Let the pictures speak for themselves Pictures updated 3/18/20. Some things pictured are in the current supporter-only beta (updated 1~2 times a month) and may not be in the repository version yet. Support the Patreon to make sure you get the newest version with the most features, as I'm on a fixed income and this costs me out-of-pocket. Disclaimer: Content subject to change, many areas are not completed properly yet. Heavily WiP but still can be driven around aside of some closed off roads under construction here and there. I try to keep most of the map open for use, as I enjoy driving it also. Out of the ashes of So-Cal Interstate, a new map is born. This map already has *hundreds* of hours of work - even before it went End-Of-Life last year, to be replaced with this one, containing all the old map did, and more. The city of my dreams, is becoming a reality. I learned to model just to mod this game better. Seeing as BeamNG team hasn't (yet) hired me, I thought I'd do this for myself, and for the community. Folks donating 10$ or more per month get subscribed/access to the 1~2 monthly betas and can play the map as soon as I send the links out (every other day, max 72 hours response time). Please help support this project, my 3d Modeling software isn't free. https://www.patreon.com/user?u=12840784 You'll help a disabled man out & I can purchase commercial-quality/licensed assets for use in this map, for everyone to enjoy! But wait, besides getting a free (when it's released it will be free) map, what's in it for the community? A Road, Highway, Bridge/Tunnel, Rail and *SUBWAY* tunnel kit with over 720 unique pieces to choose from (now including Los Angeles style FLOOD CONTROL CANALS). Every shape and style has already been completed and almost all feature multiple LOD's. ALL pieces feature built-in collision to be used in an unlimited manner in the forest brush. Now you too can build the city of your dreams, that looks almost as good as most any other games out there released in the last few years (when done correctly). With tapered edges, and a large variety of half-piece intersections, you can mix and match your dreams with putting things together almost perfectly from what you pictured in your head. Mosaic LOD's (level of details, these are simple meshes used when far away) to help keep draw calls lower are currently being implemented on the most commonly used items in the set, and also the more complicated multi-texture objects. Mosaics contain all the textures on an object in one texture, and reduce LAG. No more dreaming, hoping, wanting, and waiting for this stuff. It will all be released in the near future as a road/highway/bridge/tunnel/rail/subway kit (rail is same measure as default for other maps and rig-of-rods track gauge too). The kit is a hefty 100mb or so, mostly models, as they share many textures. There's even roadway letting stencils for arrows and 'only' demarcations. You can use them in parking-lots like fast-food restaurants and the such to direct traffic. This is a heavily WiP map and as such it won't be out for another month or two easily. The kits will be available early to Patreon backers (link will come in the next day or so), as I am disabled physically, so it'll help keep me motivated (and I am paying for Maya + I had to buy more RAM and another SSD to have the ability to even make the project as I kept running out of RAM). So keep an eye out for the Patreon link above and below. This map will shame all my other maps - promise that. The map itself is quite large, 10.6km x 10.6km land mass, and for comparison, the city is already about the size of Occam's Garfield Heights, that being a very beautiful city I might add. Doing my best to keep performance in check, that being said, you should be fine provided you don't max out the reflections. Currently it is looking like I should be able to stay under 2~3GB of VRAM use on max settings. Already there is around 100 miles of roadways in the map, plus at-least a dozen miles of city roads laid down. RAM requirements won't be nearly as steep as Roane County Tennessee USA map, as there's no dense forests here on this map. Would you care to have your house modeled and placed in the city somewhere? Upload a picture or two of your house and send them to me via private message. The more shot angles the better, just make sure to remove the address numbers first for privacy reasons, as I don't need to know exactly where you live! Don't be surprised if you see a few house models and many bridge models make it back to Roane County Tennessee map as I've also been porting a few that way as-needed. Remember, Patreon backers will get early access to the modular city kit/road meshes and textures, and depending on the sum donated, early access to the map (10$ or more a month). Beta versions will come out several times a year for the public to consume regardless. Early access to the map may be beneficial to Youtube reviewers and crash compilation folks - so consider it! https://www.patreon.com/user?u=12840784 A map inspired by GTA SA (not V, GTA SA), and a few other driving games like Midtown Madness and such that I've played on PC over the years. This map is set in the current time-frame and with the settings turned down should run for most anyone who meets the basic requirements to run the game (6~8gb of RAM will be needed, though). Expect to see hundreds of different custom homes and buildings, the above-mentioned 425 piece road kit (which is mostly done already!), and lots of other new things. Returning to the show will be many of the familiar store franchises from Roane County Tennessee like Burger World, Chicken Munch, Worst Buy, Sprawl Mart, and even The Tea Pit. So if you enjoyed those, they'll be here too, where appropriate. --Cheers! P.S. Yes I finally made the thread for this map - I've only been re-working this for 60~90+ days now So if I don't spend too much time in The Tea Pit, expect to see more progress a few times a week! Also, if it's not covered above, there will be one modest sized metropolitan AIRPORT, with a 13,000 foot long runway (a meter is 2.6 feet, for international folks). I am also strongly considering a military base with it's own 6,000 foot long runway. A city that has everything, for everyone, so folks who enjoy flight will NOT be disappointed, and no, there will NOT be a mountain in the direct flight path. Flight paths are to be FREE of obstacles! Currently as of September 2018, I am working on optimization to reduce excess draw call issues in the map. I am now getting around 60FPS over most of the map or significantly above that, but a small few spots remain where performance improvements are being concentrated. Thanks to those who have already donated, it's really motivating someone who works up to 6~14 hours a day on this as my health allows. I hope everyone had a great summer, I spent mine working on this map. Here's a little video about the map. It shows the following: A little bit of the city that is built near the starting area Some of the (unfinished) highway that was part of my map prior to building the city, that is in various stages of being upgraded both structurally (new bridges, ones with pillars this time) and with better graphics where-applicable. Crazy hill road that was bypassed with a much more sane road, but great for jumps or teaching pianos you're hauling a lesson. Free-CAM flying over the map a bit and then back to the city portions with the canals on the FAR side of the map from the spawn. The subway system! Though a bug rendered it blocked in one spot, a fix is available on page 5 or 6 with a pair of files to add to the zip, to remove the blockage for now (shame on The Bob for doing a last minute change!). The train tracks above ground are also shown, though they only go for about 2 miles including the subway track. Yes you can drive in and out of the buildings, those stairs are ramps, most stairs are ramps in this map. Also shows a bit of the new highway stuff. There's hours of driving in this map 120+ miles of road BEFORE the city was built (I believe, it could have been 90-something don't quote me please). Thanks to Davidinark at youtube for the video. The attached video is my 3 minute drive around only a very small portion of the city (just a few blocks, pardon the quality, my internet = poo). Dave's video is obviously much much better, though the lag he gets on restoring the vehicle does not happen here at all on my 4th gen intel (Haswell refresh) i7 chip.