Beta Tennessee USA Roane County Beta, REAL TERRAIN, 8gb System RAM REQ'D

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

  1. bob.blunderton
    SHUT OFF MINIMAP IN HUD (on dash is fine) IF YOU GET UI LAG!

    Version 0.9! Not "almost 1.0", it is "almost 0.10.x"!
    Now with 25~50% MORE FPS FREE!
    This is not a content update, this is optimization, only 7 new buildings this time around, 98% of the work was on optimization.

    If you get no new performance or it's marginal, delete/clear your cache. Specifically the folder:
    That's the map CACHE folder directory, delete that before running the FIRST time on this new version. You only have to do this once (per map update), otherwise you won't get the benefits.

    If you've been here before, you can skip the rest of this!
    P.S. It's a little more gloomy/foggy than the older pictures may suggest, this changes from version to version but for crying out loud, don't rate 3 stars and whiz in my Cheerios when I spent 2000 hours on this, go make something better and stop crying over it.
    My internet stinks so I can't always easily upload pictures/files.

    If I missed anyone in the credits, be sure to appropriately raise a stink in the forums for this (discussion tab), so I can make sure you get the credit you deserve. Thanks again for those who donated items or objects or helped fund the project. Those inquiring about funding can message me privately.
    See the very bottom of this LONG post for quick-fixes if there's issues.
    Enjoy taking a spin through a monstrous remake of ROANE COUNTY Tennessee in the USA in the most full-featured, absolutely most realistic and hence FUN game You've possibly seen this before if you've dug through the forums, or poked around on a while.
    Now it's back and better than ever - THE BIGGEST map for, packed with loads of detail and realism. A good system is required to run this (read: any decent gaming computer!) - though as the old saying goes "Of he who is much is given, much is required." applies here.
    175+ square miles of terrain (not including the faux-terrain mountains surrounding the map), and 193+ miles of roadway (divided roadway not counted twice). A mostly rural area with tons of places you've never driven before, because you've never heard of it! So let's have a drive, shall we?

    (other misc stuff)

    HEY YBR, yes, yes, you can can do a NEW review of this. It is time.

    NOW ACCEPTING OF USERS MAKING MISSION MODS - the map is now complete enough to make missions for!
    So get to work (if you like doing that!) making mission mods for this! Roads may be added but none removed, so work on making missions if you know how. No need to send them to me - just upload them to the repository and I (along with many others) will happily play them.

    Here's a map of this map, you will get lost, so get this now and keep it handy and don't lose this too.

    ^^^ MAP ^^^

    Thanks to DavidinArk for these vids (this above and the one below), showing a sampler of what this monster of a map has to offer.
    You could have spent an hour reviewing it Dave and only get 1/3rd the roads, if that much :) Folks will learn to love his mature/educated take on things - he's one of the good guys.

    Review, showing some of the added/updated areas (and a very small portion of such a huge, huge map).

