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About CptAwe

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  1. Latest additions to the mod include: Rowboat with semi-functional oars (capacity of 9) Upgraded slouch hat with a few variations Over 20 new modular trench models for the Loos terrain, although all of them are subject to change until I can find the best way to get AI working with complex trench fortifications New British uniform but it'll needs better textures after which I plan to add divisional identities to each uniform and headgear. Planned divisions and identities include - 7th Division, 16th (Irish) Division, 41st Division, 1st Australian Division, 3rd Canadian Division, 1st South African Infantry brigade, 55th (West Lancashire) Division and the New Zealand Division. Gurkha regiments are also planned The Tam O'Shanter has been replaced and improved. Soft Peaked Cap variation has been added. New 1908 Pattern webbing New 1903 Pattern Bandolier New belt for officer's uniform
  2. Yes you are more than welcome to, I've PMed you the latest version of the mod and any feedback is much appreciated as always
  3. First version has now been released on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2256074028
  4. Hi all, I'm pleased to present Armageddon 1914-1918, a mod intended to complement the pre-existing "WW1 remembrance mod" and expand playability of Arma 3 into various early 20th century conflicts. Many thanks to kju from IFA3 and Felix and Eaglke from the WW1 mod for allowing me to make re-textures of some of their assets, which make a large part of this mod. Included in this mod: 5 New factions - British Expeditionary Force (France/Flanders), Indian Expeditionary Force, ANZACs, British Mediterranean Expeditionary Force, Ottoman Army. British Expeditionary Force (France/Flanders) and Indian Expeditionary Force - New re-textures to recreate the British Army of 1914 featuring several different regiments (Royal Fusiliers, Grenadier Guards, King's Own Scottish Borderers, Royal Field Artillery, 18th Hussars) Classes include - Officers, Riflemen, Marksmen, Grenadiers and Vickers Machine gun crew. Australian and New Zealand Expeditionary Force and British Mediterranean Expeditionary Force - Faction including grenadiers and various riflemen, with ANZACs in Gallipoli-style uniforms and British units in Gallipoli and Middle Eastern theatre uniforms. WIP as ANZAC hat will likely be re-modelled. Ottoman Army 1914-1918 - Ottoman Army faction featuring Marksmen, Riflemen, Grenadiers, Officers, Cavalrymen and Machine gun crew. 5 New terrains 5 compact terrains which aim to include as many theatres of war as possible. All terrains were made using realistic satellite imagery and heightmap data from the locations of several battles. Cape Helles, Gallipoli 1915. 2x2km recreation of the Cape Helles landing at the start of the Gallipoli campaign in April 1915. Features X Beach, V Beach and W Beach as well as Sedd El Bahr fort and Hill 114. Marne, 1914 8x8km Terrain set during the First Battle of the Marne. 4 villages as well as the river Marne itself and several crossing points. Etreux, 1914 Similar to the Marne terrain, 4x4km terrain set during the Battle of Etreux in Northern France in August 1914. Tannenberg, 1914 4x4km terrain set during the Battle of Tannenberg on the Eastern Front in August 1914. Features some entrenched positions as well the village of Tannenberg itself. Dublin, 1916 1x1km terrain for urban warfare, a loose recreation of central Dublin set during the Easter Rising of 1916 Features several enterable locations and buildings (General Post Office, Custom House, TCD) Several bridges and various barricades although most streets are left empty to allow for user-placed barricades to customise any scenario. Proper factions have not been added for this map yet, although may be released at a later date, possibly as a separate mod altogether. Planned Features Factions: Canadian, Australian, New Zealander and South African units for the Western Front. American Expeditionary Force 1917-1918. Ghurka regiments. Terrains: Trench warfare style terrain (Vimy ridge or Loos). Open to any suggestions. Ireland 1916-1923: Factions will be added for the Easter Rising in 1916 as well as for the Irish War of independence and Irish Civil War although this may develop into a separate mod altogether with new terrains. Second Boer War 1899-1902: Some slight to adjustment to the pre-existing British units and addition of a Boer faction. A terrain for this setting has already be completed although may also be released as a separate mod altogether. Feedback Any feedback or suggestions would be much appreciated. Little play-testing has been done with the mod yet so I would be welcome to send the mod in its current state to anyone willing to play-test and provide feedback.
  5. First version now released on Armaholic: http://www.armaholic.com/page.php?id=35390 All is liable to change, especially as some of the new Livonia assets will eventually be added into the map.
  6. Some new screenshots showing some of the trenches around the map and also some of the updated urban areas where I've now been able to use Livonia assets:
