BeamMP Flood Mod for BeamNG.drive
Most BeamNG mods hand you another car. This one hands you a slider for the sea level. The BeamMP Flood Mod is a gameplay tool, not a vehicle, that drops a flood-control menu into the game so you can raise and lower water across any map that has a supported ocean or water source. Bind one key in the controls, load a map, and you get a live menu to push the water over the roads or pull it back down.
What you actually do with it
The point is sandbox testing and chaos rather than racing. Watch how a low coupe bogs down and floats long before a tall pickup loses traction; stage vehicle-recovery runs as the water creeps up, flood a coastal road for a crash video, or run rising-water scenarios in multiplayer sessions with friends. Because the effect is map-driven, it shines on coastal and ocean maps and does nothing on a map with no detectable water, so it pays to confirm a map works before you build a long session around it.
Setup and troubleshooting
Open Options, go to Controls, search for “Flood,” and bind the flood menu to any key. Load into a map and press it, and the menu opens. If nothing happens, a quick CTRL + L reloads the Lua instance and usually wakes the scripts up. A grayed-out menu almost always means the mod couldn’t find an ocean on that map, so switch to one that has a proper water source.
Installing is simple: drop the .zip straight into your BeamNG.drive mods folder — don’t unzip it — and it appears in the in-game selector. New to mods? Our BeamNG.drive installation guide walks through every step.
🔧 Our Test Notes
Hands-on notes from the CrashMods team
A slider for the sea level is not something we expected to spend an afternoon with, but here we are. This isn't a vehicle at all—it's a live menu that raises and lowers the water on any map with a proper ocean, and once we pushed the tide over a coastal road, the session wrote itself. Watching a low coupe start floating while a tall pickup still held traction became our unofficial science experiment, and staging recovery runs as the water crept up ate more of the evening than we'd planned. In multiplayer it turns into a proper event: everyone scrambling for high ground while one person plays weather god. Our one piece of advice is to check your map before committing to a long session—the effect is map-driven, so anywhere without a detectable water source, the menu simply has nothing to work with. Coastal and ocean maps are where it belongs. Tested on BeamNG 0.38.