    The low-down on what's updated for 0.88.x 3/7/2018 :
    LOTS of new businesses and buildings along Roane Street (Route 27) from the highway (US 40) exit to Harriman (heading north).
    Several new grocery store chains like HAPPY SACK GROCERY and LINE CITY GROCERY.
    LOTS of new FAST FOOD places. MODERATORS make sure these pass censor, it's nothing you wouldn't see in other AAA games however. I tried to use a bit of discretion, as they could be a LOT worse :)
    Detailed parking-lots and such that I spent hours if not a day or two on.
    Updated AI and such. One way is supported on manual destination as-per game code, subject to change.
    Fixed lots of problems with the AI cutting corners on some turns south of original SPEND-A-LOT spawn point on the way (southbound) to Rockwood where it's only 2 lanes with black asphalt.
    Made lots of intersections simplified to use less objects. Did the same with a few bridges.
    Fixed one bridge to new type & re-aligned a mile of Airport Road (north of the Airport) and removed an unnecessary bridge. Learned I still know how to spell unnecessary. Woohoo!
    LOTS of updates to the west side of the map. 2+ miles of US 40 on the west-most end of it was re-aligned and is more correct now.
    Westel Rd is now re-aligned (about a mile of it) and also it now continues north of the highway (US40) past where it used to stop, for another 2 miles and includes a nicely detailed one-lane bridge.
    Route 70 (south end of Westel Rd ends here) through the town of Westel (town is not in yet) re-aligned - very fun to go very very fast down this road and get some air-time as it's mostly straight.
    We now have brown grass in Roane County Tennessee and some 'beta' quality props to go along with it (dead grass props). These also go well with the rocks but the normal-textures on it aren't perfect yet.
    There's now lots more rock walls along the highway for the west-most 6 miles or so of it. From the top of the mountain to Airport Rd interchange is a beautiful example of what the map will look like when it's finished.
    LOTS of new roads added (20 miles?) in this version on the west end of the map. They're rather bumpy and incomplete but both you and the AI can drive them, including the many new bridges. There's much more to add out here.
    FIXED the sign bug hopefully for the last time. Signs should not be knocking down airplanes or be 0.1 meters tall anymore randomly whenever the game is updated. Thank Nadeox1 for showing me what to/not to do.

    Problems/Errata :
    *Normals aren't perfect on dead grass so it looks a little dark/blue colored at times. Working on this!
    *Much of the map is unfinished-looking, with square grass, and not a lot of detail. Be patient, if I don't exceed the game capabilities, it'll eventually be finished one day. The rural-areas especially outer-most stuff is the most unfinished but it's still 100% able to be driven and rather smooth over-all.
    If I do exceed the game's capabilities then we can all take turns mailing the developers boxes of angry porcupines in heat. There, I said it ... heh
    *The FPS sucks, but not as much as it did a version or two ago.
    *Randomly one Nvidia user has reported the gas-station acting stupid, the Snake Oil station had weird black boxes on the canopy over the pumps, I think it's a driver error though. Let me know if you have that issue in the discussion forum.
    End problems/errata


    Preview/Trailer 0.85.1 version by @NewoFox , many thanks mate! This is one of the previous versions from 6 months ago.
    A Review of some of Harriman, the rural north-western area of the map, and Sprawl-Mart at the end of the video, from version 0.81, from DavidinArk, thanks Dave! - safe for work.

    Screenshots may be while it was in development and be not as complete as they are in the map.
    Immense detail in Rockwood, we've traded a bucket of FPS in for a tub of immersion factor, still not as slow FPS-wise as Harriman is though!

    Almost 900mb of a download, Don't use your cell phone's data plan up.

    Courtesy @NewoFox , current version. He has more videos than just this one, do have a look.

    Harriman downtown, this is mostly all new for this version. The DEFAULT spawn point is here.

    Samuel Rayburn Memorial Bridge, just west of Kingston TN.

    Looking East off the top of the mountain, over US 40. The sunrise IS beautiful.

    Every last road works fully with the AI and it usually will keep lane on the highways.
    This makes this map GREAT for video feeds and chases - or even crash vids!

    Just editing to make a note: This map features over a DOZEN miles of train track! Go from Rockwood to past Harriman via train! Go from the train yard to the Fossil Power Plant! Mind some of those tighter corners.
    Plenty of level-crossings for wrecks, too!

    Thanks to @synsol who let me know about the hotfix containing a fix specific to this map and some other crashing the spawn.lua on version 5. Thanks @synsol and @meywue for hosting!

    Looking north over the Emory River into Harriman downtown area.

    Working traffic signals are present in dozens upon dozens of different intersections all over this map.

