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Beta (City of) Los Injurus 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. Fredr3x
    Fredr3x
    5/5,
    Version: 2021-06-21
    Please help me. With a GTX 1060SC 6gb, 16gb ram and an intel i5 8400, I cannot get more than medium settings at 40 FPS on west coast. I know this is a review, however when I last tried this map, it is unplayable even though my pc isn’t terrible. I really like this mod however. Thanks for making this
  2. WarDaddyUSA
    WarDaddyUSA
    5/5,
    Version: 2021-06-21
    Very nice to drive around on this map, the AI drives/follows the roads pretty great too! One of the best modding maps out there for sure.
  3. Nacho Problem
    Nacho Problem
    5/5,
    Version: 2021-06-21
    What a great map
    1. bob.blunderton
      Author's Response
      Thanks! That was fast - an update just landed moments ago.
  4. Scotty Kilmer
    Scotty Kilmer
    5/5,
    Version: 2020-12-02-mod
    Awesome, I have an AMD FX 9590, Nvidia GTX 780 and 32 GB of ram.
  5. Theoasispc
    Theoasispc
    5/5,
    Version: 2020-12-02-mod
    Best map in Beamng.
    (Got a 6700xt 12gb just for this)
    1. bob.blunderton
      Author's Response
      Awesome buddy! Your 6700xt 12gb should be good to run this no issue, and I will try to keep the project from going over 12gb of VRAM usage.
      I only have 8gb VRAM here and sometimes it gets dodgy on highest texture detail / gets a little slow near the huge airport (due to one of the super-detailed 500mb tunnels there).
      I can't wait until this video card shortage is over, so we can all get 12gb / 16gb (or more!) VRAM equipped video cards, as that and 'draw calls' (cpu work to make the gpu render things) are the two most limiting factors in DX11 (and below) game-engine world design. However, knowing these limitations I can do my best to keep FPS up for the most part. That said, no sense designing this for 5-year-old hardware when we'd rather have an immersive next-gen environment to drive in. While the buildings aren't up to AAA quality for the most part, the roads certainly are packed with detail as that's where you spend most of your time.
      A new public version should be out within the next 10 days, hopefully; barring crazy stuff going awry as it sometimes likes to do in life.
      --Thanks for the review, doing my best here to make the city map WE deserve as loyal BeamNG Drive fans!
  6. garbage human
    garbage human
    5/5,
    Version: 2020-12-02-mod
    I was looking for a map this big and with a lot of variety and thank god i upgraded my computer my old pc would die after 2 seconds and would probably not even load this, great map seems like you put a lot of effort into it heres a 5 star rating.
    1. bob.blunderton
      Author's Response
      Thanks!
      We're talking over 10,000 hours of work, for this map just in MY hours - not including the work the people did for the assets of which I purchased, nor the work of the people who (very kindly) donated some assets (such as buildings). By comparison, Roane County has around 5500~6000 hours of work.
      There's a LOT of detail, there's a lot of out of the way places to drive, and there's even stuff you won't find until you've played this half a dozen times or more.
      I hope it has everything you could want in a driving / crashing simulator. If it should happen to NOT have something you feel you would enjoy, or even more-so if many would enjoy; DO join us in the discussion thread and make your voice heard. This is a community-supported, community oriented map project. This is the map with a huge city and sprawling rural area surrounding it, that this game and it's large fan-base *deserves*. While the city is roughly maybe 35% built AT MOST, and the map is maybe 50% of the way along in general; there's SO much to include yet and not every space is spoken for - in-fact I'm leaving quite a bit of it to be filled impromptu just in-case one of us wants another race track or abandoned building to peruse at our leisure (or at dangerous speeds).
      One day it will be done, but I'm not stopping until it's FINISHED. The only way I'll even momentarily pause development is if I completely break the game engine (but the developers and staff are really cool and have fixed these things before on very short order). As far as anyone knows, all limits have been removed except the limits of PC hardware and DirectX 11. With a firm knowledge of this hardware, I'm trying to keep this running well just as any game developer would, while still having a ton of fun packed into a somewhat immersive setting. Remember, always take a look around and see what there is to see, and keep an eye out for hidden things that may be just out of view.
      There is plenty more to come and a new update coming out in the next 2~3 weeks or so, so check back soon to see what drops around the end of the month.
      --Cheers and thanks!
  7. MultiGamerClub
    MultiGamerClub
    5/5,
    Version: 2020-12-02-mod
    Its cool to see 3gb gets downloaded in less than 2 minutes, with 16 cars i have some 23 fps which is funny and without any cars (except my own) i have some 90-110fps at 2560x1440p resolution.

    Its an alright map, ive missed playing with bigger traffic with more than 20fps even if its just some 2-5fps more than normal.

