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Roane County, Tennessee, USA 19.3.1

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

  1. bob.blunderton
    It's back and it's 1.1GB - Roane County version 19.x for use with BeamNG 19.x. The largest reasonably detailed map you can get your hands on. This is a bug-fix update for 0.19, and it might run a little bit (2~3fps) better in some spots, too.
    1.1GB = bug-fixed version. If you have this, you have it already.
    1.19GB = old version
    System REQUIREMENTS:
    REQUIRES 8GB OF SYSTEM RAM! 16GB Recommended.

    DO NOT ATTEMPT WITH LESS or you will get 0xFFFFFFFF error and a crash. AI use extensively may push this requirement even higher, 12~16GB should be plenty of installed memory to run this map well with AI.
    Video Card: High graphics detail requires 4GB~6GB of video memory, so if it gets slow, use medium graphic details which are under 2GB use. Reflections are very heavy, as can be shadows and SSAO also, so turn those down or off if you have trouble.
    CPU: Any CPU that can run West Coast USA can easily run this map.

    Enjoy 175 sq/miles of *REAL* Roane County TN USA terrain with THOUSANDS of hours of work put into it. With almost 200 miles of roads on this map, it's sized bigger than GTAV's map. TWO HUNDRED MILES!
    Includes 14~16(?) miles of real US highway 40 in TN USA mapped into it.
    Includes cities or the beginnings of which:
    Kingston (60% done)
    Rockwood (35% done)
    Harriman (60% done)
    Westel (not yet built)
    Glen Alice (not yet built)
    Mid Way (not yet built)
    Main road network (95+% done)
    AI use of roads and LARGE parking-lots (95% done)
    US 40 highway goes from Kingston-Kentucky Street on the east end to almost two miles west of Westel Rd on the west end, and a big jog up the side of the almost-2000ft elevation Cumberland Plateau, includes most of Roane County, and some of Cumberland County, Tennessee.

    Updates includes but is not limited to:
    *Works great with the traffic tool now by GamerGull (which I've done extensive testing on), most of the update was centered around this new traffic tool, as I've provided a LOT of feedback and testing for it.
    *AI will now hold lane properly on multi-lane routes including divided roadways and 5-lane routes though urban areas. AI will go off jumps in downtown Harriman area, this is intentional and NOT a bug.
    *ALL NEW (well, almost all) bridges that are much closer to AAA quality now. Many bridges have built-in reflectors in them that actually work.
    *UPDATED and ENHANCED highway graphics, they're finally about done.
    *Fixed the no-texture brigade rearing it's ugly head again via the normals (normals are our version of bump-mapping here)
    *Fixed fences 'good enough' for now.
    *Fixed all the intersections that looked bad (well, 90% of them anyways).
    *Longer draw distance by 2.5x than the previous version. No more driving like a chicken without it's head, and now you can see Rockwood from the top of the Plateau (mountain) now (my personal favorite view).
    *Performance is roughly 85~95% as good as the previous version, only down a tiny bit due to the draw distance increase. The Nintendo-64 quality of fog just wasn't growing on me these days, I'd guess.
    *A few of the spawn point previews, and the Roane Racer parody graphic were updated, so look for something new down near the bottom of your map selection screen
    *A few roads that dead-end at the end of the map / game-world DO NOT have AI any longer, this won't be missed much as it's due to me enhancing the AI paths on the rest of the map and hitting previously-unknown 65536 AI-node limits. Yes, I completely maxed the AI on this map - thankfully most of the roads are already in place. Please don't add any more AI-enabled roads of your own in this, or it will break the AI entirely - and that wouldn't be fun.
    *Extremely long list of very minor bugs with graphics, AI, and so-forth fixed, too long to list these things I spent a few hundred hours fixing.
    Things like cars going the wrong way, or driving down the shoulder are history not worth remembering. If you find a spot where the AI always acts up, give me a shout-out on our DISCUSSION forum (not the review!).
    REVIEWS ARE FOR REVIEWS NOT FOR QUESTIONS OR BUG REPORTS ... This resource will be updated about as often as game-updates break it, or shortly following as my schedule allows.