    8 GB or more of System RAM Installed with 6 GB + Free
    You can check out how to enable pagefile on google or at the bottom of this post!!!
    64bit Operating System (newer than XP and supported by
    Decent video card capable of handling numerous trees and buildings
    YOU CAN RUN THIS ON INTEL 530 SKYLAKE, it has been done!
    For highest detail, 4gb+ Video Memory is required.
    For medium detail, 2gb Video Memory is required.
    For low detail, 1gb Video Memory is required.
    Decent processor (Intel i5/i7 recommended but will run on less)
    SSD Recommended, though if patient, it will run from a hard-disk drive.
    Generally, if you meat Beam's "Recommended Requirements" you'll run this map just fine.
    Zip file size is about 900mb, uncompressed size is 2.1x gb (EEEK!)
    *buys stock in SSD nand manufacturers worldwide*

    Pine Ridge Rd underpass under US Rt. 40

    Kentucky St. Kingston passes under US Rt. 40

    Please do not rate poorly if your PC or Operating system does NOT meet the official requirements, or if you cannot run 64-bit Beam (Required!).
    Trying to run this map on 32-bit or with less than 5.45GB of free RAM will cause the application to hang or crash.

    US 40 west at Scenic Dr. overpass, before you climb the mountain.


    An entire REAL county of Tennessee modeled into awaits! This is the Default spawn.

    144sq/mi & 175+ miles of roadway modeled after real terrain and roads.
    Working traffic signals, signs, and proper roadway delineation and marking placed as per USA DOT standards.
    Proper smooth roadway with almost every corner banked to handle cars at speed with ease.
    Realistic differences in pavement color and look - not all roads look the same - there is almost 1gb of ROAD textures alone here.
    Beautiful lush terrain that's been described as GREEN CARPET. You might just want to use it for a desktop background.
    Multiple spawn points with more yet to be added!
    A re-creation of Harriman, Tennessee. Also includes Kingston Tennessee, and Rockwood Tennessee is just beginning to be built. Towns not yet finished.
    (Beta) Over 12 miles of train track in two long sections for use with @chris_lucas 's train vehicles.
    A few destinations such as BURGER WORLD and the popular and very familiar looking U-Pump-It gas station and some misc industrial buildings that didn't quite make a name for themselves yet.
    Possibly the largest forest brush in a map yet, over 300,000 characters of manually scripted models and resources. It took DAYS...
    More features on the way, as it's not done yet!

    Sick of driving? Stop by Harriman for DOZENS of different awesome jump near the industrial area!

    Please use the discussion forums not the ratings section if you have any issues regarding this map, though there should be no issues.
    Again, do not rate poorly if your PC is not good enough to run this smoothly. The large size is a feature, not a shortcoming. This map pushes the limits of the engine, to really show you that yes, this engine can handle a commercial-game-sized open world! That being said, if your computer meets the above requirements, you should have no problems running this map once you get a few miles of driving under your belt and the game has loaded all the required resources (it could skip or get choppy while doing so).

    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 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.

    Programs used:
    Notepad++,, GNU Image Manipulator, Google maps/Streetview for comparison shots, L3DT Commercial version for Terrain generation (yes, I did buy it, I buy ALL my software, you should too)!

    Proudly made with paid and freeware software, NO pirated software was used. Please do not support or condone piracy, as it kills off the software we use and love. If you can't afford it, use a freeware or shareware program instead, or wait and buy a copy.

    As per the and website EULA, you may use MY assets with permission and credit, but as per using assets donated or otherwise allowed for use by other authors, please contact them as per the credits. Do NOT re-upload this map elsewhere without notifying me first and speaking about that. This map may be used to make free or monitized videos on youtube provided you've paid for If you must contact me then you may do so on this website in private or in the forum.

    @Chernobyl Emp - thankyou very highly for the demo-video!

    ¥ = You best have your pagefile enabled, even if you have lots of RAM and you have an SSD (more reason to use it!). Pagefile will not slow your PC down, or hurt your PC or SSD. When I am running editor it can use up to 40GB of RAM & PAGEFILE on the system combined (yes). Users have noted 20gb of pagefile usage here during extended play - your mileage may vary. Please make sure you have 20gb of free space and that the maximum size of your page file is at-least 2x your ram amount (or 20gb, whichever is larger!). If you CRASH to desktop, this is most likely WHY. Disabling the page file was fine with Windows XP. If you have 64-bit Windows 7 or better, leave it enabled. Seriously. I have 22+ years of experience with PC's and hardware, and have been editing game maps since MS-DOS Doom 1 & 2 glory days... you can rest assured this is good advice. SSD's have wear-leveling so it won't hurt the SSD. To change the pagefile setting or check it
    My computer > right click blank space > properties > Advanced (tab) > Performance (settings button, click it) > Advanced Tab (pagefile "CHANGE" settings button, click it) > LEAVE IT ON Auto. IF it's not, set it.
    Enjoy the map :) The map won't crash you out now. It has *NEVER* crashed here and I 'only' have 16gb free... --Cheers!

