WIP Sedgemoor, UK

Discussion in 'Terrains, Levels, Maps' started by 「B」, Apr 3, 2026.

  1. 「B」

    「B」
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    Sedgemoor, Somerset, UK

    ​
    Sedgemoor is a map loosely based upon the region in the UK with the same name - specifically, an area surrounding the M5 motorway between junctions 23 and 24.

    The map currently focuses on the East side of the motorway, which is rural. You will find yourself driving down somewhat narrow country lanes, with tight corners, bumps, dips, and terrible camber - through villages, past pubs and farms - what more could you ask for?
    There are also gravel and dirt roads, two A roads, and several industrial areas - the largest of which are at each motorway junction.

    Not sure where to go? Well lucky for you, Sedgemoor has Career mode compatibility thanks to the RLS Career Overhaul mod - there is plenty of work to do, featuring businesses from the Beamiverse alongside new ones - so all you have to do is follow the money!

    Finally, there are two things I simply cannot miss out in a map based in Somerset. The first is Cider - yes, Cider is a cargo item in career mode that you can get from a the farm located on Puriton Hill.

    Secondly, flooding (WIP) - enabling an additional mod will change the weather to heavy rain, and add floods to a significant amount of the map, including several roads. Most roads remain passable in a typical car, but two require at least a D series to make it through safely.​

    ​

    Download


    Click here to access the files.
    (Alt)
    You will see these files in the folder:
    • Sedgemoor.zip - this is the map.
    • Sedgemoor Extras.zip - this provides liveries for the Hirochi Aero and Capsule bus mods.
    • Sedgemoor Career.zip - this adds Sedgemoor to the map list when using RLS Career Overhaul.
    ​
    Note: the file is quite large at the moment as a significant number of currently unused assets are present from the various standard BeamNG maps.
    This will continue to be the case for sometime as removing these assets is quite time consuming and I cannot know in advance what assets I may end up using.
    Key Features


    • UK Themed map with UK style housing and road signs/markings.
    • The map will, overall, be about 4 times the size of Italy. The area of the map that is currently usable is about twice the size.
    • Working street lighting, with a mix of LED style and Sodium style (With the latter being more common in rural areas)
    • Varied road surface quality as one would expect for rural Britain, including potholes with real depth.
    • Working AI, with traffic lights, stop signs, and speed limits (cars also stop at especially narrow points).
    • Liveries for buses and police.
    • Many events of various kinds including sanctioned and unsanctioned races, and progression in career mode.
    • About 4.7 miles of Motorway.
    • 4 Bus routes across 3 operators.
    ​
    screenshot_2026-08-09_10-12-23.png screenshot_2026-08-09_10-11-36.png screenshot_2026-08-09_10-10-20.png screenshot_2026-08-09_10-04-04.png screenshot_2026-08-09_09-58-24.png screenshot_2026-08-09_09-57-24.png screenshot_2026-08-09_09-56-03.png screenshot_2026-08-09_09-52-31.png screenshot_2026-08-09_10-11-28.png
    Untitled.png

    Current Issues


    • A lot of RLS functionality such as racing, the tuning shop, and car meets isn't supported. Please don't expect anything beyond deliveries and forklift work for now.
    • Following 0.39 the map is practically completely black at night, even when the moon is up.
    • The roundabout island mesh has a broken material following 0.39, resulting in the grass just being a solid green colour. This effects the roundabouts at relativity and J23 P&R.
    • The AI will turn around at the end of a road, but sometimes it does this very early for reasons I'm yet to figure out. This often causes accidents and cars getting stuck on kerbs.
    • Some buildings near the edges of the map have some broken textures following 0.39

    Changelog


    Career mode mod released.
    Fixed an issue with the tunnel at Relativity being blocked by terrain.
    As this is the initial release, these changes don't relate to a version you will have played. So instead, I have listed the changes made in the last week.
    • Initial release.
    • Rally events updated to new pacenotes system following 0.39.
    • Rally events now have very generic spectators around the course.
    • Lighting updated to have similar brightness levels following 0.39.
    • Mud and Gravel materials updated to work with 0.39 and improve the colour of Mud.
    • Vegetation changed to allow billboards to point at player to prevent you from seeing a billboard side on.
    • The building currently taking the place of the real world Morrisons warehouse has been replaced to more accurately reflect the real size.