    So sit back and enjoy this map which pushes BeamNG to it's limits and is more of an open-world tech demo than a complete, finished product. That being said, it's still great fun to run and runs way better on 0.14.x and 0.15.x game-versions than previously. This map was only meant to be a tech-demo but ended up being one that's taken over THREE THOUSAND hours of my time (yes, I am physically disabled = lots of computer time).

    This map isn't done, it might never get done, but there will surely be more work on it as time goes by and I have other resources to donate to the project from my main current project. Speaking of which:

    Obligatory plug for Los Injurus City Map project coming to BeamNG!

    Introducing a city map for BEAMNG.DRIVE - yes a CITY map, not a town, a REAL CITY, with subways and an abandoned mall you can both drive through - the beginnings of a military base (currently just a concrete air-strip but more is planned) - and over FOURTY-FIVE UNIQUE MILES OF HIGHWAY for your cruising and crashing pleasure! There's even an early version of the abandoned Packard plant in that map!
    I have a Patreon to help fund that project as I use 3d modeling software (to make my own houses, the bridges for that map and also Roane County got a few of them, this software costs money each month!), and being on a fixed income with doctor bills from being disabled, this makes it a little easier so that modding doesn't drain me dry - that wouldn't be fun. I've even got a legit copy of World Machine 2 for the project thus-far and some sound software to help mix background sound for the map.
    I haven't said the best part of Los Injurus. It contains an 800+ piece modular road kit, so anyone can build their own city in the editor, just like Simcity 4 or other city builders (okay maybe more time consuming!). This kit, when the map is released, will be free-use to other modders and mappers. Most all the resources from this map are all new and custom-created from scratch by me (with a few select ones donated in by kind folks supporting the project) - even lots of textures are created in-house here.
    If you loved the old So-Cal Interstate map that never had even a single sign or building in it, you'd be happy to know that's where Los Injurus is being built and it will be awesome!


    https://www.patreon.com/user?u=12840784 <-- Patreon for Los Injurus project. Thread link is here --> https://www.beamng.com/threads/a-new-city-map-los-injurus.57055/ Come and stop in and say 'Hey, how you doin'?' and see the latest progress, even if you don't have cash on hand or otherwise unable to donate, we'd love to hear from you! Some models will even be 'back-ported' into this Roane County TN map from Los Injurus to enhance and upgrade this map.


    Pictures following are of the current 0.15.2.x Roane County version and may be demonstrating the traffic mod and/or a few downloaded vehicle mods in use. Please support my map mods via the Patreon link above if you have even a dollar to spare and you enjoy them and find them fun. It supports an almost-40-year-old ME and helps me use my over-four-year-old computer and legit professional (licensed!) software to make awesome mods, and also get to the doctor and pay the bill when it comes time. I am physically disabled with a seriously injured back, but support should not come out of pity, do it only if you enjoy my maps, and ONLY if you can afford it - as we all have to eat & keep a roof over our heads.

    Software that is used to create this map:
    Beamng.drive 0.4.x ~ 0.15.x.
    Paint dot net & GNU Image Manipulation Tool, Blender, Notepad++ (free)
    L3DT Pro, World Machine 2, Maya LT (all commercial).
    Proudly made on my 4.5-year-old still-proudly-Windows-7 computer.

    Credits are as-per signs on the highways in the map, thanks to everyone who helped & many additional thanks to those supporting Los Injurus project on Patreon!
    Thanks to SynSol for hosting assistance with a map 2.5x too large to normally fit on here. Thanks also to GamerGull for the awesome traffic tool. Thanks to the BeamNG developers for the most awesome game ever - and if they choose to hire me - I will still map here on the side!
    I couldn't do it without all of you - and what I could have done alone wouldn't be nearly as fun.
    This map and the traffic tool this update is decidedly for, has been a community effort, as has this game for a large-part. Now go enjoy the map!

    CREDITS:
    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 non-Beamng.drive 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.