    Pics below are from the old version .5 but you get the idea.
    See my discussion thread page 26~29 for more good pictures.
    11/27/2017 - edited corrections in, verification this still runs well, and removed references that were outdated. Works on 0.10 & 0.11 game versions flawlessly. Clear your cache if there is any issues first.
    EDIT: 3/8/2018 - shortened the description but it's still too big. Big map big description. 'Tis life. To think, I somehow used this rotten 3mb/512kb DSL that breaks down constantly (and even broke completely for some 10 days in January), to upload ALL OF THIS. Wow.

    Map has huge signs - Clear catch and make sure you don't have conflicting versions in mods folder or extracted into levels (the level directory is "southernhighway").
    Map has the correct terrain but the roads don't seem to be going where they're supposed to be (on the new portions that were changed):
    Make sure you clear cache and don't have an old version laying about conflicting. No seriously, clearing cache helps a lot, careful doing this if you're working on things in /levels/ or /vehicles/ as it will move the directory out of sight (read the pop-up when you click clear cache for help finding things later).

    Go play the map and stop reading. Yes you read it all, you're 2% smarter now because of it, but time to go enjoy the map.
    No really. STOP. (pics below are old, but still worthy of seeing, the map is better, just trust me) ...
    S.T.O.P. R.E.A.D.I.N.G. M.E.


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    8. TN_Comparo_Scenic_Dr_40w.jpg
    9. TN_Comparo2.jpg
    Taza, -V8-, jessejones440 and 37 others like this.

Recent Reviews

  1. mowens07 Gaming
    mowens07 Gaming
    Is it updated for 0.15?
    1. bob.blunderton
      Author's Response
      No, not specifically, but it still runs just fine (I have tested it).
      Where I used to get 25~40fps in downtown Harriman (the default spawn is there), with reflections on basic, all other things like Shadows and SSAO on, and texture detail max (4gb VRAM needed), I now get 65~90+fps in the downtown area on 0.15.
      Errata for 0.15:
      Railing and fence translucent/transparent textures show up as white or texture-on-white backround and solid.
      Lots of flickering going on in-front of WORST BUY in Kingston.
      I did not check if the UI MAP APP is still slow/lagging out the UI, that may have been fixed in 0.14 or 0.15.

      An update is planned to replace all bridges with custom models I've made, and do a few odds-and-ends like fix the bugs.

      With the new game update for 0.15 game version, your performance worries are pretty much over. Even a 750Ti 1gb will run it fine on medium/low with reflections off (don't use HIGH texture detail without 4gb of VRAM).
  2. PhantomRacer1298
    I have a question, one of the main roads by "Worst Buy" is very glitchy, there are also some small spots on the roads where it is glitchy and half the driveways have the "No Texture" Decal on them. Any idea on how to fix that? I reinstalled it multiple times and it's always the same outcome.
    1. bob.blunderton
      Author's Response
      The update murdered some of the graphics. More like some errors that were overlooked by the game engine, and transparent to the user (and sometimes the modder) and some that still worked anyways, no longer work. I will have an update to this, hopefully within a few weeks.
      So it's not you, it's the map, on game version 0.14 and above.
  3. Lettice123
  4. ¿Carbohydration?
    Why this mod is awesome in basically every way:


    Larger then any other game map in terms of detail and playable area
    Seriously, this map is off the scales huge. It's larger then a lot of contemporary game maps and while the graphics are limited by the nature of the game, it still compares to a lot of AAA driving games in things to explore and nooks and crannies to discover.