    Will soon switch to a 3600 in some 10-11 days, should run even greater.
    1. bob.blunderton
      Author's Response
      The more cores on the CPU, the merrier BeamNG Drive traffic experience is, up to the absolute draw-call limit of DirectX 11 (the rendering back-end of the game). Buying beyond a 3900x / 5900x or buying into high-end desktop territory may prove a bit wasteful currently, due to the absolute limits of what DirectX 11 can render. You'll only get about 3~5 more vehicles in traffic moving from a 12-core to a 16-core processor for example, but moving from a quad-core to an eight-core processor will cleanly double performance.
      A 12-core 24-thread processor, with a competent video card of RX 480 or GTX 1060Ti or better (nothing fancy, thankfully), and 16GB or more of system memory and a half-decent SSD will get you a long way into a beautiful awesome experience of what it's like to spend thousands on PC hardware to simulate a traffic jam.
      You can generally expect, that on any processor with SMT or Hyper-threading (same thing, different brand; doubles worker threads in the CPU), you can run TWO vehicles per-core generally on any 3.5ghz (give or take a few hundred mhz) or higher CPU. This only starts to drop off after about 15~20 vehicles total. However, that said, if you run one vehicle per core, a 16-core processor will still do better than an 8 or 12-core processor, for example; as 16 vehicles will still be below the absolute rendering limitations of DirectX 11.
      I keep buildings and road objects fairly simple (though most detail is reserved for road infrastructure itself VS buildings you just drive past or around), so that it leaves a lot more 'rendering budget' for the vehicles in traffic. This means more vehicles in play before you get below 20fps, where-in the game will start to slow down as to not bury the CPU. While I can't match the absolute lack-of-level that is pure-grid-map, I will promise that performance should be decent provided you don't exceed your video memory (keep an eye on that, even if you have 8gb of it).
      Should things slow down suddenly, consider switching down the texture detail one notch to prevent video memory over-run.
      I hope you enjoy the map, and look forward to a new public update soon.
      --Thank-you for the review. Join us in the DISCUSSION forum here if you wish to provide any additional input or critique.
  8. Kipas
    Kipas
    5/5,
    Version: 2020-12-02-mod
    Without traffic 70-60 fps
    With 5 cars 20 fps
    Ultra graphics i5 7400 gtx 1060 3gb
    1. bob.blunderton
      Author's Response
      Thank-you for the performance feedback.
      Make sure you use medium or low graphics detail if it's too slow.
      Your i5 will only be able to do 4~6 vehicles max, before it starts really tank the FPS, due to only having 4 cores and no Hyper-threading / SMT.
      Grab yourself an 8-core Ryzen processor when it's affordable (not to mention available) so you can run a bunch of vehicles (15~20 vehicles) if you desire. The GTX 1060 3gb is still good enough to run medium or low detail on the graphics, but you can keep mesh detail at max.
      Turning shadows to player only isn't required, but might help when you have a ton of traffic in play. Use LOW detail if things get real slow though to see if it speeds things up. You may have to re-load the map for it to activate though.
      I continue to try and optimize the map as I add more things in, so that it keeps the FPS from going down much. I still would recommend looking into getting a Ryzen if you want to run a bunch of cars though, an i5 is really going to struggle and games are now starting to use more cores. BeamNG Drive can use up to around 8~12 CPU cores effectively, before draw calls start really tanking performance when running 15~18 vehicles or more (so buying more CPU than that will be a waste of money).
      However, if you can't get your hands on one, or it's just not in the budget right now, don't despair. Just try to keep 3 or less vehicles, possibly including your own in play if you want the best FPS, and make sure the web browser or anything else processor-intensive is closed out before running. I had to stash cash for a good solid year to get the Ryzen CPU I have now, but I can whole-heartedly recommend the 3000 or 5000 series to anyone looking for a new chip for lots of traffic. Don't go for anything less than an Ryzen R5 3600 though. If current prices are too much (due to the parts shortage / buying craze / pandemic), just hold out for around 3~6 months and hope the market clears itself up.
      What I've typed hopefully shall be of use for yourself and others.
      --Cheers!
  9. TLChizzle88
    TLChizzle88
    5/5,
    Version: 2020-12-02-mod
    I love this map! The only thing that bothers me and I cant help but notice it every time is most of the maps roads dont leave tire marks on the road after a spin out, burnout of any kind. Hope that can be fixed some day soon!