    Images

    1. screenshot_2019-03-02_22-28-29.jpg
    2. screenshot_2019-03-03_11-57-06.jpg
    3. screenshot_2019-03-03_19-05-02.jpg
    4. screenshot_2019-03-09_10-29-48.jpg
    5. screenshot_2019-03-09_13-23-23.jpg
    6. screenshot_2019-03-09_13-25-10.jpg
    7. screenshot_2019-03-10_20-34-05.jpg
    8. screenshot_2019-03-11_20-02-05.jpg
    9. screenshot_2019-03-12_06-47-28.jpg
    10. screenshot_2019-03-12_06-48-43.jpg
    11. screenshot_2019-03-12_06-49-26.jpg
    12. screenshot_2019-03-12_06-52-54.jpg
    13. screenshot_2019-03-12_06-53-31.jpg
    14. screenshot_2019-03-12_21-42-04.jpg
    15. screenshot_2019-03-12_22-14-54.jpg
    16. screenshot_2019-03-13_00-37-14.jpg
    Taza, -V8-, jessejones440 and 37 others like this.

Recent Reviews

  1. theboi333
    theboi333
    5/5,
    Version: 19.3.1
    It looks good in the photos but when i spawn in i am just floating.
    1. bob.blunderton
      Author's Response
      Give it a little time to load in if you don't have an SSD. The terrain doesn't draw in right away but if it's not there and everything else already is, something else went wrong (this map works for others).
      If you have 8GB or less of RAM, make sure to close other things out before you load this map (such as web browser, other games, you do not have to close your virus scanner though, leave that one go).
      If you do not have a 4GB video card, put the texture details to medium (for 2~3gb video cards) or to low (for 1gb video cards). For video cards with less than 1gb please set the game to 'very low' detail. 'Mesh Detail' can be set by how good your processor is, otherwise left alone (it doesn't help much unless your CPU is very very old). This map requires a 4GB video card to use highest detail textures, and may require even more than that if you have a bunch of cars loaded (I never 100% checked that, but it required 3870mb with 1 vehicle loaded, so it's very close).
      If you still cannot load the map, clear cache and try again.
      If that does not work, re-download the map; since it is a large download it will quickly show any issues with your internet connection - especially when using wifi. Use a LAN cable while download if you have one (you get often get a short 3~6 foot one at a thrift shop for a pittance).
      Get back to me in the discussion forum, with as much info about your hardware configuration as possible, and I will look into it if you cannot get it fixed on your end. Otherwise, the map should be 100% okay.
      --Good luck!
  2. Cornmealcart
    Cornmealcart
    5/5,
    Version: 19.3.1
    The fact that I live like 10 minutes away from Roane county and looks just like it is amazing. Its kind of SWAG.
    1. bob.blunderton
      Author's Response
      I just drove through it the other day when I went to get a new motherboard for my Ryzen computer (I gone-done blew up the PC, thank-you power failure & TN power grid of not-so-good-ness). Is kind of strange driving through my map in real life I will admit. I did know where I was at all times though.
      Looks like I have a bunch more random road-repaving sections to add, and a third lane heading from 27 east-bound to Ruritan Rd or Mid-town exit on 40 (I have to check). They're still constructing it, but I'd reckon they finish the real thing before I get it in the map (though it's a likely addition when I have to fix the map next).
      The area sure makes a good map though, as it was only supposed to be a open-world concept I spent a few weeks on... Oops!
      --Glad you enjoy it!
  3. LolzMajorasMask
    LolzMajorasMask
    5/5,
    Version: 19.3.1
    I have done over 1,000 hours on this map. It makes great practice for the real thing; also with the AI being a little weird I think I've learned some extreme crash avoidance skills. Love it though!
    1. bob.blunderton
      Author's Response
      The AI sure has it's 'idea-light went out' moments, that's for sure, no denying that one bit. I seem to correct it a little more with each revision. I am waiting for the game engine (and the AI brain) to mature a little more before I go ahead and do anything more to it... no sense doing double work that I've already re-done a few times (the map is on at-least it's 3rd AI revision currently).
      This map is both a boon to locals, and a major time-sink for anyone who just wants to cruise.
      So if you just want to drive around for a while, or speed down streets with AI enabled and find out what happens when you go over the speed limit or run red lights while not going to prison or the hospital, this is a good place to do it.