    This map is full of little things that make you smile, for the pure existence of that thing. It shows that you really cared to make a great experience, where instead of empty void, you find itty bits of realism, reaffirming immersion. It doesn't feel like it was a "Copy-Paste" of a few assets to slap something together in a few weeks, because it wasn't, It was genuine hard work. The buildings are also very detailed. A lot of people will stretch and fit a office building texture to a rectangle, while this map has depth in it's assets and details.


    This map has a genuine "Wow" factor. We are used to the average BeamNG map, where you have a select few amount of roads that you suspend disbelief when you loop through them in 20 minutes. Being able to have a sense of "I could randomly take turns, and possible not reach the end of a map for hours" is really immersive and fun.


    Sure, this map is a gobbler on resources. But it is rapidly getting better from when it first came out. (I have only 8 GB or ram, Ryzen 1400, 1060ti 6gb) and can easily get 25 FPS on high. That's not bad for such a large map.


    You Bob, have made a wonderful and immersive and equally huge map, that I can right a review with a monstrous 1/4 of the average Bob.blunderton post ;) and still only cover a tiny fraction of how great this map is.

    You could have easily sold this map to me for 10 dollars, and I would've bought it. It's that good.

    You're doing gods work for the modding community, bob.

    5/5 :D
    1. bob.blunderton
      Author's Response
      Wow, thanks!
      This is by far one of the most detailed reviews given on this map (and there are dozens and dozens). I am so glad you enjoyed it evidently as much as I did making it. It'll even get a face lift one day, too, in the somewhat distant future.
      Currently working on my all-custom city map, so thanks for the inspiration and encouragement, it's highly appreciated (and often very needed).
      It's the go-to map when you want to just 'drive and drive' and not be so confined. Sometimes I wish to do just that - and often many others do, too.
      2500+ hours went into this map, possibly up to 2800~3000 hours.
      Hopefully my city map (though one-quarter the square mileage in size) will top this one by leaps and bounds. I am aiming for that number 1 spot on mod rankings - and with a mod everyone will be able to run!
      I really appreciate the review buddy. Thanks again!
  5. ydoineedaname
    your replies are bigger than your map do you love to typing I got an eyesore reading this my head is spinning love the map but will it run high setting 12 GB ram 3470 gtx 680 CCTV camera hard drive?
    1. bob.blunderton
      Author's Response
      Sorry for the late reply, been busy on another map project lately.
      It will run fine without reflections, you should be just fine. It may take up to 4~5 minutes to load initially on a 5400rpm HDD (<1min~1.5min on SSD), so busy yourself on some websites for a few minutes, or read one or two of my very long replies. You have plenty of RAM but if you add in some AI be careful as this AI in the game hogs RAM *FAST* on a large map, so try 3~4 cars max for a little bit, keeping an eye on RAM use. If you go over it will start to lag hard or crash to desktop with a 0xFFFFFFFF error. The CPU should be fine. Downtown Harriman hits draw-call limits very hard though, just be wary. Shutting Shadows (and reflections) off limits how hard DRAW CALLS hits the game performance. In the future I will ratify this a little bit, but not anytime in the very immediate future.

      It takes a little longer to load the 1st time due to model caching, which with a modest CPU but a slow drive could take a while. Leave the game go for 5 minutes or possibly a little longer and go make tea, and cake.

