Roane County, Tennessee, USA 19.3.1

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 1.1GB - Roane County version 19.x for use with BeamNG 19.x. The largest reasonably detailed map you can get your hands on. This is a bug-fix update for 0.19, and it might run a little bit (2~3fps) better in some spots, too.
    1.1GB = bug-fixed version. If you have this, you have it already.
    1.19GB = old version
    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. miann.channel
    miann.channel
    5/5,
    Version: 19.3.1
  2. Jared Gavin Besanceney
    Jared Gavin Besanceney
    4/5,
    Version: 19.3.1
    Great map, very nice easter eggs, almost Grand Theft Auto esk. I love going around and cruising just having fun. The only issue I have found is cars kind of shake. It seems like everything in the car is shaking, on all models. If that ever gets fixed, it would be an absolutely perfect map!
    1. bob.blunderton
      Author's Response
      The shaking is due to inherent limitations of floating point processor operations / design of the game & physics engine. Normally, you don't notice this, but get a few miles out from the center and you'll see a tiny bit of vibration. Go a few miles more and it's a notable shake. Go a few miles more and it's really starting to look like the vehicle is on it's last legs - or is that wheels? Continue for about 100 miles in the same direction away from the world center (which is what matters) and the vehicle will be all over the screen!
      Floating point operations are exactly that: a FLOAT, or rounded numbers; not medically precise like an arithmetic logic unit (ALU, a standard CPU core) would put out. Though, that being said, ALU operations take much longer VS FPU operations - which is why we can simulate 2 vehicles per modern 4+ ghz core VS a slide show.
      The vibrations are only visual, there is no detriment to the physics engine.
      So basically, while you love the map, and I've put thousands of hours into working on it; please do not dock the review over something I have no ability to change/fix/do anything about.
      I do appreciate you taking time to review, however.
      --Cheers!
  3. Train Fan
    Train Fan
    4/5,
    Version: 19.3.1
    can be 5 but have 1,1 GB :D
  4. RWG88
    RWG88
    5/5,
    Version: 19.3.1
    1. bob.blunderton
      Author's Response
      Thanks for going the extra mile - literally!
      I will check the video out when I have some free time, and a decent internet connection. Thanks again and feel free to make some Los Injurus videos if you have the desire to!
  5. kHawks1357
    kHawks1357
    5/5,
    Version: 19.3.1
    Seems like a great map, only problem is it crashes my game while loading. It says cannot resize 1440 2560.

    I am using an intel i3 9100f and an AMD rx590 for a house. I have 16gb of ram so I am not sure what the issue is.
    1. bob.blunderton
      Author's Response
      Might be a game engine bug, not my map. Consider setting your resolution to 1920x1080 or 1920x1200 (whichever suits your monitor best), and then trying. That should fix your issue. I will let the developers know of this bug as it's likely not my map.
  6. xuey-s
    xuey-s
    5/5,
    Version: 19.3.1
    EAT AT JOES
    1. bob.blunderton
      Author's Response
      You found the Easter-Egg, congrats!
      Glad you enjoyed the map buddy.
  7. PIISIGMA
    PIISIGMA
    5/5,
    Version: 19.3.1
    Deadly good map !
    1. bob.blunderton
      Author's Response
      Thanks - when you want to just drive, or have a good car chase for miles, this is the go-to for it. It's not super detailed, but can't argue with pure road mileage, even if the car seems to vibrate when you get closer to the map edges (it's a limitation that is merely visual and does not affect physics in any way). And to think, I was told this map wouldn't be possible and would never work. Never hurts to try!
  8. MultiGamerClub
    MultiGamerClub
    5/5,
    Version: 19.3.1
    Works great, fps drops in some areas but that are to be expected when im only having a 2080 super ;)

    Great progress from the last time i visited this map and i must say i still love roaming the endless roads you have set up for us!
    1. bob.blunderton
      Author's Response
      FPS drops will happen due to CPU on DX11 games now and then such as:
      This game in maps such as Roane County, Italy, West Coast, Los Injurus, and American Road, and some others
      Microsoft Flight Simulator 2020
      Fallout 4 in downtown Boston areas and other built-up places.
      A few other titles also that weren't worth listing.
      This happens due to all the different surfaces that need to be rendered, and the fact that every render call the GPU gets must go through the CPU first. DX 11 generally only handles draw calls on a single core of the CPU.
      In this game, whenever the map scene hits 4000~5000 draw calls, slowdown can be expected. So lots of complicated different models can cause slowdown without very intense work in optimization.
      DirectX12 and Vulkan both fix this by having multi-threaded draw calls pretty much standard.
      So while I can't really remedy this at this point, I can plan around it with future maps.
      Still, I am glad you enjoy the map and wish you much enjoyment on your relaxing (or invigorating) drives around Roane County.
      --Cheers!
  9. fylhtq7779
    fylhtq7779
    5/5,
    Version: 19.3.1
    I love you men
    1. bob.blunderton
      Author's Response
      They said a map this large couldn't be done.
      They said it's too much and would hitch... (streaming improved in game versions 0.7, 0.8, 0.9 and up).
      They said there were too many map limitations (object limit at 2048, then raised to 4096, then NO object limit after much badgering by me).
      They said the AI couldn't handle it (Limits were raised from 65536 nodes to several times greater, including me finding and removing bugs in the process).
      They said it'd require too much (16gb) of RAM to even be playable (I downsized the forest areas considerably lowering the physics collision data footprint of RAM, from 10gb to 5gb avg used at load).
      They said it'd be way too slow (so I lowered the draw distance artificially and raised it back later as PC processors became more powerful).
      The rural areas are very featureless, boring, dated-looking expanses surely.
      But it's here, and it's huge (the largest for the game), and it certainly will provide you a bevvy of driving experience for the awesome price of 0$.
      The towns provide plenty of hidden jumps and fun packed in without out-right killing the realism. It's based on real terrain in Tennessee, too.

      Don't let anyone stomp out your dreams. If you try hard enough, you can do it. So if you enjoyed this map but want more, check out Los Injurus City Map project, which gets a public update in just a few days.
      Thank-you for the kind words, it means so much when maps like this and Los Injurus literally can soak up 5000+ hours a piece and still not be done.
  10. theboi333
    theboi333
    5/5,
    Version: 19.3.1
    It looks good in the photos but when i spawn in i am just floating.
    1. bob.blunderton
      Author's Response
      Give it a little time to load in if you don't have an SSD. The terrain doesn't draw in right away but if it's not there and everything else already is, something else went wrong (this map works for others).
      If you have 8GB or less of RAM, make sure to close other things out before you load this map (such as web browser, other games, you do not have to close your virus scanner though, leave that one go).
      If you do not have a 4GB video card, put the texture details to medium (for 2~3gb video cards) or to low (for 1gb video cards). For video cards with less than 1gb please set the game to 'very low' detail. 'Mesh Detail' can be set by how good your processor is, otherwise left alone (it doesn't help much unless your CPU is very very old). This map requires a 4GB video card to use highest detail textures, and may require even more than that if you have a bunch of cars loaded (I never 100% checked that, but it required 3870mb with 1 vehicle loaded, so it's very close).
      If you still cannot load the map, clear cache and try again.
      If that does not work, re-download the map; since it is a large download it will quickly show any issues with your internet connection - especially when using wifi. Use a LAN cable while download if you have one (you get often get a short 3~6 foot one at a thrift shop for a pittance).
      Get back to me in the discussion forum, with as much info about your hardware configuration as possible, and I will look into it if you cannot get it fixed on your end. Otherwise, the map should be 100% okay.
      --Good luck!
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