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Unsupported So-Cal Interstate Highway (126 miles of road & path) 0.8

Deprecated - Will conflict with los injurus. Do not use please.

  1. bob.blunderton
    Do not use! Will conflict with Los Injurus!


    The sequel to Nevada Interstate is here!

    126 miles of realistic highway and surface roads.
    FULLY FUNCTIONAL AI - THAT STAYS IN LANE
    AI WILL USUALLY KEEP LANE ON HIGHWAY!
    AI WILL AVOID DEEP WATER SPOTS IN MOST AREAS!
    A little something for everyone - see features below!
    FEATURES:
    40~42 miles of highway with several realistic interchanges
    Interchanges include full and partial cloverleafs, 3-y interchanges/ flyover/under interchanges, diamond interchanges, and more.
    Realistic banked ramps and viable merge aprons, full road striping, etc.
    60~something miles of surface road, from calm and boring wide roadways to winding, twisty, make your spouse sick to her stomach snake paths that make your suspension and tires beg for mercy (especially if you fall off one of the ever-present cliffs).
    Speaking of cliffs, they are EVERYWHERE. There's plenty of guard rail, but there's plenty more cliffs. Most turns are banked, but going too fast or finding a side-road that may not be could end you up in the drink.
    Jumps, they're everywhere, both man-made and natural ones.
    Lots of the mountains can be driven right up if they're not too steep, possibly even at great speed, if you're bored enough anywho... so do have fun mountain jumping - yes, it's intentional!
    There are three 'loops' of roads in this map, interspersed with other misc side roads, trails, etc:
    *Innermost loop is like a boulevard, 5 lanes, great for drifting or jumping the water ponding on portions of the roadway in low-spots (should NOT drown the vehicle even if you don't jump it, with modest momentum). This is around 8~10 miles long.
    *Middle loop is two long straights of highway, interspersed mostly at the ends with curves, this is around a dozen or so miles.
    *Outermost loop is the longest, this has OVER TWO DOZEN MILES of twisty turns, banked long sweeping curves made for speed, a few straight-aways, many not-too-steep hills as it climbs up and down, and sometimes through the many mountains and hills around the map.

    Other surface roads:
    There's also a four-lane highway that hugs parts of two sides of the map, goes through a tunnel, etc, fairly wide and predictable. This goes for about 10~12 miles. There's a few of these 4/5 lane roads around.
    There's also several dozen miles worth of winding, mountainous curving 2-lane roads that will be loved by sports-car drivers everywhere. Some hills may be rather steep, but this is California, after-all.
    Last but not least, There's OVER A DOZEN MILES OF TRAIL (IIRC 15+ miles of it). Do enjoy!
    Again, everything is fully waypointed/navmeshed for fun with the AI.


    No signs, traffic lights, or buildings *YET*. I will have signs and traffic signals in the next version, along with working lane-splitting features.


    This is a beta so please don't mind a few imperfect things. The roadways are done, there are no buildings/lights/trees/etc/other-unnecessary items.
    99.8% of all roads have been smoothed to perfection.
    AI is in full working order and will even stay in lane most times on the highway. Don't use the 0.8.x lane splitter feature for the AI yet (in AI control panel app), or it may drive off the side of the highway/cliffs/etc. While it works fine on back roads, it could cause an issue on the highway routes which pre-date this rather-super-duper-awesome-and-i-did-ask-for-it game feature :) I love you, Beamng.drive developers and moderators. I could not ask for a better group of people.

    Extensively tested by me for 3 hours+ on the new game version 0.9.x

    Interface left on for the mileage down there @ bottom of shot.

    The following videos are of the OLD version but give you a hint.
    WhyBeAre did a partial review here (too big for a full review in one vid) :


    1MBStudios did a quick run-through of 10~12 miles of highway here:


    As always, thanks for the video coverage guys. Very helpful!

    FPS is GOOD for a map of this size and detail, though it could be better.
    A radeon 7850 2gb will get approximately 27.5~55fps on this map while moving depending on where you are. This is at STOCK clocks. This system that I tested this on is GPU-limited, not CPU limited. If you have a better video card and a recent intel cpu, expect 30~60fps or better.
    An RX 480 8gb with a modern CPU should do well here though there are some random spots with fps drops for no reasons, like looking out to sea.