      Hopefully I don't offend you with my knowledge-filled posts. When you start getting middle-aged or older, you may have a lot of knowledge you wish to share with others in long posts like mine!
      --Cheers and hope you enjoyed the map, it was a lot of work.
  6. DeezDelectables
    Absolutely the finest map work on Beamng. Great attention to detail. Everytime the mod is updated I end up putting dozens of hours in the game. Thank you for great work mate.
    1. bob.blunderton
      Author's Response
      Glad you like it & am glad to hear that buddy. Sometimes it's just fun to cruise around... with no where to be but just cruise. Sometimes it's more fun to haul pianos around town in a truck with 16~20 of them jammed in (or a bus full of them). Sometimes I just haul them off the nearest cliff. That'll learn those pesky pianos.
      This map is not abandoned nor finished, it will be updated again one day but is currently on the back burner while I work on my city map. In due time I'll be porting some models over to this map from the city map, where it matters (bridges, fast food places, road puzzle pieces, a sign or two, etc).
      Do keep an eye out for the up-and-coming city map in the coming weeks/months/whenever!
  7. The Nowickster
    The Nowickster
    Absolutely beautiful, as if it was your baby. The most kudos to you sir, as you've made the best map on beamng BY FAR. The realism is- just unreal. It is possibly the greatest map on beamng, and lets hope I can get a better computer to run the thing!
    1. bob.blunderton
      Author's Response
      With over 2500 hours logged, and possibly several hundred more hours not logged, it's had a lot of time sunk into it. I stuck it on the back burner for now as I picked up 3d Modeling - however - all is not lost. Far from it actually. I am working on a large city map right now, which while it does not have the square miles of space like this map has, it's 10.6km x 10.6km, and it's going to be a city that will dwarf all cities in this game (as if there were more than just a handful). It's also going to run well, so do not worry - I have a tester with an i7 9xx CPU, 12GB RAM, Radeon 6750 1GB DDR3 computer configuration that can get 55~60fps on Lowest settings on it's fully detailed parts. So it won't be nearly as big of a deal to run as this map's 'Down-town Harriman' portion - which really runs rather slow, if you don't turn off reflections.
      The new map can be previewed here:
      It's going to be an awesome GTA-SA inspired city that 'almost anyone can run decently' provided you meet the requirements for the base-game and have 8gb of RAM (it currently requires under 4gb free). It's also the spiritual successor to Generic City, with a complete modular road kit that will come out along-side the map. This will enable ANYONE to build a city, provided they can work the map editor and have a heap of buildings - and of course a LOT of time.

      So thanks for the great review!
  8. TheShipMaster
    This is amazing and lovingly crafted Good job!
    1. bob.blunderton
      Author's Response
      Thanks, I spent over 2500 hours on this. Whenever I get the chance to update the bridges and introduce some new buildings (and mobile homes!) I am sure you'll be pleased with that. Until then please keep tabs on the new unnamed city map here - it's not out yet though:
      --Cheers & thanks for the review!
  9. lucian.aw123
    Absolutely loving the FPS update, very fast FPS, good content, graphical realism is improving.
    There is one suggestion I'd like to make. I used to fly the aircraft mods like the legendary Me 262 around this map because it was the only map that didn't feel confined and tiny for those aircraft. The new update makes it very difficult to fly these aircraft due to the fog and highly reduced draw distance. Now, for this particular update, that problem can be solved by downloading the previous version of the map, but if possible, I would recommend uploading two versions of the map simultaneously in future updates, one with good FPS performance, and one with high draw distance.
    1. bob.blunderton
      Author's Response
      Thanks for the awesome review.
      The draw distance would surely be a let-down for airplane users.
      Open up your level editor with F11 when NOT in full screen.
      Press F1 to make sure you're in the 'OBJECT EDITOR' mode (1st button on the menu panel above, too).
      Mosey over to the right-side pane. Type LEVEL into the search box above the list box displaying map contents. It should come up with THELEVELINFO - now click that blue icon that popped up.
      If you click this, Raise the VISIBLEDISTANCE box up from it's 800 meter (or similar) setting to something like 2000~4000 meters (that's two to four KM), this is how far the map will draw from the player.
      But wait, one more thing, you still can't entirely SEE this far due to fog.
      Change the FOGDENSITY setting by adding another 0 just after the decimal spot (to the right of the decimal), to make the fog 10 times LESS dense. You can also just set fog density to 0 and achieve almost the same.
      Now you're done with that and can see! But it's CLOUDY/OVERCAST!
      Lets brighten things back up! (this part is totally optional, you can hit save and just be done with it and hit f11 to exit the editor and play if you want)
      Type SUNSKY into the search box just like you did LEVEL before.
      Click SUNSKY when it comes up in the box below.
      Find the BRIGHTNESS setting (scroll down a tad) and set it to 1, it will have been like 0.6~0.8 something if I remember correctly. This will brighten up the map nicely so it's like a clear day.
      You may now hit SAVE from the FILE MENU BAR, and press F11 to exit the editor.
      CAUTION: If you clear cache you will have to do this again, but this review response will remain here, it's pretty easy to do. You can also fish your stuff out of folder if needed. This level's directory/project name is 'southernhighway', for future reference. If you see this folder in your / folder, those are the changes you made.

