Beta NEW Tennessee USA Roane County Beta, REAL TERRAIN, 8gb System RAM REQ'D 15.2.x

HUGE 175sq/mi, 193+ miles of roadway, US40 highway, 3 Towns, Signs, Working Traffic Lights, Trees

  1. bob.blunderton
    It's back and it's 1.2GB - Roane County version 15.2.x for use with BeamNG 15.x. Not only the largest mod out there, but now in more ways than one!

    System REQUIREMENTS:
    REQUIRES 8GB OF SYSTEM RAM! 16GB Recommended.

    DO NOT ATTEMPT WITH LESS or you will get 0xFFFFFFFF error and a crash. AI use extensively may push this requirement even higher, 12~16GB should be plenty of installed memory to run this map well with AI.
    Video Card: High graphics detail requires 4GB~6GB of video memory, so if it gets slow, use medium graphic details which are under 2GB use. Reflections are very heavy, as can be shadows and SSAO also, so turn those down or off if you have trouble.
    CPU: Any CPU that can run West Coast USA can easily run this map.

    Enjoy 175 sq/miles of *REAL* Roane County TN USA terrain with THOUSANDS of hours of work put into it. With almost 200 miles of roads on this map, it's sized bigger than GTAV's map. TWO HUNDRED MILES!
    Includes 14~16(?) miles of real US highway 40 in TN USA mapped into it.
    Includes cities or the beginnings of which:
    Kingston (60% done)
    Rockwood (35% done)
    Harriman (60% done)
    Westel (not yet built)
    Glen Alice (not yet built)
    Mid Way (not yet built)
    Main road network (95+% done)
    AI use of roads and LARGE parking-lots (95% done)
    US 40 highway goes from Kingston-Kentucky Street on the east end to almost two miles west of Westel Rd on the west end, and a big jog up the side of the almost-2000ft elevation Cumberland Plateau, includes most of Roane County, and some of Cumberland County, Tennessee.

    Updates includes but is not limited to:
    *Works great with the traffic tool now by GamerGull (which I've done extensive testing on), most of the update was centered around this new traffic tool, as I've provided a LOT of feedback and testing for it.
    *AI will now hold lane properly on multi-lane routes including divided roadways and 5-lane routes though urban areas. AI will go off jumps in downtown Harriman area, this is intentional and NOT a bug.
    *ALL NEW (well, almost all) bridges that are much closer to AAA quality now. Many bridges have built-in reflectors in them that actually work.
    *UPDATED and ENHANCED highway graphics, they're finally about done.
    *Fixed the no-texture brigade rearing it's ugly head again via the normals (normals are our version of bump-mapping here)
    *Fixed fences 'good enough' for now.
    *Fixed all the intersections that looked bad (well, 90% of them anyways).
    *Longer draw distance by 2.5x than the previous version. No more driving like a chicken without it's head, and now you can see Rockwood from the top of the Plateau (mountain) now (my personal favorite view).
    *Performance is roughly 85~95% as good as the previous version, only down a tiny bit due to the draw distance increase. The Nintendo-64 quality of fog just wasn't growing on me these days, I'd guess.
    *A few of the spawn point previews, and the Roane Racer parody graphic were updated, so look for something new down near the bottom of your map selection screen
    *A few roads that dead-end at the end of the map / game-world DO NOT have AI any longer, this won't be missed much as it's due to me enhancing the AI paths on the rest of the map and hitting previously-unknown 65536 AI-node limits. Yes, I completely maxed the AI on this map - thankfully most of the roads are already in place. Please don't add any more AI-enabled roads of your own in this, or it will break the AI entirely - and that wouldn't be fun.
    *Extremely long list of very minor bugs with graphics, AI, and so-forth fixed, too long to list these things I spent a few hundred hours fixing.
    Things like cars going the wrong way, or driving down the shoulder are history not worth remembering. If you find a spot where the AI always acts up, give me a shout-out on our DISCUSSION forum (not the review!).
    REVIEWS ARE FOR REVIEWS NOT FOR QUESTIONS OR BUG REPORTS ... This resource will be updated about as often as game-updates break it, or shortly following as my schedule allows.

    So sit back and enjoy this map which pushes BeamNG to it's limits and is more of an open-world tech demo than a complete, finished product. That being said, it's still great fun to run and runs way better on 0.14.x and 0.15.x game-versions than previously. This map was only meant to be a tech-demo but ended up being one that's taken over THREE THOUSAND hours of my time (yes, I am physically disabled = lots of computer time).

