life American southwest.
    1. bob.blunderton
      Author's Response
      Everything but the forested mountains is on the drawing board.
      Unless I make a 2D wall of impassable trees and fake 2d trees and ground texture to cover the mountains with, it willl be a serious performance hit. This performance impact would be close to the impact of a complete city setting, and a large (3+ GB) memory footprint / requirement increase, in addition to what already is needed (roughly about 5gb or so for the game, the map, and 6~16 vehicles). So for now, the forest is a cut, non-promised feature. I'd love to add it, but IF it gets added, it will be last and will be optional after the map is complete.
      The rest of the stuff, farms and rural natural settings is all scheduled to be added. I have purchased almost a full complete set of dev tools used by AAA studios - and our wonderful developers here at BeamNG - for myself to use making this map. Sadly there's only one of me, plus anyone kindly donating self-made models. That goes without saying this would NOT have been at all possible if not for the wonderful Patreon backers who helped get this project off the ground.
      In the broader spectrum here, this map provides a modular city building kit - with everything you need to build the city. Of course much mapping experience is a big benefit, but the pieces allow even novices to build a city with almost limitless possibility (once they can get a map set up properly - not very easy, but that's early access for ya!).
      Thanks for the kind review, and know that while the end-product might be just a hair more heavy on the system in terms of cpu/gpu requirements, if you can get 40~45fps now, you'll at-least get 38~42 fps when it's done (and you can always knock a setting down if needed).
      Keep in mind this map requires AT LEAST 6GB of VIDEO memory (not system RAM) on the video card for high detail, and is a much greater requirement than the stock maps. That aside it'll run on a first-generation i7 / x58 / socket 1366 Nehelam system if you have a half decent video card and at-least 3.5~4gb of RAM free.
      Thank-you very much for the kind review of something I've devoted thousands of hours to, and don't forget to flip on traffic to extend the fun!
  4. Grind86
    Version: 12_21_2019
    Really good map. It is work in progress and it's far from being finished (as of me writing this review), but I feel like the creator of this map has put a lot of work into it :)
    1. bob.blunderton
      Author's Response
      A lot of work in, and far from finished, yes that's Los Injurus.
      But thank-you, at-least it shows, and you're grateful for it. Thousands of hours spent, hundreds of dollars of software just for this project, and almost no life outside of BeamNG while trying to meet deadlines.
      That's okay because I'd rather do this than anything else, and my physical health (I am physically disabled) leaves me stuck in the house often any-who - so might as well make the most of it!
      This life isn't what I dreamed up for myself - but I dreamed of making games when I was a kid playing Nintendo / Super Nintendo / Sega.
      I just hope everyone else can enjoy playing it at-least as much as I do building/testing/playing it.
      ...and don't ever let go of your dreams! What was once sketches and endless marbled notebooks of drawings, is now a reality for everyone to enjoy.
      --Cheers & Much Gratitude back at ya.
  5. Speedy_Alex77
    Version: 12_21_2019
    This map is incredible but alot of things are not finish and that's a shame, because if you want to play in a "good" area, you have to reduce the surface of driving. Some streets coated by the "No texture" so we cant go in to do pursuits, role-play and others...
    1. bob.blunderton
      Author's Response
      The no texture is fixed by applying a patch on page 54 of the discussion thread.
      Please re-read the map description for a link to it.
      It over-writes the terrain folder in the map.
      Sorry for your disappointment, but this was caused by a game bug where it did not write terrain definitions to the index in the map folder, and then the console errors for it were non-existent to top it off.
      I manually added the missing entries one by one to the index and now it works, but it took a good solid week to figure out the bug.

      If you had used the discussion forum, you'd have seen this problem has been fixed.
  6. michael_zowski
    Version: 12_21_2019
    Great mod! Ever thought about doing a potato-friendly version? Because my computes runs it on, and I don't joke, 4 fps.
    1. bob.blunderton
      Author's Response
      You need 6gb of VRAM for high detail, at-least. Turn texture details down low.
  7. 8lastMeOff
    Version: 08_10_2019
    My favourite parts are the highways and parking buildings where you can do drifts, police chases and a lot of fun shit like that. Though this map is so big that I literally get lost easily.
    8GB Ram runs this map at about 70-80 FPS. Which is really impressive because I have a 6 car traffic running at the same time and I have 79 activated mods plus high texture. So yeah, very performance friendly, much better than Roane County.
    1. bob.blunderton
      Author's Response
      Awesome, thanks man, it means a lot. Enjoy some air time off the jumps while you're at it (and some of the mountains you can so easily 'drive right up'), as there's jumps everywhere. Almost one - if not several on every block in some spots. Don't forget that STAIRS = RAMPS in this map, because driving up stairs is something we all did in driving games since way-back. Just have fun, whatever you do, is all I ask.
      This will be BeamNG's GTA SA style of map - nothing copied - but so much of the enjoyment we all had crashing around the SA map (from 2004 or 2005), we shall have here, as that is one of the games (aside of Midtown Madness and some Carmageddon) I modeled the city layouts and general play-style after. There's so much more to come.
      Glad you like the highways, too, I just finished re-doing about 2 miles of it.
      Thanks for the great review.
    Version: 08_10_2019
    I'm amazed that this runs much, much smoother than WCA on my computer (which processor doesn't even hit the 2 GHz mark), considering its size. And the map still looks good.

    I love the huge variety of locations around the map, from the international airport to the abandoned mall to the parking garage to the Long Dong Silver's.

    Can't wait to see what's coming next for this map, great job.
    1. bob.blunderton
      Author's Response
      Thanks! It's made so anyone with a potato PC can enjoy it, or even laptops or other computers that just meet the basic requirements, and have enough RAM. It's still going to look pretty decent on max texture details on anything RX 470/480 8gb models, 1070 8gb or higher video boards and run easily 60fps. You can sometimes turn up your mesh details even on a potato, it shouldn't affect FPS too badly, just don't turn the texture details up unless you have a 3~4gb card for medium, or a 6~8gb card for high. Processor requirement is as-above 'anything that will run BeamNG decent'. I kept the draw calls really low (which are processor commands to feed the GPU with render calls, all games use this), so that users with lower-spec PC's could run this, and also so that users with medium and higher-spec PC's can crank up the traffic, leaving all the detail for the cars and the roads they drive on. So while the buildings are a bit simple (I will spruce up some of them later a bit), it leaves all the detail for the roads and the vehicles whilst not looking quite like trash.
      So do enjoy the city, it's a labor of love, and a continuing one at that. There will be lots of new stuff in the next version, LOTS LESS BUGS, and improved AI over bridges / interchanges, as the base-game saw some improvement there.
      --Cheers and TY for the good review.
  9. SwagMaster11
    Version: 08_10_2019
    Great job!
  10. Slappy_Dingus
    Version: 08_10_2019
    I am currently downloading this beast of a map, but still. From just the pictures I've seen, I can tell it will be the only map I'll play on for a while. Especially since I have a pretty beefy computer, I bet I could get up to 200 fps on this thing. I'll provide updates when I finally get in.
    Good Job!
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