      Thanks for the good review again - this response is not only a way to say 'you're welcome' back but also to help others who may feel the same. This works on any map, by the way. Happy flying.
  10. AgentMooshroom5
    Recently got a new computer which meant I could finally use this map, and wow it's amazing. The effort put into this is extremely obvious and it certainly pays off. I've only been driving on it for around an hour now and I'm sure I'll spend a LOT more time doing so. It's just such a high quality, large map that is perfect for driving which is what the game kind of lacked previously. Reminds me of some old Roblox driving games that were set in fictional areas very similar to this from a couple years ago when I used the play them all day long. Even areas where the map ends are done well, with the flooding and piles of trees giving a realistic effect that the area is blocked off due to a storm or something. I have to thanks you so much for creating such an amazing map for this game, and to the staff for continuing to host this despite the size and stuff. P.S. Really looking forward to the map you have been showing off in dev. screens, if it is cose to the quality of this I'm sure that will also become a favourite :)
    1. bob.blunderton
      Author's Response
      Well awesome, the new computer benchmark with 'Roane County Tennessee USA' map lives on :) Yes it's rather good for that, isn't it? Sorry, I didn't intend for it to be, but to realistically visualize Tennessee - there's lots of trees here - it's not New York City after all. Trees take up to and over 1000 triangles (this is half a surface) to render when close. Far away (say quarter-mile or two/three large city blocks) they still might take a few dozen triangles to render - a fraction as much - but a fancy building takes as much to render as a fancy tree! So there's the performance hit, but provided you have the system RAM required to load the map, graphics options can be adjusted to suite your machine as needed, new or old.
      RAM (especially USED, check out the 'Bay) is getting cheaper now, I upgraded this machine to 32GB for the new map project (and updated to Windows 7 Pro from Windows 7 Home due to RAM limits), and threw in another MX500 500gb SSD (solely because it was 'on sale' & I would need it sooner than later), and all that I can say is when creating content - a WORLD of difference. In other words, with what I can do here now, you folks will absolutely LOVE the new map, if you loved this one. It's NOT QUITE AS BIG but it *IS* very detailed and chock full of brand-new custom content - as I've learned to model - correctly model on that note.
      When the new map is out:
      There will be well over a hundred new buildings, four hundred new street/highway/rail/subway modular 'puzzle pieces' which I directly intend to release to the community so that *EVERYONE* can build a city even if they have no clue how to model - complete with LOD's, Sprite Billboards (low level far away detail level), and null render commands when it can't be seen and of course built-in collision so these can be used in the forest brush. Various Bridges of all shapes/sizes, compatible raised highway, and subway stations will be included too - yes, underground SUBWAY stations.
      What's that have to do with this map? Lots of models (but not likely the entire modular road/rail kit) will get back-ported to this map for use beautifying/enhancing this map, when they are ready and I have the time/use for them here.
      So basically, enjoy your new machine, and my book of text, and extensive map projects too. If my (almost) four year old (custom built) tower has no issue running this (unless reflections are maxed out, then it'll slow down to 20~35fps in spots!), almost any new computer with enough RAM and video horse-power will cut right through this no issue.
      GTX 1070, 16GB RAM, intel 4xxx cpu and up recommended for best playable performance with MAXED details & reflections!
      --Cheers and sorry for the book, and glad you can now join us here in TN USA!
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