    This map isn't done, it might never get done, but there will surely be more work on it as time goes by and I have other resources to donate to the project from my main current project. Speaking of which:

    Obligatory plug for Los Injurus City Map project coming to BeamNG!

    Introducing a city map for BEAMNG.DRIVE - yes a CITY map, not a town, a REAL CITY, with subways and an abandoned mall you can both drive through - the beginnings of a military base (currently just a concrete air-strip but more is planned) - and over FOURTY-FIVE UNIQUE MILES OF HIGHWAY for your cruising and crashing pleasure! There's even an early version of the abandoned Packard plant in that map!
    I have a Patreon to help fund that project as I use 3d modeling software (to make my own houses, the bridges for that map and also Roane County got a few of them, this software costs money each month!), and being on a fixed income with doctor bills from being disabled, this makes it a little easier so that modding doesn't drain me dry - that wouldn't be fun. I've even got a legit copy of World Machine 2 for the project thus-far and some sound software to help mix background sound for the map.
    I haven't said the best part of Los Injurus. It contains an 800+ piece modular road kit, so anyone can build their own city in the editor, just like Simcity 4 or other city builders (okay maybe more time consuming!). This kit, when the map is released, will be free-use to other modders and mappers. Most all the resources from this map are all new and custom-created from scratch by me (with a few select ones donated in by kind folks supporting the project) - even lots of textures are created in-house here.
    If you loved the old So-Cal Interstate map that never had even a single sign or building in it, you'd be happy to know that's where Los Injurus is being built and it will be awesome!


    https://www.patreon.com/user?u=12840784 <-- Patreon for Los Injurus project. Thread link is here --> https://www.beamng.com/threads/a-new-city-map-los-injurus.57055/ Come and stop in and say 'Hey, how you doin'?' and see the latest progress, even if you don't have cash on hand or otherwise unable to donate, we'd love to hear from you! Some models will even be 'back-ported' into this Roane County TN map from Los Injurus to enhance and upgrade this map.


    Pictures following are of the current 0.15.2.x Roane County version and may be demonstrating the traffic mod and/or a few downloaded vehicle mods in use. Please support my map mods via the Patreon link above if you have even a dollar to spare and you enjoy them and find them fun. It supports an almost-40-year-old ME and helps me use my over-four-year-old computer and legit professional (licensed!) software to make awesome mods, and also get to the doctor and pay the bill when it comes time. I am physically disabled with a seriously injured back, but support should not come out of pity, do it only if you enjoy my maps, and ONLY if you can afford it - as we all have to eat & keep a roof over our heads.

    Software that is used to create this map:
    Beamng.drive 0.4.x ~ 0.15.x.
    Paint dot net & GNU Image Manipulation Tool, Blender, Notepad++ (free)
    L3DT Pro, World Machine 2, Maya LT (all commercial).
    Proudly made on my 4.5-year-old still-proudly-Windows-7 computer.

    Credits are as-per signs on the highways in the map, thanks to everyone who helped & many additional thanks to those supporting Los Injurus project on Patreon!
    Thanks to SynSol for hosting assistance with a map 2.5x too large to normally fit on here. Thanks also to GamerGull for the awesome traffic tool. Thanks to the BeamNG developers for the most awesome game ever - and if they choose to hire me - I will still map here on the side!
    I couldn't do it without all of you - and what I could have done alone wouldn't be nearly as fun.
    This map and the traffic tool this update is decidedly for, has been a community effort, as has this game for a large-part. Now go enjoy the map!

    CREDITS:
    This map would not be possible without the help of the following wonderful people:
    Me - Mapping, terrain, road graphics, some signs.
    @Occam's Razer - House models and textures for the non-Beamng.drive assets from Garfield Heights
    @RedRoosterFarm - Awesome signs that look the part
    @chris_lucas - Train and Railroad track models
    @MitchB25 - Traffic signals from the Expressway map
    @Username - for previous mirror hosting before this was on the forums - thanks!
    @Ouerbacker - who's past maps inspired me to make something great, and also for the base graphic for the cliffside variation texture used sparsely in this map.
    @synsol and @meywue - for helping me get this hosted - thanks guys - love this game.
    @JDMClark for sending in some shots of Rockwood and giving some of a local's input etc. THANKS!
    @fufsgfen For the bridge pillar models after the game update ate mine.
    If I've missed anyone, feel free to message me a big smack in the face and let me know.

