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. B3_Burner
    B3_Burner
    5/5,
    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
      Awesome!
      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!
  2. YMCooper
    YMCooper
    5/5,
    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!
  3. 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.
    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!
  4. 8IGHT.OINT3HREE
    8IGHT.OINT3HREE
    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!
  5. 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.
  6. 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!
  7. 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!
  8. 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.
  9. 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.
  10. 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.
  11. 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!
  12. *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!
  13. zschmeez
    zschmeez
    5/5,
    Version: 15.2.x
    Absolutely fantastic. This map is one of the reasons I have nearly 800 hours in BeamNG.drive. I can just drive and drive and drive. It's the best way to kill time, and with a map this big, I can cover miles and miles of road without ending up on the same road multiple times. Keep up the amazing work!
    1. bob.blunderton
      Author's Response
      Sometimes it's fun to just drive for no reason. I found myself always doing this in GTA and similar-type open-world driving games. While there's no bunnies here to chase with a TANK, driving around sure provides it's own good times even with no clear-cut goal in mind. Now we have the traffic tool to keep company, BeamNG is really earning it's place on our computers now.
      --Enjoy
  14. buddy boyo
    buddy boyo
    5/5,
    Version: 15.2.x
    Bob setting the standards for HUGE detailed maps. 3000+ hours put to making this map, its difficult to describe with words how awesome this project has been. I use this map to transport vehicles with a transport plane mod over long distances, and maybe land on a highway haha. Top tier map!
    1. bob.blunderton
      Author's Response
      They said I couldn't...but I did.
      They said 'but BeamNG.Drive can't do this'...but it DID.
      They said 'but no one can run it', and they DID run it.

      The open-world concept that accidentally became a map.
      Oops...
      By the time this ever gets finished, it might as well be aired on the HISTORY CHANNEL, but hey, at-least we all had a good time along the way, right? That's one way to look at the map, err the glass, half-full.

      As long as everyone's having a good time with it, That's all that counts.

      --Cheers!
  15. DutchyGamer
    DutchyGamer
    5/5,
    Version: 15.2.x
    The biggest and possibly greatest map is back! There's so many (long) roads and diversity to explore. The many custom textures and models really spice it up.
    Also runs fine on both my pc and laptop!
    (Pc i5-6600k, GTX970, 16gb DDR4 - laptop i7-4710hq, GTX860, 12gb DDR3
    1. bob.blunderton
      Author's Response
      Thanks for posting specs of your machines, so I have a better idea of who can run it and how well they'll run it. I only have Steam general demographics to go by as per PC hardware specification.

      They said we'd never need more than 640KB of RAM, We sure showed THEM. How I'm not subsidized in making these monstrous RAM-Munching maps by the RAM manufacturing Cartels themselves, I do not know. I guess I must check my email more regularly.

      For added fun, visit the jumps near downtown Harriman and watch the AI crash and kill itself (or occasionally succeed at) attempting jumps. It can be rather priceless to watch, though. It was originally just a test but I added it back in this version since we have TRAFFIC now.

      --Can't take life too seriously now.
      For mappers out there:
      Remember folks, my custom bridge models and brand-new highway textures that came with this map, are royalty free to other modders for use in BeamNG maps, that's what they're for! They're just the tip of the iceberg that is the new MRK - or Modular Road Kit coming with the Los Injurus City map.
  16. ArthurNaked
    ArthurNaked
    4/5,
    Version: 0.9.0.1
    Very good map, brings hours of fun! but when it stops the car looks like it has Parkinson's, it shakes too much!
    I apologize for the bad English
    1. bob.blunderton
      Author's Response
      There's an update pending, it should help with some of the texture issues and be better compatible with traffic / traffic tool - there's also some new highway textures too. It'll be posted whenever the moderators have a chance.
      The shaking is the non-precise nature of floating point (e.g. rounded math) values at a far distance. Simply put, either one can ignore the shake when the vehicle is stopped (it does not affect crashing), or one can play smaller maps where that does not occur. That is the only downside to such a large map.
  17. Redneck_98
    Redneck_98
    5/5,
    Version: 0.9.0.1
    I've always wanted to download this map but i need to know if i can run it.
    my spec: Nivida Gefoce gtx 1060 3 GB
    i5 processor
    8 GB ram
    1. bob.blunderton
      Author's Response
      You can run it, but I'd wait about two weeks for the better version that should be up after mid-month. I am currently working on fixing the numerous texture bugs (caused by feature changes in game-updates), updating the bridges, and the road textures. You'll have a better experience, if you wait. However, that being said, if you can forgo driving around Kingston (it has a very glitchy road in it that flickers like mad), it's otherwise not TOO bad aside of the parking-lots with 'no_texture' embossed on them.
      The new version should also have great 'out of the box' functionality with the traffic tool that's recently come out.
      So keep posted, and look back in about 10~12 days time.
      Your specs SHOULD run this map, but 8gb of RAM won't allow much AI without serious lagging as the system runs out of RAM. If you play solo you should be fine - just close the web browser 1st.
  18. bmwcrazy456
    bmwcrazy456
    5/5,
    Version: 0.9.0.1
    I am basing my rating off of what I've seen and not what I've experienced. I'll explain that in a second. But first: Your map is unbelievably cool! Your long hours are shown in this map. I am eager to try it out. But why haven't I tried it, you ask? It is this crazy glitch. For whatever reason, I am getting the 'Roane Racer' map, and not the real thing. It doesn't show up on my map select. The Roane Racer looks like the map looked years ago, and, well, that is not at all reflective on your hard work. I don't know if I am using the wrong download (I used both the repo AND the link on this site), and I may have missed something in your description. If this could be rectified, I'd love to try out your map. I am using 0.15.3 on a computer with 8GB RAM, an Intel i5-7 processor, and NVidea Geforce graphics.