  7. Hello all, I am glad to show some screenshots of my first attempt at making a WW2-themed terrain, Dunkirk 1940, made using assets and textures from CUP and the IFA3 mod. Features The map is 8x8km, and uses real satellite imagery (heavily photoshopped to recreate the town in its 1940 size) and heightmap data from the city of Dunkirk and area surrounding it. The map is set during the Dunkirk evacuation in the Battle of France, and covers the evacuation of the city but also the rearguard fighting that took place during the defence of the perimeter by French and British units . The city itself is a very large urban area, about 1.2km long and 0.8km deep, with a 1.6km long seafront with recreation of the pier used to load troops onto ships. Sabres Secret Weapons is highly recommended for its excellent ship assets (seen in the screenshots). Outside of the city itself is the Dunkirk port and industrial area, about 2.2km x 1.2km, on the western side of the map. 5 smaller towns and villages outside of the main city and an old stone fort. The rest of the map consists of forests, sand dunes, or open country suitable for armoured gameplay. Several canals and rivers with bridges, which made up the Dunkirk perimeter, most of which are crossable by infantry, vehicles and armour, making them tactically useful. Over 25,000 objects in total. A small fictional section of the coast of southern England with an airfield. Several lines of trenches and fortifications/bunkers outside of the city, with only a few barricades within the city. Bugs/To-do Because Dunkirk itself is allot bigger than it was in 1940, and for the sake of getting reasonable fps, the satellite image had to be edited allot and the town cut to size, meaning there are a couple of rough edges in places, although this is only really noticeable when in the air. Arma AI does not function as you would expect sometimes in dense, urban areas, and may glide through buildings although this is quite rare. AI can have difficulty taking sharp corners when driving around urban areas, although for the most part AI driving on the map is better than I expected. AI planes are currently unable to take-off/land at the airfields. Release Hopefully the map should be released fairly soon, most likely as a beta on armaholic before it will then be published on the steam workshop. Screenshots If anyone wants the terrain for testing then I would be very happy to send it, and any feedback is appreciated!
  8. Hello all, I am pleased to present my second attempt at making a map - Ypres 1917. Background The map is a WW1-based terrain set during the Third Battle of Ypres, 31st July-10 November 1917, also known as the Battle of Passchendaele although the heightmap and satellite are randomly generated/custom made. For this reason, the Arma 3 WW1 mod is highly recommended. When the map is released in full it is possible that it will also become integrated into that mod, but for now any earlier version will be independently released. Features Map Size - 2km by 2km. The map features over 2.5km of trenches, both front line and communication trenches. Various underground bunkers/ dressing stations. The map features transitions from a small rear area, untouched by war, into the front line and no man's land. There is an airfield behind the lines in this area. Several fortified strong points along the front line, including a ridge with several pillboxes and outposts as well as a sector of the trench that is integrated into the ruins of a village. Different types of sectors along the front line. Because of the size of the map, a single, unbroken continuous trench line would be boring to make and play on. Instead, I've tried to add some variety to the terrain in different parts. One sector of the front line is flooded partially and composed of multiple outposts or fortified shellholes. Another sector features several separated but mutually supporting slit trenches in a forest. The fairly small gaps between different sectors are covered by barbed wire and pillboxes etc. A few artillery positions/emplacements. 2 half-destroyed towns. No man's land - ranges between 300-100m between the opposing trenches. Covered with shell-holes with varying depths that offer cover. Gameplay/playability One of the main issues about making a WW1 map is the Arma 3 AI. The AI aren't really capable of moving within the longer lines of trenches, but I've altered the map in some areas to improve AI playability. Some parts of the trenches are separated for 5-10m which allows the AI to pass through the front line into the rear, or likewise to pass through trenches on the way to attack. At some point I am going to add some better sheltered forming-up positions which will allow the AI to attack or reinforce with ease, making it possible for them to gather for an attack but out of sight of the opposing trench. The AI can't really enter or jump into the opposing trench line unless there are gaps, but they will attack it and stand on the parapet,letting them shoot into the trench. They are however capable of defending trenches pretty easily, and quite effectively, as they just need to be placed on the fire-steps. The AI perform much better around the less complex slit-trenches, which they sometimes are capable of entering/moving around. The shorter the distance between waypoints the better. Sometimes the AI will try to avoid passing through trenches completely and will detour huge distances to get to a waypoint behind the front line. However, this can be avoided if waypoints are placed close to each other. I highly recommend VCOM AI for attacking AI, although it should be disabled on defending AI to prevent them moving and glitching through the trench models. Gameplay - The map requires some skill/planning to attack an opposing trench. E.g. A frontal mass infantry assault in daylight without artillery will fail. However, in order to pull off a successful attack it's necessary to carefully use smoke and artillery, and make use of the cover in shell holes. Anyone willing to playtest the map is welcome. The mod uses assets from IFA3 as well as the WW1 mod, so both are required. To-do list / problems Add more reserve lines of trenches. This should allow for scenarios with multiple stages of attack. Polish the map and tidy up some of the messier sectors of trenches. Add more textures to the map. The current satellite image is provisional, and might be changed. Add more cover to no man's land in the form of craters, debris etc. Make the map in general, but specifically the trenches more easy for AI to use Screenshots Any feedback is welcome.
  9. CptAwe