    Images

    1. screenshot_2019-03-02_22-28-29.jpg
    2. screenshot_2019-03-03_11-57-06.jpg
    3. screenshot_2019-03-03_19-05-02.jpg
    4. screenshot_2019-03-09_10-29-48.jpg
    5. screenshot_2019-03-09_13-23-23.jpg
    6. screenshot_2019-03-09_13-25-10.jpg
    7. screenshot_2019-03-10_20-34-05.jpg
    8. screenshot_2019-03-11_20-02-05.jpg
    9. screenshot_2019-03-12_06-47-28.jpg
    10. screenshot_2019-03-12_06-48-43.jpg
    11. screenshot_2019-03-12_06-49-26.jpg
    12. screenshot_2019-03-12_06-52-54.jpg
    13. screenshot_2019-03-12_06-53-31.jpg
    14. screenshot_2019-03-12_21-42-04.jpg
    15. screenshot_2019-03-12_22-14-54.jpg
    16. screenshot_2019-03-13_00-37-14.jpg
    Taza, -V8-, jessejones440 and 37 others like this.

Recent Reviews

  1. CaptainUselesss
    CaptainUselesss
    5/5,
    Version: 15.2.x
    fantastic map can clearly see the man hours gone into it to make it what it is.
  2. Z-PSYCHO
    Z-PSYCHO
    5/5,
    Version: 15.2.x
    Saw how huge amount of work you put into this one. Good luck on the Los Injurus Project!
    (Also my computer keeps exploding when I spawn new cars LOL)
    1. bob.blunderton
      Author's Response
      Thanks, yes, it is a HUGE amount of work, but it was enjoyable. I do enjoy what I do, after-all. The best part is when people say they like it though - so thank-you for taking the time to put a review in.
      Mind the RAM limits of your PC (if you only have 8gb or less), when running this map. Adding any other vehicles will increase RAM use quite quickly. I can't vouch for 0.16's use of RAM with vehicles + AI but I know on 0.15 and below (I am on 0.15.x for performance reasons currently), spawning any additional vehicles and letting the AI run them around while you drive can easily make the constraints of 8gb of system RAM evident. Now I don't know what your RAM situation is, but besides performance issues due to high draw calls (they're rendering of surfaces, done one surface at a time, via the CPU telling the GPU to render stuff), turning off reflections or reducing them, turning off or reducing shadows, SSAO and possibly some other options, can certainly help with performance.
      I would say at-least a GTX 970 / GTX 1060 6gb / Radeon Rx 480 / 570 with 4gb or more of *VIDEO* RAM is required for using high-detail textures (and having reflections on). There's some issues with 0.16.x and AMD performance, which I am currently having here, but 0.15 ran this map awesome and was pretty much 60fps everywhere except oddly at the Harriman Auto Clone (right by a grocery store, a block off a traffic signal, and a bit up from 'Line City' grocery). That's about the only spot that's a bit slow yet. Otherwise it should run great for you.
      One day I'll throw some more work on this, but that said, building the city is awesome (I can do so much I can't always do with a 'real place' map). Hope to see you on the thread for Los Injurus one day, let us know what you want to see there.
      Enjoy Roane County!
  3. Vallitium
    Vallitium
    5/5,
    Version: 15.2.x
    This is by far my favorite map. It's my go-to whenever I play the game and want to test out new vehicles since it is so large and has everything you'd ever want or need. I've been watching this map slowly get filled in and more complete over the past year or so and I am always amazed at how much effort and time has been put towards it. I'm not really one to leave reviews, but this map truly is amazing and it deserves every bit of praise I can give it!
    1. bob.blunderton
      Author's Response
      "Everything you ever want or need" is exactly what this map is there for. I mean if a map this size doesn't have everything one would want or need, the mapper (me) should have their head examined. There's plenty of room, and many triple-A games aren't this big even. There's been around or just over 3000 hours of work put into it, between models, almost 200 miles of roads, 175 sq/miles or so, and dozens upon dozens of jumps to keep you exploring, driving, crashing in new ways. The area naturally lends itself well to putting in a video game, so I couldn't resist trying to do so in 2016. Glad I did, but I have to thank the fans for pushing me to take it this far, without the many folks after me to get this map pushed to a decent state, it wouldn't have ever gone beyond a roads-only concept on blank terrain.