    1. bob.blunderton
      Author's Response
      I will look into that more in the near future, hopefully before the next public release. I didn't have a setting in the texture indexes for tire marks, which makes it default to 'off' now. This can be slow on really large textures on mid-range and lower GPU's, so that's why the option was there in the texture indexes. However, I will be changing this as I go through and update the textures to newer, better ones, like some of the highways and city roads use. The textures that were from my other maps (that were originally carried over many years ago when the terrain was made) are slowly being phased out in favor of better commercial / AAA-grade (I hope) textures. The old textures are what's used in the rural less-improved areas of the map, with the city area featuring about half of the new stuff.
      When I make this transition, I will be going through and converting the old texture indexes to the new ones, and will make sure to set the bit for tire marks.
      Still a good point though, and I have made a note of it.
      Thank-you for the review.
  10. Nacio007
    Nacio007
    5/5,
    Version: 2020-12-02-mod
    I really like the map. I like to drive around in Beamng a lot, this is the map for just driving around and exploring a bit. I have a question, how can the Community help? Is there any way to help, without knowing too much, how to mod? If yes I would be happy to help here and there. Thanks in advance for Anwsering! Have a nice day!
    1. bob.blunderton
      Author's Response
      Those who can model, texture, or write scripts are always welcome to help if they are able.
      Even if all you can do (if you cannot donate monetarily or are not in a position to do so) is leave some feedback on the discussion forum for this map or place a review here like you have done, it is fully appreciated.
      There's only one of me and only so much time, but I'll try to make everyone happy.
      The goal of this map is two-fold:
      Make a map that has a little bit of everything plus brings some new features (subway tunnels, fancy highway interchanges, many new models/textures and such), so that everyone can enjoy it no matter what they like...
      and also to make a puzzle-piece style infrastructure kit made of almost 1,000 pieces that will allow anyone with basic map editor knowledge to create their own city out of the pieces in this one (please consult me before doing so if needing help).

      Everything from highway sections and their bridges, flood control canals, city streets, subways and road tunnels, to parking lots and sections of curbing is ALL modular and can be fitted and arranged as-needed in the forest-brush section of the map editor. All pieces may be found in the shapes/MRK folder inside the map zip data, so have at it if this is up your alley.
      Thank-you for the review and inquiry.
  11. PatrickBsyd
    PatrickBsyd
    5/5,
    Version: 2020-12-02-mod
    the best map mod we had in the respository, i wish this would add support for reshade RTglobalillumination and some etc reflection mapping.. it would be perfect!
    1. bob.blunderton
      Author's Response
      Whenever I find out how to configure RESHADE with RT on this map, I'll be on it like flies on stink. I have a 2070 Super, and I would *LOVE* to see my headlights reflecting off the reflectors on the roadways / barriers in RT.
      I am waiting with baited breath on it, so if you figure out how, or know someone who does, DO give a shout-out in the discussion thread. I will assist any configuration changes needed (to the map) in that instance.
      --Glad you enjoy the map, it's a work in progress but there's many miles of fun to be had.
  12. Worldscout
    Worldscout
    5/5,
    Version: 2020-12-02-mod
    Well the map is unbelievable, except i have cleared my cache multiple times but the were still some mountain textures missing. Also since the new update 0.21.0, when I try to load the map, the game totally crashes. It would be cool if you would fix it, because it´s an amazing project. Keep on!
    1. bob.blunderton
      Author's Response
      No issues here with textures, models, or otherwise.
      Re-download the mod, and also, make sure to use MEDIUM resolution / detail for textures. Mesh detail can be left high/max.
      Please use discussion thread for more correspondence.
      Thank-you for the info however.
  13. BlondeOfHazzard
    BlondeOfHazzard
    5/5,
    Version: 2020-12-02-mod
    Truly the best map out there, but it is reminding me that my 2GB 770 is getting on a bit...!
    1. bob.blunderton
      Author's Response
      Yes, I used my Radeon 7850 2gb (which is still fast enough minus reflections and depth-of-field) last year when my RX 480 8gb drivers kept crashing out before replacing it with an RTX card.
      Even 8GB of VRAM isn't quite enough. You really need a 1080Ti, 2080Ti, 3080/3090/ Radeon VII, Vega 64 16gb creator edition, 6800/xt/6900xt to run this map at it's fullest.
      I am in the process of scaling down a few of the textures where it won't hurt map quality as much. When I am done with that process (it'll take a good month or more yet until I finish), then maybe us folks (myself included) can enjoy the map without worrying of texture detail overloading VRAM on the GPU so much.
      Thank-you for the awesome compliments.
      I will be doing the best I can in the mean-time customizing mip-maps of the roads so that folks on LOW detail can still see the delineation (lines) on the roads at distance and that the traffic lights don't break on LOW either (you currently need MEDIUM settings I believe for traffic lights to work well).
      So yes, many thanks, and worry not, work continues and will for quite some time in making a map to make this game truly expansive and enjoyable.