    CREDITS: While I have done the lion's share of the work here, everything that is here would not be possible without Ouerbacker's assistance with kindly letting me use his one tunnel mesh, rock facade, and a few select textures and models (most models not yet in use here).
    Level production, bridge creation, road placement, pretty much most everything you will see, is what I've done. It's 100's of hours of work, doing something I enjoy very much, and am rather good at. 20+ years of game mod-design starting with Doom mods and ending up here, been modding pretty much since the Pentium's came out circa 94~95.

    Version 8 fixes all the annoying bugs and works with game version 0.8x

    No serious bugs with this map, if you find some, head on over to the discussion forum. If you can't run this for what-ever, go there too.

    As PC's advance, and this game advances, and I get access to more building models, there may rise a city from this map one day.
    If you would like to donate building models with working collision, that I can use in my future versions of this map, you will receive credit and my gratitude (and the gratitude of many, many others).
    Pics are current and of 0.8 version. Lots of highways for speed!

    Images

    1. 20161226193148_1.jpg
    2. 20161226193301_1.jpg
    3. 20161226193414_1.jpg
    4. 20161226193431_1.jpg
    5. 20161230205259_1.jpg
    6. 20161230205313_1.jpg
    7. 20161230214604_1.jpg
    8. 20161231012017_1.jpg
    9. 20170103011455_1.jpg
    10. 20170103011543_1.jpg
    11. 20170103011619_1.jpg
    12. 20170103011817_1.jpg
    13. 20170103022240_1.jpg
    14. 20170103022402_1.jpg
    15. 20170103022520_1.jpg
    16. 20170103022601_1.jpg
    17. 20170103022800_1.jpg
    18. 20170103022810_1.jpg
    19. 20170103022926_1.jpg
    20. 20170103023012_1.jpg
    21. 20170103023040_1.jpg

