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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!

    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!

    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.


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    Taza, -V8-, jessejones440 and 37 others like this.

Recent Reviews

  1. Ken Gronemann
    Ken Gronemann
    Version: 15.2.x
    I have family right in the middle of where this map is. I have driven there many times. Excellent work brother, this is very close to the real thing. Cures the homesickness. God Bless.
    1. bob.blunderton
      Author's Response
      I enjoyed making a map that everyone said was 'too big' and 'would never work' in BeamNG.Drive. I made it just to say IT CAN BE DONE, but also because it's a fun area, and I live west of it's location less than an hour's drive. So I am glad you enjoy driving around here more than just to kill time - which it will easily do. Aside of a few traffic DERP spots, it runs decently to this day provided you have a good CPU. Graphics, of-course can always be adjusted to suit. Thank-you for the good words.
  2. Dr. Death
    Dr. Death
    Version: 15.2.x
    Is there any way to increase the view distance?
  3. Bob Marshal
    Bob Marshal
    Version: 15.2.x
  4. IxBlitzkriegxI
    Version: 15.2.x
    Beautiful Map! Love the variety, makes for good crashes and simple exploration!
  5. thegaming11
    Version: 15.2.x
    can i run it with a intel core i5 3330 a GTX 1050Ti SSC and 8GB DDR3 RAM HyperX Fury 1600MHz?
    1. bob.blunderton
      Author's Response
      You'll be fine, keep an eye on RAM use if you have a few AI drivers roaming around. If you get 0xFFFFFFFF error, add more system memory when possible (ebay is good for cheap memory, just match voltage and timing/mhz with what you have, and you should be fine). For 1~3 vehicles, you should be OK with 8GB. Large maps with AI = LOTS of RAM use.
      *VIDEO RAM section* If you have a 2~3GB card, use medium details. If you have a 4gb card, use medium or high details (test this, set as preferred).
      For best 1080p FPS, set as follows:
      First, close your WEB BROWSER out!
      Do not enable dynamic reflections.
      Disable shadows if your CPU can't handle it or having 2~4 vehicles makes it slow.
      Disable SSAO to gain a few FPS, and knock of anti-aliasing IF NEEDED.
      GTX 1060 6gb (not 3gb) or 1070 and above (or AMD RX 480), is best for high textures + reflections, provided you have a GOOD strong CPU to keep the video card fed.
      Texture detail on high uses 4GB of Video RAM. When last tested, this map consumed 3.5~9GB of system memory depending on how many vehicles there were, how long it was played, and the video settings used.

      I hope this helps. Enjoy the map and do look up Los Injurus City Map.
  6. B3_Burner
    Version: 15.2.x
    Excellent! I just can't say enough good things about this map. I can see the thousands of hours of work put into this map. Enjoying driving around it, and comparing it to the real deal. Also making my own map of the street names to go with it, just so I have it as a general guide while I'm driving around. Fun stuff! Keep up the good work.
    1. bob.blunderton
      Author's Response
      If you have as much fun driving around it as I did making it, well then I guess it's the tops for you. Glad you enjoy what I spent YEARS making, the map even benefits from bridge models from my Los Injurus City Map project (models which I created myself, from scratch). Do look up the Los Injurus thread if you're interested in the awesome things I have got in store for BeamNG in the near future.
      You can always use Google map for assistance, too, if you run out of paper (hee-hee, you might!). It's not always 100% perfect but it's darn close - close enough for a simulation to be fairly accurate, the only road that's a little iffy is Route 27 south of Rockwood just south of where it meets 70 for about a mile. Other than that, it's pretty good. I might fix that one day when I re-create more of that area.
      Glad you're enjoying the map. Thanks for the review!
  7. YMCooper
    Version: 15.2.x
    great map! it even works well on my 4gb laptop without lag
    1. bob.blunderton
      Author's Response
      I won't question how you got it to work on 4gb but I'll just be glad you did!
      Enjoy the map!
  8. CaptainUselesss
    Version: 15.2.x
    fantastic map can clearly see the man hours gone into it to make it what it is.
    1. bob.blunderton
      Author's Response
      I am not sure I ever put so much time into one specific game mod project in my entire life, but the original Doom / Doom II may have come close... but wasn't nearly as fun as this was to make and drive about in.
      Glad you enjoyed the map, the real open-world map for BeamNG!
    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!
  10. Vallitium
    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.
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