      I hope that while you love this map, you'll find my current project of Los Injurus City Map even more interesting, bringing not only a city to BeamNG, but a Modular Road Kit that everyone will be able to use (coming this summer!), to make the city road network of their dreams. A community funded effort to make not only a fun map, but enable almost anyone to build a realistic city road network with puzzle-pieces comprising various sets of different road kits.
  4. RORCAT
    RORCAT
    5/5,
    Version: 15.2.x
    Being from the Tri-cities, TN area, I love this map! I go down I-40 at least twice a year going to West TN. I always stop for lunch around rockwood. The attention to detail is amazing!
    1. bob.blunderton
      Author's Response
      Ah a local, welcome to the Roane county map page. Tennessee is awesome, it is like the America I was promised as an 80's kid, but never found. So I decided, after driving through route 40 a few times going back and forth to Knoxville (I live just west of where this map is made from), it would be fun to make some of the highway. I made sure to grab enough of the surrounding roads so people could mill about a bit. It wasn't easy but I am glad I did it - it being what was only supposed to ever be a roads-only 'large map proof of concept' to see if what I was trying to do would even work.
      Well it did work, and fans pushed me to get it this far, they'll probably push this to completion over time.
      If you like my work, check out the Los Injurus City map thread and see what kind of fun one can have with this game. It's a community-funded project using commercial software to make something awesome for BeamNG.
      --Thanks for the review!
  5. Tommy Foley
    Tommy Foley
    5/5,
    Version: 15.2.x
    A great map, excellent for normal city driving and for trains with the packed in railroad system. Great work creating this epic map.
    1. bob.blunderton
      Author's Response
      Rails are a little less than perfect due to large map size = slight loss of precision (especially toward the edges) due to floating-point 'float' numbers = decimal rounding, but beyond that, I hope you find everything you want/need to keep you busy a while.
      Thankfully I map better than I structure my sentences.
      --Thanks for the review!
  6. VirtualPenguinGaming
    VirtualPenguinGaming
    3/5,
    Version: 15.2.x
    I should give it 5 stars, but I have one problem. I keep going through the buildings and bridges and trees. No collision with them. Is that a glitch or something? Anyways the map IS 5/5, just got this issue and I don't know if others have it.
    Also, I verified game files, cleared cache and tried with only this mod with all other mods disabled. It is still like that. I have 16GB DDR4 RAM and I can run West Coast USA at 1080p at 80fps on medium graphics settings. Simplified physics is off.
    1. bob.blunderton
      Author's Response
      Review section is for reviews, not bug reports, please see the discussion forums attached just above, for bug reports and tech support, but here goes anyways:
      Make sure you don't have another version of the map already in your mods folder as that's a likely cause. All versions are named Roane_County and then something else, it's possible the file name is different on this version just slightly and causing the issue. After you verify that, next step is:
      Delete the following folder: documents\beamng.drive\cache.0.15.0.6\levels\southernhighway (as that's the name of the map's cache folder, it's not inside the zip it's in your 'my documents' beamng folder).
      Make also sure you don't have an extracted copy within the documents\beamng.drive\levels\ folder called 'southernhighway' as that's the map's project code-name (this was only supposed to be a tech-demo, I swear). If all else fails, remove other map mods & test after again clearing the CACHE folder above.