    [WIP] Mons 1914 Terrain

    The mod has been set to hidden whilst I'm updating it and refining it, but I've got a new terrain coming out in a few days. If you want I can PM you the Mons Terrain because I'd welcome any feedback.
  10. CptAwe

    [WIP] Mons 1914 Terrain

    First version has now been uploaded to the steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1358612201 Still in the early stages of developing and refining the map, textures and satellite image are the biggest issue at the moment, and the trenches are quite primitive, but the map should be playable for the most part.
  11. CptAwe

    [WIP] Mons 1914 Terrain

    I've worked on the map a bit more, so I've now uploaded a quick preview video to showcase some areas in the map . Although, everything seen is still subject to change, and some areas of the map seen have already been tweaked. Most of the gameplay was taken in simple scenarios put together in a few seconds in the editor, including silencing a machine gun with a field gun, a bombardment in the trenches and a few skirmishes. The WW1 and IFA3 mods were used, as well as Enhanced Movement, which is brilliant for manoeuvring the trench systems. More recently, I've taken some updated screenshots of the map. You'll see a few of the newly textured areas in the map, but i am aware the clutter and satellite image still needs perfecting. Any further feedback would be much appreciated.
  12. CptAwe

    [WIP] Mons 1914 Terrain

    Quite right, i've just finished allocating most of the forests so i'm aiming to diversify the ground textures quite a bit. So far I've added forest and muddy field ground textures, and tested them in a few areas. But the clutter still needs allot of work, and I still have to adapt the satellite image before the map is ready.
  13. Hi all, I'm pleased to present my first ever attempt at making a terrain - Mons 1914. History and context This map is set in the early stages of the First World War, and is very loosely based around the skirmishes and battle that took place around Mons in August 1914. To an extent, it's also suitable for use as a 1940 Belgian style map. The terrain was randomly generated and first, and then re-shaped manually. Because the map is set in August 1914, during the relatively mobile Battle of the Frontiers, that means there are only a few basic trenchworks and earthworks around, meaning the map is adaptable for any kind of setting. Features The map is fairly small and compact (only 2x2km!) so is suited to small-scale infantry skirmishes. Thus far, there are 3 towns as well as various farms and trench works across the map. There are a few rivers, each which have destructible bridges across them. Most of the map is covered by Forest or Farmland. This is my first attempt at constructing a terrain, so much of the map needs tidying up to perfect it, especially the placement of the trenches. Requirments The mods that I've used in the construction of the map, and that will be required are as followed: CUP Terrains IFA3 Lite (Almost all of the buildings come from this mod) Apex DLC WW1 Remebrance Mod - https://steamcommunity.com/sharedfiles/filedetails/?id=631253295 (Thanks to Felix for allowing me to use the trench assets from this mod) Release I'm hoping to have the map finished and uploaded to the Steam Workshop in the next few weeks, by which point the map should be polished. I'll also likely upload a sample mission pack for the map. Here are a few screenshots, but everything is still subject to change. The units seen are an amalgamation of units from the WW1 Remebrance mod and Faces of War mod.