    Have a great day!!
    1. bob.blunderton
      Author's Response
      The Roane Racer was more of an inside joke with the internal beta-test crowd before it was released, but the internal beta was fine, so I left it in! Unfortunately due to game updates, there is some glitching in Kingston on the main route as the texture underneath the road glitches through, and a bit of a transparency issues on some railings/fences at times (not too bad).

      Send me some pictures in-game near the spawn points. If it looks and runs good like the pictures, you'll know it's the right thing. It just has a bit of a throw-back icon.

      I am downloading it (over my slow 90's-era DSL) again to verify that yes it's the correct version.
  19. kidgkodiak
    kidgkodiak
    5/5,
    Version: 0.9.0.1
    Great job with this map, runs fine on my machine 2.8 i7 7700HQ - 16GB Ram - 1060 6GB - very well done, and love your creative names for the stores and etc. Thanks for your time producing a great map!!
    1. bob.blunderton
      Author's Response
      Made most signs and names myself. There's a couple off the internet (most aren't implemented, the ones I made are however), and a few fan-made ones like Lame Stop, and a number of others that will eventually be added.

      I figured as much that if I went through all the trouble to make a sign, it might as well be fun or funny and interesting. Not just some boring name that adds nothing to the map.

      The new update took performance on a comparable RX 480 8gb card from 20~25fps in worst-case spots in Downtown Harriman (the default spawn is here), up to 65~75fps minimum. That's with reflections on close to minimum and all other details cranked.
      Even for folks (who may choose to read this) with video cards that are only HALF as powerful, they should still be able to enjoy 30fps or better everywhere with reflections, and as-always, turning off reflections vastly improves the frame-rates for machines with marginal video processing power. A strong processor, integrated graphics, and low settings will also net good performance on very modest settings. Your mileage may vary though as not all integrated performance is created equal. So long as you bring a machine with enough memory (8gb is bare-minimum and does not include RAM deducted for integrated video), you should be fine! 16GB means even on integrated video, you would still be able to have a few AI players to chase around. It will eat through 8GB very quickly though, so be mindful, and 4GB VRAM is to be considered a starting point for MAX graphics texture detail settings, as it will use 3800mb just loading the map with one vehicle in play as-of last check 1 year ago.
      So do enjoy, and keep an eye peeled for an update, featuring redone custom bridges, possibly some new buildings, and a possible (but not promised) improvement in FPS (if it's not taken up by new content). I should hopefully get this out by spring, provided my c: drive doesn't eat itself again (I backup, but it still takes time to fix).
      --Cheers!
  20. Jun
    Jun
    5/5,
    Version: 0.9.0.1
    this is good but theres asphalt saying "no-texture" like in the motel and in the roads repavings. its refixable? i use steam version, up to date.
    1. bob.blunderton
      Author's Response
      Will be updated for 0.15 when I get my next private beta of Los Injurus City map out at the end of the month. Was planning on doing it sooner but had other issues here that pushed it back considerably.
      Aside of a few issues with texture-normals (bump-mapping, per-say), overlaying the 'no-texture' onto some textures, some flickering issues, and a few transparency issues on some railings/fences, it does otherwise run fine. So if you don't mind the texture boo-boos in some spots, you'll be fine for now.
      --Thanks for the review!
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