The city of Chicago from Driver 2 comes to BeamNG! This features the city in its entirety along with enhanced trees, greatly enhanced draw distance/frame rate, enhanced water and additional buildings. Having been bulldozed at the request of Mayor Daley in 2003 much to the dismay of the aviation community, the airport of Meigs has been restored and is now usable again! The runway is just about long enough for the B25 to take off and land again. Credits: Reflections Interactive - Original Map Aces Studios - FSX Buildings James_UK - Converting, enhancements, geometry fixes SOAP (Driver Madness) - Writing the City extraction tool. Known issues: 1) 5843 trees were manually replaced by hand. Due to the size of the map, you'll more than likely find a couple I'll have missed. I mainly focused on replacing the trees around landmarks and points of interest. 2) The level extractor I used for this had problems with "visibility lists" which left me with a large job of reconstructing large areas of the city (This alone alongside the tree replacements took around a month of work). Like the trees, you'll probably end up running into sections I've missed around small sections of the city and some back alleys. 3) You'll see a fare amount of flickering/Z-Fighting on certain areas of the map. This didn't occur on the Playstation 1 as it had no hardware Z-Buffer. I can't do much about this as it'd involve subltly adjusting 10's of 1000's of geometry tiles. 4) The grass doesn't have grass traction properties. Again, this'd involve and adjusting the texture material assignment of each grass tile on a per tile basis as they use a "texture atlas" which is shared with the concrete barriers on the sides. There's 10's of 1000's of them. 5) Due to the tile based technique that Reflections used to create the city, you may notice some texture filtering problems with the Roads/Grass. 6) In the air, you'll notice that many buildings don't have roofs. 7) Near some slopes/walls of the highway, you'll notice very minor seams. 8) Not all props have been cleaned up from back alleys due to a strange problem I ran into where some polygons started disappearing from the city once it was imported back into BeamNG. 9) Due to clashing normals, you might get stuck in some wooden fences. 10) On some objects, you may notice some small texture mapping issues. In closing, having worked on this for around a month along with studying maps of Chicago for the placement of the extra buildings, I'm amazed at how accurate some of the road placement is in relation to the real city. Moreso when you consider that the city was designed to run on a Playstation 1.