  14. jecoyud1905
    jecoyud1905
    5/5,
    Version: 2020-12-02-mod
    i like it!!!!!!!!!!!!!!
  15. falefee
    falefee
    5/5,
    Version: 2020-12-02-mod
    my new favorite map to drive on that just keeps getting better and better!
    1. bob.blunderton
      Author's Response
      Thanks, that's what I'm working towards.
      Trying to do the best I can here to give us plenty of places to drive and stuff to find/explore and so-forth.
      We deserve a GTA sized world with almost the same attention to detail - while I am only one person and GTA had dozens/hundreds of designers working on the map itself, I can still try.
      Thanks!
  16. Timotjee
    Timotjee
    5/5,
    Version: 2020-12-02-mod
    Fantastic, except for the fact that the map it not loadable in Beammp anymore.
    1. bob.blunderton
      Author's Response
      I would encourage the BeamMP folks to contact me about this, maybe you can give them a heads up.
      I have satellite internet that can barely stream video, let alone play anything multiplayer (read: never). It's horridly inconsistent and completely unreliable. So I cannot, and won't be able to test BeamMP, hence I cannot support it even if I wanted to.
      That said, I'll ask around and see if anyone's had any luck with it.
      --Thank-you for bringing this to my attention.
  17. thegaming11
    thegaming11
    5/5,
    Version: 2020-12-02-mod
    how will work with i5 3330 3.0 ghz 8gb ram ddr3 1600mhz hyperx fury
    and a gtx 1050ti ssc evga
    1. bob.blunderton
      Author's Response
      Try it on low or medium. If anything causes it to not load, that'd mean you're out of RAM. While I don't support (officially) 8gb or less of RAM, you're welcome to try.
      Keep in mind you currently need an 8gb video card and 16gb RAM to run full high detail textures.
      The processor will be fine for a vehicle or two.
      It *should* work though.
  18. Agent_Y
    Agent_Y
    5/5,
    Version: 2020-12-02-mod
    Amazing new update, the new tunnel looks stunning! It can get a bit laggy when using free cam at full speed on it, but otherwise there isn't too big of an impact on performance there (haven't tested with traffic yet though). Keep improving this, it will be the best map ever once it's finished!
    1. bob.blunderton
      Author's Response
      It'll work nicely with traffic & I use traffic all the time on it, especially when I want a good laugh.
      Traffic will blissfully fly through unlevel intersections and right over speed humps like they're not even there. The results, especially with awareness OFF (toggle it on/off a few times), are absolutely hilarious.
      Otherwise, traffic should be pretty realistic, as I have spent a lot of time debugging issues with it (while it's not 100% always perfect).
      Flying over the map will hitch now and then if you go full speed free camera due to the game engine having to load in assets often. Driving through it or flying an aircraft over it should work pretty well provided you're not going 500mph.
      I wouldn't recommend flying though if you like awesome visuals, as the city can get pretty hideous in spots when you fly over it and look down. I have a lot of work to do in that department currently.
      Glad you enjoy it!
  19. hellacat
    hellacat
    5/5,
    Version: 2020-12-02-mod
    always been a great alternative to west coast. never had an issue and i love the long roads and variety
  20. ChryslusCorvega
    ChryslusCorvega
    4/5,
    Version: 2020-04-10
    I love the map! It's detailed and realistic. The only flaw it has, is that there are some issues when using the traffic mode on the freeways. AI gets confused and drives on the wring side of the road. I hope this gets fixed as this results in crashing your car at 200 +Km/h.
    1. bob.blunderton
      Author's Response
      Take a few screenshots of the area you're having trouble with, and post it in the discussion thread. Traffic driving the wrong way is generally BAD.
      This way I can tell if it's OLD stuff (parts of this map, including the original terrain and old road layout date back to late 2016 to early 2017), or if it's new stuff and I just forgot to tick some boxes.
      If you're out in the middle of nowhere on a rather 'boring' 3-lane-per-side highway that rings the outer edge of the map, the AI might not work so well here - this is known, as I am slowly redoing the highway as I get to each section of the map.
      Glad you otherwise enjoyed the map - don't forget (if it's possible to) that this is very-work-in-progress as far as completion goes.
      New version should be up before or by the 16th or at the very latest 17th of this month - with so much more in store for y'all.

      For those who can afford to, and want the latest-greatest version of the map that updates every 2~4 weeks, please join the Patreon linked in the description page for the map. Supporters get in on the private betas. For those who cannot afford to (it's cool, no worries!) you can always contribute models or textures and you can get on the beta list too! Even if you just take time to stop by the discussion thread (on the tabs above), we appreciate your interest and support, and feel free to make a suggestion or two for what you'd like to see in the map.
      --Cheers!
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