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Map development in BeamNG feels left behind?

Discussion in 'General Discussion' started by WhiteBird, Jul 3, 2025.

  1. WhiteBird

    WhiteBird
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    I’d like to bring up a topic that might not be as exciting as new vehicles or features, but one that I believe is worth discussing – the development of maps in BeamNG.Drive.
    With every update, we receive amazing improvements and additions to vehicles: new configurations, remastered/refreshed vehicles, new sounds, or physics enhancements. However, when it comes to maps, we mostly see very minor changes – usually limited to West Coast USA, and even those are mostly small fixes or adjustments (excluding the more recent island update). Most maps are starting to feel outdated in terms of detail, environment quality, and road layout – especially when compared to the ever-increasing fidelity of the vehicles.
    In a driving simulator like BeamNG, the environment plays a huge role – and the lack of meaningful map updates is, in my opinion, limiting gameplay variety and long-term replayability.
    As an example: together with a few people from the community (many of whom didn’t have much experience), we remastered map – purely as a hobby, in our free time. Despite that, we managed to achieve quality comparable to the official maps – and in some aspects, even surpass them. This shows how much can be done with enough effort and passion – and how much potential lies in BeamNG’s level system.
    If similar attention was given to official maps by the dev team, I truly believe the results could be incredible and very well received by the community – especially considering how talented the BeamNG team is when it comes to asset creation.
    Of course, this is my personal opinion, but I think it would be great to see more development in this area of the game – especially since maps have such a major impact on how the game feels and plays.

    I’d also like to mention the Building Architect tool added in update 0.35. As someone who enjoys making maps, I was excited for it – and while the concept is great, I’ve run into a few issues that limit its practical use.
    The biggest problem is with windows, which use pre-made assets from the `/art/` folder that have their own LOD system. When the LOD causes them to disappear at a distance, the building is left with literal holes where the windows were – since the main building mesh doesn’t have any proper LOD of its own.
    Another issue is the limited flexibility – it’s difficult to create anything modern-looking, like apartment blocks or residential houses. This may be due to a lack of assets or limitations of the tool itself.
    Building Architect is a great step forward, but its current use cases are quite narrow. I really hope it gets some improvements and more development in future updates – because the potential is definitely there.
     
    • Agree Agree x 19
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  2. Angry_Bird

    Angry_Bird
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    Ffs the devs should connect that other end of the long highway, preferably to some airport or cruise ship port.
     
    • Agree Agree x 4
  3. justaguy

    justaguy
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    I have had a hard time using the Road architect too, since it is oddly specific with connections and road styles, another problem which in my opinion makes map development harder is the fact that decal roads can't be put on top of mesh roads, I think that this would be amazing for maps with extremely huge terrain where one terrain tile is 20 meters so painting a terrain material like asphalt will create a 20x20 square of that material.
    Another problem with BeamNG is that it's becoming more and more unstable, so bigger, more detailed maps have to lower quality in exchange for optimization, as of recently, they made a change where decal roads won't show up unless you have terrain on a map, this is annoying since my old map doesn't have terrain and it is broken beyond repair, so it has become a mesh quarry for other projects of mine.
     
  4. WhiteBird

    WhiteBird
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    Yes, I completely agree with you. Another significant issue worth mentioning is the growing number of frustrating bugs in the World Editor lately. For example, there's the decal road problem, the moon mysteriously disappearing after a certain update (and still not returning), and the 'clear terrain' tool, which has been operating with severe delay since the last two/three game updates. In the most recent update, we also received a slight redesign of the top menu bar which, unfortunately, cannot be reverted. I'm not sure why these changes were made, but they’re honestly quite irritating and, instead of helping, they tend to make the work of map creators in BeamNG.Drive more difficult.
     
  5. justaguy

    justaguy
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    I kinda hate the new toolbar change I preferred having separate buttons instead of a dropdown, it is also annoying that I have to keep it at 2x height because otherwise the terrain editor UI gets cut off.
     
  6. WhiteBird

    WhiteBird
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    yes, i have a 21:9 monitor so with me this problem does not exist so much, but those who have 16:9 are slightly irritated
     
  7. DankMemeBunny

    DankMemeBunny
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    Last new map was 2022 and hardly a map, Johnson Valley is good but only like 4 vehicles can take advantage of the full map its really disappointing. Then to hear nothing about map development other than tools being created is making me lose my trust in the devs.
     
  8. justaguy

    justaguy
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    JoVa is designed to be a barren wasteland for the new off-roaders they introduced, which makes sense since they were doing off-road themed updates. The overall addition of tools makes development easier, the only problem is that the road architect kinda sucks in it's current state (in a game where roads are the most important things), the only good thing which I love about is being able to use it to place props in a line, thus removing the need for annoying guardrail placement.
    The biome tool is great, it has a lot of neat uses for people who don't like placing vegetation manually.
    The building architect is somewhat experimental but it is packed with features.

    I used to not like building buildings because of the limited shapes available from the Italy map, I used to try to avoid guardrails because I couldn't bother placing them 1 by 1.

    BeamNG is one of the few games that really depend on the community to make the game more fun, so they are just trying to encourage people to make map mods.
     
    • Agree Agree x 1
  9. Neverless

    Neverless
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    Having to click the list item and then the object select yeah. i have to swap between object create and object select alot so can guess how much of a pain this is
     
  10. subi

    subi
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    As a person making a giant map, you can use decalroads on top of meshroads, just by ticking the "over objects" option in the inspector
    Yes this annoyed me heavily as well but I found an easy fix, go to "Editor Preferences" Under edit in the world editor top bar, then go to "User interface" and change the scale to something smaller, mine is 0.920
     
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  11. justaguy

    justaguy
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    No, I have experimented with this and it doesn't actually work, they just go through, I wish you actually could.
    I might try that too, since I have 16:9 display, can't imagine how annoying it must be for the 4:3 people.
     
    #11 justaguy, Jul 14, 2025 at 4:23 PM
    Last edited: Jul 14, 2025 at 4:56 PM
  12. subi

    subi
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    Good luck, happy to have helped if it works for you
     
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