    Plans/Challenges


    • By far the biggest planned addition is the town of Bridgwater. It will not be in its entirety - that would drive me insane and likely be difficult to run. A list of the minimum roads I intend on adding can be seen below.
    • The A38 between the two motorway junctions
    • The A39 as far west as Whitegate Roundabout
    • The roads connecting Whitegate Roundabout to the A38
    • The A372 between where it currently ends and the actual west end (St John Street)
    • The industrial route between Taunton road and Broadway - Marsh lane, Squibbers Way, Parret way and Salmon Parade
    • Huntworth lane up to Squibbers way
    • Dunwear lane and Bower lane, providing a quicker route between Dunwear and the A39
    • Every through road in the area of Boradway to the South, the canal to the west, the docks to the north and the river to the east (The town centre)
    • East Quay and Eastover
    • The Clink
    • Some residential areas in the loop created by the A39 and A38
    • Old Taunton road
    • Parts of Hamp
    • Parkway
    This is subject to change. It's possible even just these would be too much for a decent PC to handle.
    • Flood mode, activated with a separate mod, that makes road surfaces wet and floods some areas entirely.
    • Functional rail route, with 3 stops.
    • Setting the time prediction up for the tuning shop. Currently I have zero idea how it works and what the numbers in the race_data file mean.
    • Reversing some of the hacks I've done when it comes to housing.
    • Better police livery.
    • A speed camera van that spawns in different places every time you play.
    • For some chimneys on older style houses, chosen at random, to emit smoke at dawn/dusk.

    The "Rural Side" (East of the M5) has been released
    Once we (that includes you!) are confident it's in a good state, I will move onto the Bridgwater section of the map.
    I am not able to provide precise timelines.
    ​
     
    #1 「B」, Apr 3, 2026
    Last edited: Oct 12, 2026 at 10:53 AM
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    • Agree Agree x 2
  2. Tofli

    Tofli
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    Nice, new Western Europe map
     
  3. T540L3R

    T540L3R
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    Bri'ish innit
     
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  4. Kcool_Turbo

    Kcool_Turbo
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    Feels weird to me seeing a map being made of somewhere Im very familiar with. Look forward to seeing this one progress!
     
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  5. T540L3R

    T540L3R
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    How's the progress? :oops:
     
  6. Memersand694

    Memersand694
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    I’m excited for this
     
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  7. el_ferrito

    el_ferrito
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    A Somerset map... In BeamNG.

    It'll never work I tells ya. ;)

    All jokes aside this looks awesome. I will be following. I always wanted to add some urban stuff to my Somerset map, but it's so time consuming. I doubt it will help much, but feel free to use any assets from my map.
     
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  8. pidgeiest

    pidgeiest
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    Whoah. This looks so coo'

    I'm very much excited. It surpasses my Claypath map I'm working on! (I used MapNG to generate the terrain...)
     
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  9. Zubi

    Zubi
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    YEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSS ANOTHER UK MAP REJOICE
     
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  10. An0n

    An0n
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    About time another England map emerged!
     
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  11. 「B」

    「B」
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    Hello all,

    Sorry for vanishing for a bit - I was in Germany for a bit, then Japfest last weekend.

    I've mostly been working on gameplay, trying to improve performance, adding various events, and balancing career mode.

    I've yet to figure out how (if you even can) to reduce the render distance of lights and/or the shadows they create. Currently it runs at some 100fps on my 2080, even at night, but I'm trying to think of the future here.

    In terms of career mode, I've found that 128 slot industrial items are coming up far too often. They're extremely valuable to the point of it being overpowered - so far my attempts to make them rare have produced mixed results, but I've got some more tweaks I've yet to test properly.
    Also, material deliveries are problematic - they work, but the reward doesn't scale with distance like parcel deliveries. Given the size of the map, this basically makes them pointless. I might make a mod to change this, but my LUA is very rusty.

    Finally, for stuff you can actually see, I decided to add a park and ride at both junctions to serve as a terminus for the bus routes, as they were already right on the edge of the map.
    I've also added some additional details to industrial areas as they felt empty previously, and I have created a number of signs to identify businesses and add a bit of character. A lot of the businesses are based loosely on real businesses, so the branding is similar as well.

    screenshot_2026-04-22_09-28-41.png screenshot_2026-04-22_09-28-54.png screenshot_2026-04-22_09-30-08.png screenshot_2026-04-22_09-29-46.png screenshot_2026-04-22_09-31-57.png screenshot_2026-04-22_09-35-04.png screenshot_2026-04-22_09-35-17.png screenshot_2026-04-22_09-35-48.png
    --- Post updated ---
    Your map is actually a part of why I decided to do this ;) I don't blame you one bit, I am sort of dreading working on the town because I have very little blender experience. So far I've made houses like a child drawing a house - they're just cubes of various sizes with a triangle on top. The windows and doors are beam models, and the gutters and chimneys have been taken from beam models. I'm not going to be able to get away with that when I start having to build things like the hospital, train station, police station, etc...

    I have actually had a look around your map in the world editor, it helped a lot in the early days, just figuring out how maps actually go together, so thank you for that.
     
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  12. Zubi

    Zubi
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    GENUINELY imagine if this map comes out straight after exam season
    im going to be bombarded by 20+ exams for 2 weeks straight in 2 months or so and this would be a perfect getaway after
     
  13. 「B」

    「B」
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    Hello all,

    I have been polishing up the map trying to strike a balance between performance and looks, and I think I'm getting pretty close. I think once the map is looking tidy I will consider releasing the current version.