Recent Reviews

  1. PaskeyT
    PaskeyT
    5/5,
    Version: 0.8
    nice
  2. Racer501
    Racer501
    5/5,
    Version: 0.8
    I have a question, los injurus its this map, only with more "life" we can say, right?
    1. bob.blunderton
      Author's Response
      This is what Los Injurus was built from, though be aware the Los Injurus version is very heavily re-worked, and has 10~15% more land than this one, and much more roads.
      If you have both this map and Los Injurus installed YOU WILL HAVE PROBLEMS. You must make sure to eradicate your so_cal zip file before running Los Injurus with any desire to be successful. The reason this map was chosen in-stead of building a new city, is this had all the highways etc that are needed for a city to be built, it was merely just missing the city. This way I can build areas at my leisure compared to having to build all the connecting highways / roads, too, only to rip half of them up later (well I am entirely re-doing the highways but as state above, I don't have to worry about it so much on a time-level). Think of it as a good template if my explanation failed in some manner (wouldn't be shocking).
      So yes, this was what it was before it was a city. There a lot more to it than just what meets the eye though.
      Please don't get upset if you have mis-match issues with having run this one, there is no warranty on being able to do so. Clear cache if you have issues. Otherwise while this is available it is UNSUPPORTED.
  3. NuclearKnight
    NuclearKnight
    5/5,
    Version: 0.8
    With the optimisation in the last update I've decided to try a few maps I wouldn't before and this is one of them. For the size of the map, it runs very smoothly and other than that "one way road" issue the AI works well. Personally, i didnt like the water on the road but deleting the water took care of that lol. If i may suggest, if you do update this to have this copy saved without all the buildings etc for people like me who usually delete most of the objects anyways. I do see how that could be an issue though if they ever update something major such as how the roads work with AI etc i know it would be a pain to update 2 maps. All in all great map.
  4. Vishresh Vasan
    Vishresh Vasan
    3/5,
    Version: 0.8
    Everything is nice. I really like it, but in a few youtube videos, I've seen a city in this map. I've literally spent 3 hours trying to find it. Is it even there. Oh, here's a link to that video I saw. Under mods, he said So-Cal Interstate Highway.
    https://www.youtube.com/watch?v=IDBQXGi0Vh8
    1. bob.blunderton
      Author's Response
      You're looking for LOS INJURUS City map, search for it on here. Los Injurus was what I originally intended So-Cal to be, I just didn't have enough knowledge or skill yet at the time I made this.
      Sorry for the confusion that may have been caused.
  5. BeamCarHomeTrade
    BeamCarHomeTrade
    5/5,
    Version: 0.8
    OOF,Really love this map,gives me NFS ProStreet Feeling!
    1. bob.blunderton
      Author's Response
      One of these days I have to fix this up a bit so it runs a little better. It's an oldie but it's a goodie! If you just want LOTS of ROAD AND TERRAIN and not much else THIS IS YOUR MAP.
      --Cheers!
  6. xDanielxOossiex
    xDanielxOossiex
    5/5,
    Version: 0.8
    The map it self is of great quality. But because it's so big and has some details, it can get kinda laggy, ~15-25 fps on ultra settings (on my pc which has i7 4790k, GTX1070 and 24GB RAM)
    1. bob.blunderton
      Author's Response
      The absolutely immense draw-count overwhelms current tech. I have an update that will make it flawless FPS. It's because of the draw distance, there's just so many bridges, railings, road surfaces and landscape to draw, for so many miles. If you go into THELEVELINFO in the f1 object editor, inside the F11 map editor (you can search for LEVELINFO), and turn down the far view plane (distance) to something like 2000~3000 meters, it'll not draw things beyond that many meters (then add just a smidge of fog, like 0.0005 or something small, experiment, higher # equals more fog). Basically, it's drawing 'too much stuff' for current video boards/Dx11. I will have an update that fixes this and adds in the missing AI on a bridge when I am done with my Tail of the Dragon map. It used to lag looking @ the ocean, that was a game issue, however, lag looking at the map is horrendous as you said. Pardon my fail, but it still runs.
      Update will fix the FPS issue and the fact that all the bridge pillars disappeared but can still be hit (they're not in the road).
      Look for update next month sometime, after Tail of the Dragon comes out.
  7. Snowstorm
    Snowstorm
    5/5,
    Version: 0.8
    Stunning map, does run a bit laggy when looking out at the ocean though, but that seems to be a game engine limitation. Runs pretty well on my core i7-6500U and Radeon R5 M335 mobile though! Bob makes the best large maps I have found yet!
    1. bob.blunderton
      Author's Response
      It's a pretty good system you've got so it should remain playable. An FPS improving update is coming within the next 10 days hopefully. It will solely add more FPS but not really much else to the map, so that more folks can enjoy the map. Thanks for the kind words and writing in, I've tried hard to produce an enjoyable race track that is dressed up as a highway rather convincingly :) So if you just want to cruise, my maps are made for it, and they all work with the AI rather decently, so have a few chases if you like.
      --Cheers!
  8. murimlinn
    murimlinn
    4/5,
    Version: 0.8
    This map is great. The roads are more or less, never ending. The only down side is the FPS. People on lower-end systems might have a hard time running this at or near 20 - 30 fps. It also loads amazingly fast for how big the map is [ I have an HDD not an SSD ], maybe took about 20 seconds or less to load. [ GTX 970 - i5-4970k (4ghz) - 16gb ram ] are my specs.
    1. bob.blunderton
      Author's Response
      An FPS update is coming hopefully within the next 10 days. This should solve your issues with the frame-rate issues when looking @ the entire map from one side. Admittedly, I could have, and should have fixed this oversight much sooner, that's 100% my fault & doing. I will make good on this issue by pushing the update out this or next week sometime (after it gets significant testing of-course). FPS in next update should be at-least 1.5~2.5X better than what you're getting depending on how bad it was.
      Thanks for writing in with system info in there so I can better make maps for who plays them.
      Nevada Interstate just got it's FPS update, so check it out if the 7.x version was too slow or had texture errors of any kind.
  9. Trin32
    Trin32
    5/5,
    Version: 0.8
    Not bad
  10. TheActionHero
    TheActionHero
    5/5,
    Version: 0.8
    Holy crap. I don't know what you've done, but when I played this back in September 2016, I could only get around 3 fps. Now my laptop can easily maintain close to 35-40 fps. (AMD A10-5745M Radeon Quad-Core)
    1. bob.blunderton
      Author's Response
      Beamng.drive engine optimizations my friend, plus I converted the last non-dds textures to native direct-draw format (works with compression and hence faster rendering). If your video is slow knock off reflections if they're on, if your cpu is holding you up turn off shadows (or leave them on for just the car). This is a pretty complex map to render with a high draw-distance (lots of poly's) so I am quite glad it runs on the APU for you. Also, the near-the-edge slowdown of v 0.7 and 0.8 game engine seems to be addressed now, especially good for the highway that rings the outside of the map for the most part.
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