[MW12] Beta Map Mods and Open Areas
NFSMW12 Beta Map Mods and Open Areas
by SwiftZC33S, Ponter and PolySoupList and others
DOWNLOAD (folder): https://drive.proton.me/urls/DWES8SJQH0#NeEJPBdXROoX
ALTERNATIVE DOWNLOADS (zip files):
Main Mod Files only: https://www.mediafire.com/file/aot789hat7whrdk/MapModBetaAndOpenAreas.zip/file
Optional Minimap for cut areas: https://www.mediafire.com/file/r9rk9jvtf3gca6t/Optional_Minimap.zip/file
Optional "Ferrara" Pursuit Breaker in Downtown: https://www.mediafire.com/file/jldteycpatcrci2/Optional_PursuitBreakerDowntown.zip/file
Screenshot gallery: https://imgur.com/a/nfsmw12-beta-map-mod-screenshots-9lpgOsf
ABOUT
This map mod combines Open Alleyways & More (https://nfsmods.xyz/mod/3794) and Trees in Downtown Fairhaven (https://nfsmods.xyz/mod/4761) and adds:
- Extra open areas
- Police Station garage
- Beta: Cut alleyways in Downtown
- Beta: Three garages in McClane and Downtown
- Beta: Animated flags, some signs and water features
- Beta: Boat and cruise ships
- Beta: Animated excavators in the McClane Construction Site
- Beta: Pursuit Breaker in Downtown (optional download)
- Beta: Cut Areas - Iron Mine, Preacher Lane, Maplewood Lane, Under Construction/Fairhaven Luxury Homes, Stone Drift Lane, Seneca Trail Road.
- Beta: Animated boat in McClane (Pontiac Firebird jackspot area)
- Beta: Flying helicopter in Downtown (Ford F150 jackspot area)
- Car repair spots in Iron Mine, Preacher Lane, Under Construction, Seneca Trail Road.
-----Added 22 October 2025 -----
- Beta: Chance Street extension/custom connector road to Stone Drift Lane (enter via Chance St/Kruger Ave in McClane)
YOU NEED THE TERMINAL VELOCITY DLC TO ACCESS THE NEW CUT AREAS!
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Only beta content that causes minimal interference with normal gameplay has been restored. Some things don't have collision, this is intentional. Beta content is taken mostly from Sven, FGH, HAWAII_MAIN_PC, anything.
INSTALL
Copy all .BNDL files to the Need for Speed Most Wanted\HAWAII folder and overwrite.
CREDITS
Ponter - Open Alleyways, Police Station garage, Babuleh model, new location planning for Cut Areas, Stone Drift Lane, Chance St extension/custom connector road
PolySoupList - Downtown Trees, cut alleyways, cruise ships, Bouncy Yaris
Enksx1 - help with UV mapping and texturing, animation fixes
BrokenPoliceCar - help with UV mapping and texturing
CrayonChewer - airport access road, help with Seneca Trail Road
DGIorio - Blender import/export tools. The only reason we're able to make these mods.
[WORKS IN PROGRESS/PLANNED]
Wildcat Trail Road
Additional connector roads
General improvements
Comments
OnlyCreatedThisForHDEffects (August 31, 2025 @ 16:29)
Ahh makes sense. Im guessing that will be tricky to connect to the highways. The District 3 "Highway Patrol" with the helicopters is quite interesting and how that part connects with every highway... wouldve been cool to see also. Im really looking forward to the Seneca and Wildcat trail road, some of those road layouts just remind me of Burnout Paradise. My theory is still, they scrapped their Burnout game in development back then and recycled a bunch of it in Most Wanted 2012. Stunning work & mad respect!
SwiftZC33S (August 31, 2025 @ 11:29)
It would get in the way of the airport and/or overwrite some of it. The goal with this restoration is to have no interference with the existing map, that’s why everything has been moved upwards
OnlyCreatedThisForHDEffects (August 30, 2025 @ 12:01)
Alright thank you guys for the answers. After playing the prototype (HHH and Bens - Jan 2012) myself today I was wondering, is it not possible to make the entrance to the dirt path faithful to the original, beginning not on the airport but rather on the highway and connect the highway entrances faithful to the original prototype? Or is that impossible/too much work due to how the game renders in the map parts?
RonCol (August 18, 2025 @ 09:48)
Great job! Progress in the development of modifications is noticeable, I'm waiting for you to pull out the rest of the Pursuit Breakers)
SwiftZC33S (August 17, 2025 @ 23:54)
As for the 4K mods, short answer is probably because no one has tried it yet. Im thinking we would probably run into a memory limit at some point when trying to load a lot of high res textures in. That would probably apply to the HUD. There are hardcoded memory allocations for various things. We know there is a very small allocation for the driver model and its textures for example. Anyway it would need to be tested by someoneDownload
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