      The crash avoidance skills you learn in this simulation may aid you later in life. They are invaluable. Just remember the big thing - don't panic & don't HAM on the inputs, and you should be much better off. Honing reaction-time down is just as important as both predicting other drivers and always having that 'plan B' escape route if that fails. An experienced driver tries to never put themselves into a position where there's no plan B escape route, too.
      I drive an older paid-off Toyota that I fix/maintain myself, so yeah Amen to crash-avoidance... my car will probably be eligible for antique plates before I decide to get another. It's not my dream car, but I'm okay with it, and getting into an accident in real-life isn't my idea of a good time.
      --Cheers & Drive safe (in real-life at-least)!
  4. Bl00dblu
    Bl00dblu
    5/5,
    Version: 19.3.1
    are you still working on this. great mod btw
    1. bob.blunderton
      Author's Response
      This map is back-burner material while I work on my main project, Los Injurus. When Los Injurus is done, then some of those models will be back-ported to this project and I will pick this mod back up.
      This map will only receive maintenance updates to ensure it stays working if it should break, in the time-being until then.
      If you should find severe map-breaking or otherwise detrimental bugs, please submit them in the discussion forum so that I can add it to the 'Honey-Do' list over here and get it fixed next time it's required.
      --Enjoy the map!
  5. posopop11
    posopop11
    5/5,
    Version: 19.3.1
    big map, can be ran at usual fps by my shit laptop, looks good, much to drive, really nice, i love it!
    1. bob.blunderton
      Author's Response
      Just make sure you're plugged into the wall, and you're good to go.
      While it doesn't require high specs, it's been out a few years so tech has had a chance to catch up. Now the majority of folks with access to decent tech can run this with most off-the-shelf hardware (especially now that the bar of entry is lowered since the game-engine is updated and hence more efficient with less resources required).
      I am glad you enjoyed the map, the very purpose of this map is the very reasons you and many many others enjoy it.
      For those of us who just love to cruise along and just go for a drive, without a care in the world, this is the chief go-to.
      This map will be maintained for at-least few years yet. So if it ever bugs out and doesn't run, I can back-burner my current workflow and take a few days to iron out bugs. Cruise with confidence my friend.
      --Do enjoy!
  6. DriftingAddict1
    DriftingAddict1
    5/5,
    Version: 19.3.1
    Excellent map! I've always wanted a map where I could explore and roam around and sort of "relax". Other maps being a lot smaller I would get bored running into the same thing over and over again but this map fixes the problem. Runs extremely well on my i7-3930K, R9 280x and 32GB 1866mhz ram. My gpu is lagging behind a bit, but I will be upgrading to 3000's series graphics card so I should be fine. Overall really good map and I highly recommend it to everyone!
    1. bob.blunderton
      Author's Response
      First, thank you for the kind words about the map.
      Rest assured that your quibble about many of the earlier stock maps and most all of the user-created maps being too small (and hence easily played out) was a large part of what made this concept a reality.
      Originally it was created just as a tech-demo, a concept with a few major roads, so that it could test the game-engine's streaming and handling of large map data sets. The fans however upon seeing it and trying it demanded I finish it at-least to it's current state, so who was I to beg to differ.
      Do not be in such a rush to upgrade your video board. Your processor will quickly become the bottleneck shortly after anything more than a 1070 Ti / 1660 Ti / 2060 or so *IF* you run 1080p. Your processor has years more of service life at 1440p or 4k however. Only at 1080p will have see performance become more cpu dependent. That isn't to say there's anything wrong with your machine - you could keep it going another 5 years yet without too much issue if you wanted (or at-least until games designed for the next gen consoles fully saturate the market after a few years post-console-release, causing PC versions to require similar hardware as the next-gen consoles have).
      That said, if you feel you're using up all your video memory (on high this map will ask for around 4gb with one or two vehicles in play, Los Injurus will easily shoot past 5~6gb with just a few vehicles in play), and especially if you run resolutions beyond 1920x1080, I am sure you will get some mileage out of a video board upgrade.