    The most obvious change is foliage - I have added various flowers, weeds, and ferns, as well as adding tall yellow grass - I'm planning on making an actual wheat texture for this, but for now farmland already looks much better than it did.

    I've also made it so that foliage near some roads/buildings is less dense than more "wild" areas.
    screenshot_2026-05-20_16-56-54.png screenshot_2026-05-26_18-58-51.png screenshot_2026-05-26_18-59-09.png

    I've also been working on limiting the impact of streetlights. Ideally I want to decrease the distance shadows start rendering at - however this doesn't seem to be possible - so I've lowered the resolution and used smoothing to compensate.
    I did make a breakthrough though - I've found that the sky still produces shadows even when the sun is set. So I've made them turn off when it's night. They're only visible under bridges, but even there you won't notice the difference when driving with headlights on - but the fps difference is over 10.

    Now onto the biggest challenge I have yet to tackle - In most Beam maps, grass is coloured by a satellite image - but I cannot use this everywhere as it creates road and building coloured grass in some areas. To combat this, I've used a different grass material in these areas that's always the same shade of green, but this creates a harsh transition between the two:
    screenshot_2026-02-11_23-39-39.png
    I can't just use that material everywhere either, as it'd look awful. So I need a way of smoothing the transition. Current ideas are:

    - Trying to change the colour to be a closer match
    - Using a decal, like at the edges of roads, to hide the transition
    - Altering the satellite image to remove buildings and roads, replacing them with grass from the surrounding area, removing the need for this additional material.

    I have a feeling the actual solution will be a mix of all 3.

    Finally, in terms of gameplay - I'm happy with the number of events etc on the map as it stands. I was happy with the career mode balance, but RLS was recently massively rebalanced so that's thrown things off. I need to play more on the standard maps and see if the difficulty on my map is still comparable. If not, I'll have to make tweaks.
     
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  14. Zubi

    Zubi
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    WHAT A LEGEND! keep the epic work up, cant wait for the release!
     
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  15. 「B」

    「B」
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    Hello all,

    Another update for you - there has been a significant change with a new road being added - Crancombe Hill Lane:

    screenshot_2026-06-08_17-46-28.png screenshot_2026-06-08_17-46-37.png screenshot_2026-06-08_17-47-06.png screenshot_2026-06-08_17-47-22.png screenshot_2026-06-08_17-47-40.png

    This is a narrow-ish lane that runs up from the A39 at two points, then along the top of Puriton Hill. It is largely made up, although the start of it near Knowle is based on a real world. I added this road because I realised that Puriton Hill is the only significant hill in the entire map, so it's the only place we can have a hill-climb/touge style road.

    The road allows you to go to a new farm, which is the only farm on the map that provides Cider:
    screenshot_2026-06-07_22-09-31.png
    Yes, the map in Career mode now features Cider (including Scrumpy) as cargo, with it being slightly more valuable than food, but in slightly lower demand. The RLS rebalance means you can only deliver smaller items at the start of a game - which makes Cider a vital asset in any play-through as it's one of the few items small enough to be unlocked from the start.

    Speaking of the rebalance, I'm generally satisfied that the gameplay remains roughly inline with West Coast and Italy, so I haven't made many changes.

    Some roads now feature imperfections like repair patches and potholes in a more realistic way than before. Most notably, potholes are actually dips in the road - generally too minor to make driving hard, but you will feel it on a controller/wheel:
    screenshot_2026-06-08_17-49-25.png

    There's also the only planned speed camera on the map just outside Bawdrip (there is one roughly here IRL, but it's off the edge of the map):
    screenshot_2026-06-08_17-50-03.png
    Currently this only seems to work heading west... not sure why.

    Finally, there have been some improvements to road markings, signs, and traffic lights - which now have filter arrows.
    screenshot_2026-06-08_17-51-28.png screenshot_2026-06-08_17-51-00.png

    The OP will be updated with a teaser video and an updated map.

    There is still some work to do but we're getting close now.
     
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  16. uFiFAN

    uFiFAN
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    Looking amazing, extreme attention to detail compared to my map(I'm a lazy ahh). Only thing I can tell is a bit off are the markings, I can share a ready texture that I've used on my map if you want, shouldn't be a big deal to replace them.
     
  17. 「B」

    「B」
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    Thank you, attention to detail maybe, but to be fair you seem to be doing a much better job at custom building meshes
     
  18. Sam99612

    Sam99612
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    Looks awesome

    What is the size of the map?
     
  19. el_ferrito

    el_ferrito
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    Really looking great. Keep up the good work. I'll definitely be getting this one
     
  20. uFiFAN

    uFiFAN
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    He said - 4 times Italy, so I assure it's 8k if I understand correctly.
     
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