      If that does not fix it, please consider starting the game, loading the map, verifying it's still bugged and then sending me your beamng.log file via private message so I can have a look-see at it and see what's up with it.

      If you fix this, please delete your review and re-review it accordingly. This is not a bug that's on my end, nor anyone else's (for the majority of folks - 2660 of them on this version alone, this is the first I've heard of this for this version). It happened once on an old version due to a duplicate copy of the map and version-mismatch between the two version in the mods folder.
      Use private message or the discussion forums for bug-reports next time. Thank-you ahead of time for your cooperation.
  7. Ovahlls
    Ovahlls
    5/5,
    Version: 15.2.x
    Insane map! The amount of detail put into it is incredible. I never thought someone would devote such a large amount of time to build something like this, and here it is. AI works perfectly for me (check specs in signature), and I could see this being in another BeamNG movie/stories video. I spent a long time driving around, looking at everything. I cannot wait to see where this goes from here.
    1. bob.blunderton
      Author's Response
      Awesome, I'd just be thankful if it gets any new review videos... There's been a bit of a lull with some of the reviewers on Youtube lately. Maybe someone can butter DavidinArk or WhyBeAre or one of the other reviewers on Youtube to review the new version.
      So there won't be a whole lot of progress in the immediate future on this map, it's a bit on the back burner while I work on my city map for a bit. You can find the link to Los Injurus in the description here somewhere, or use the search box up top - as that is what takes most of my BeamNG time.
      The new bridges (and the textures on them, to an extent, what was not already in the map) come from Los Injurus City map project.
      This map and Los Injurus are now community-donation-funded (as the commercial software I use costs money), so do look forward that sometime in the future there will be many more custom models getting ported to this map, too.
      The bridges that are in now are mostly all-new and are free for the BeamNG community to use for their map mods. That's the big bonus with Los Injurus. When that map gets public release on servers later on this year, the Modular Road Kit will get public release too, and will allow almost anyone to build a city map.
      So lots of things coming to BeamNG in 2019. That awesome Traffic Tool looks like only the start of a really awesome year for this game - and hence the update for THIS map was based around it. The fancier bridges were just a bonus.
      Glad you enjoy the map that much, indeed, it's quite fun to just cruise, and even much more-so now with traffic. Traffic will attempt several jumps by the rail tracks in Harriman, too, if you need some extra entertainment.
  8. ARDash152004
    ARDash152004
    5/5,
    Version: 15.2.x
    This was the best map I have ever downloaded, I love the long highways and towns, and there is surprising amount of detail for such a large map, really wish it was possible to make I40 longer :/
    Great map though, couldn't be much happier.
    1. bob.blunderton
      Author's Response
      Thanks, I pride myself in trying to raise the bar, so to speak. Surely there's a handful of other awesome maps out there, too. It all depends what you're looking for. If you want a large expanse of real terrain, that will keep you busy for quite a while and need good AI / Traffic support, this is your fix.
      There's other very detailed maps out there, but I felt trading off a little bit of detail here and there (mostly due to time-constraints - there being only one of me putting it all together), for *lots* and *lots* of space. It really was just an 'open-world concept' map, but I couldn't resist keeping at it for quite some time with as fun as I (and other testers) found it to be.
      Sometimes you just want to cruise and explore (it's hard to explore the whole map in one session unless you have hours), this map is made with that in mind. Other times when you don't wish to go at it alone, there's (mostly) top-notch AI support, even for the larger parking-lots, too.
      Glad you like it!
      *note:
      If you see the AI consistently acting up or glitching out in places using the Traffic Tool, drop a line in the discussion forum with some pictures of the area, and I will have a look at it (to fix for the next version). It should be pretty solid though as I (and others) put quite some time into testing it out.
  9. Kluch.house.reco
    Kluch.house.reco
    5/5,
    Version: 15.2.x
    huge map, and the amount of optimization that bob.blunderton did over the past several versions really help! its an amazing map and i love it!
    1. bob.blunderton
      Author's Response
      Hats off to the developers for fixing a lot of inefficiencies with the game-engine in 0.14 game-version, especially.
      I did however convert all the bridges over to fancier custom models, which can help without impacting FPS in a bad way, and upgraded the 90's-ish-looking highway textures that were never 'done'. I also spent dozens upon dozens upon DOZENS of hours fixing new AI paths up (including re-doing EVERY divided roadway with the wide shoulders, re-did paths on ALL the on/off ramps, many large intersections both AI paths and textures upgraded, and even added a few more AI paths like bank drive-through AI routes in Kingston and other parking-lot things). That and fixing the gobs of texture errors with flickering and 'no-texture' embossed on the concrete lots and driveways. The view-distance has also been increased 2.5x over last version, and the sun brightened a bit, and the fog is now less than one-third what it was. Re-did lots of intersection textures and made them look more realistic, and even little things like the light in front of SPRAWL MART not functioning, that is fixed now too. Places that weren't connected 100% with AI lanes like where the roads go from two lanes to four (divided or not) was also re-worked to be more reliable. Brake-checking AI on the major routes was eliminated or reduced as much as possible, and I also fixed an error in no-less-than-3 places where the traffic tool could spawn AI stuck half-way in the ground.
      While this release isn't quite perfect yet, it is much more serviceable than the previous year-old release. If you feel the map could be better in some way that it fails you, or you wish to report a bug, please tab to the discussion forum page for this resource, or message me, and let me know.
      For those that can run this, and can use AI (have 12~16gb of installed RAM + decent CPU), the TRAFFIC TOOL is a must-have for this map. Those with 8GB of RAM and a good strong CPU may run out of memory with the AI tool in use and enough vehicles in play, so be mindful of that fact.

      Thank-you for the review!
  10. *NANI SORE INTENSIFIES*
    *NANI SORE INTENSIFIES*
    5/5,
    Version: 15.2.x
    10/10 wouldn't stop using this map. Really good looking and of course, great details
    1. bob.blunderton
      Author's Response
      It's all those little things that take forever, but glad they mean something.
      -Thanks!
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