      You have plenty of RAM and I believe what is a 6 core 12 thread cpu (enough for about 10~12 vehicles with good sustained playable fps in most any map), so don't consider ditching that machine anytime soon.
      The above-mentioned cpu bottleneck will only be present in areas of DX11 and under games (this one included) when there's LOTS of stuff on the screen at once.
      To test:
      Hit CTRL+F twice anytime in game. The first time an FPS counter and a WAIT FOR GPU counter shows up. If wait for GPU is 1 or greater, a video card upgrade will help. If wait for GPU is 0.1~0.4 or so, upgrading the gpu may help little to none at all *for the current scene*.
      The second time you hit CTRL + F you'll get a larger window (that blocks play a bit, hit ctrl f again to turn it back off), this has a field called DRAW CALLS, if these go over about 4000~4600 on your system configuration, you'll get near to or below that 60fps number. Over 5000 (and it gets high like that in downtown Harriman at the default spawn looking south / southeast), and you'll possibly be down closer to 40fps. The higher the number of draw calls, the more the GPU will loaf around on each frame not being fully used while it waits for the CPU to tell it what to do.
      This map has high draw calls, worse than Los Injurus (and not unlike Fallout 4's downtown areas, which is why those are slower, too).
      High draw call areas (where 'wait for GPU' figures are less than 0.5~1) are limited by the generation of CPU, the speed of the CPU, how fast the memory connected to the cpu is (and also how cool it's running). If you see that wait for GPU figure high but draw calls are below 3500 - then you could benefit from having a better GPU *for the current scene*.
      All is not lost however, so don't hesitate to pick up a 4k or 1440p possibly high-refresh rate monitor (if that's your thing, high refresh won't get used much in BeamNG) to go with your new GPU and you will be a happy camper (where having a slightly older model CPU won't matter and you can keep your machine for a few years yet).
      Sorry for the length of this response but I wanted to warn you before you spent big bucks, if you saw the low FPS in downtown Harriman (or other built-up areas) and thought a new GPU would be a 100% cure-all.
      --Do enjoy and don't forget to try Los Injurus if you haven't already!
  7. ZOOZOO
    ZOOZOO
    5/5,
    Version: 19.3.1
    This is crazy!!!!!
  8. Wyatt850
    Wyatt850
    5/5,
    Version: 19.3.1
    Love it! Looks great and is very detailed. There's almost too much to do...
    1. bob.blunderton
      Author's Response
      Yes, there's plenty to do and see for sure! This was a large-map or open-world type concept to see if the game engine could handle it (and also to help test content/asset streaming in large maps with this game engine, which did see lots of improvement over the development cycle).
      Thanks for enjoying the map, and do check out Los Injurus sometime, which is a real metropolis in a "GTAV sized" map, currently being created.
  9. PotatoCubes
    PotatoCubes
    4/5,
    Version: 19.3.1
    Why does it feels like the map has an earthquake lel...
    Cars are vibrating
    1. bob.blunderton
      Author's Response
      There's little to nothing I can do about it.
      When you drive out to Kingston the cars will shake a bit, especially towards the north portions of it near the highway overpass.
      The vehicle shakes because of floating point physics. This is the same type of floating point (rounded) math that, when you get further from the center of the game-world, will start to show the 'rounded' numbering that is non-medically precise floating point, and will show up as a shake. This is due to just slightly different positioning for each rendered frame. It shows up as what looks like a poorly running / vibrating old vehicle, but it's completely harmless and does nothing detrimental to the physics or interaction of vehicles with each other or the environment. It is noticeable when you get about 6~8 miles from the game-world center of 0,0,0. Since most maps aren't more than 12 miles wide, you don't usually see it.
      Basically, it's an only-huge-map side-effect. Normal maps won't have this as you won't be able to go that far from the center.
      I had a truck falling for a good week's worth of editing (it fell out of the map when I edited it, unbeknownst to me), it was all over the screen when i found it, in what would have likely been China by then!
      So, do enjoy the map, just ignore the small amount of vibration you get near Kingston. Drive around near Rockwood if it bothers you, as that's about where the map center is.
  10. KwendaNaure
    KwendaNaure
    4/5,
    Version: 19.3.1
    It would be nice some bus routes.
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