Jump to content

Search the Community

Showing results for tags 'map'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 138 results

  1. Kalvoy YouTube Trailer/Showcase I'm currently hosting a Free-For-All server on this map! Can't guarantee it will have players, but search for "Kalvoy" in the server browser if you wanna hop on & try it out 🙂 Kalvoy (Kalvøy) is a small & dense map based in southern Norway. The map currently contains 3 walled off Free-For-All modes, and a plain sandbox mode. I've been working on this map for a few weeks, and plan on adding a couple of missions + doing playtests & bug-fixing. Bugs are to be expected, so feel free to comment here or @ me in the Arma discord if you want to report bugs or just give some feedback. Cheers! Doktor Plekter
  2. Hi guys, one friend of mine is having problems with map tools. I am asking for help for him because he cannot speak English. His question is: 1. "When I make roads with polylines I cannot see them in Bulldozer, what can I do to make them appear"? Thanks for helping.
  3. Sup all! I've made a modification of BIS_fnc_markerToString and BIS_fnc_stringToMarker to allow Polylines (map drawings) to be serialized/unserialized, because native scripted functions does not allows it. I'm currently using this because my players sometimes participate in a pre-mission recon and this allows them to save important map intel data, that will be re-renderized on their maps on the official mission day. Use/modify them as you see fit. Enjoy! GLMRK_fnc_markerToString: GLMRK_fnc_stringToMarker:
  4. SOLDIER TRACKER by QUIKSILVER v2.5.0 CREATED: 8/08/2014 UPDATED: 26/02/2018 A3 1.80 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! :)
  5. Scottish Highlands 1.0 is now available! See bottom of this post for the link to the Steam workshop. Scottish Highlands takes you to North-West Scotland, focusing on the hills and valleys around Loch Eil, only a few miles from the Largest mountain in Scotland, Ben Nevis. This area has an interesting mix of topography. Coastal areas are flat and broken up by villages, tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads, intertwined by dense forests. Roadmap: Full release Scottish Highlands is now at a point where I'm happy to call it a full release. I will still be making small changes here and there, making improvements to the satmap and maybe adding or tweaking a few areas, but as the map stands it is in a fully playable state. SCREENSHOTS: DOWNLOAD: Scottish Highlands workshop page: click here
  6. In a game based on the use of the compass and the map for orientation, it could be interesting to have a survey map. Of course, it would be a useful asset to orient himself and organize the actions of his camp. The Everon map created by the "topography" code from Operation Flashpoint Arma:ColdWar Assault is completely useless. It is always possible to make your own map from assembled screenshots, that's what I did! It's useful, but it's of poor quality.😕 This is why, in any case, I think that distributing a map in the form of a .pdf file would be a minimum, a printed map would be perfect.
  7. tag Nero

    Map Legend

    Is there an online resource for Map Legend / Key for all the Symbols used on the map please ?
  8. Hi, in the first weeks I could move or remove assets from the eden map directly, and over a week I created my own custom towns and villages. Since the last updated, all my work from last week is lost and the changes are undone. I guess you are not allowed to edit the default layer of Eden any more. But how can I now make changes to already existing maps? For example, remove buildings and replace them with other assets?
  9. Sup all. I've have another question, this time, related to map markers. I'm running missions that slipts into two events: one day for recon, and the other for the mission itself. On recon day, a small group of players inserts into the map and makes a survelliance run, gathering the intel for the second day, that is, "the mission" itself. I want to save all the players markers on recon event (wich I can do via scripting), and then export them to the "mission map". The thing is that on single player, I can grab the map markers array data and export it as a string using "copyToClipboard", but according to Bohemia wiki, it's a server side only function. On a dedicated server, I'm running into problems to get that data from a client. What I achieved so far: Server side script: grab all the players markers into an array, then "send" that data to a zeus enabled player (client). On client side, I've got the markers data. Missing: how can I do to "export" that data. Any ideas? Thanks in advance.
  10. Hello. I am flying transport on a quite popular MP server ( Invade and Annex mission ) turnarounds are fast and the AO changes all the time. What I need is the map to stay focused where I want it, and it does not change when opening and closing. Zooming out, click dragging and zooming in every time I want to check the AO is quite annoying. The mission is MP , I am not hosting the game and I am not sure if they would let me use a mod. Is there a .cfg I can tweak ? In the editor if I get out of my heli and do some mapology the map stays at the last position , so I can open cand close the map and it will still show the same position ( no MY position but the one I am studying ) . If I get back into the heli this stops working. and it goes back to the whatever you call this function thing... HELP ! G.
  11. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
  12. ABOUT [RATS.ins] jujurat presents Orglandes, a 4km terrain that seeks to provide a playable, atmospheric, and engaging take on French countryside in WW2. Orglandes is a small town that was fought around during the allied assault on the way to Cherbourg. This terrain attempts to recreate Orglandes, and the areas around it in the approximate time period using references from old satellite images from the 1950s, and of course some fictional liberties taken to make the map playable for Arma. FEATURES 4km terrain that recreates northernish french countryside. Extensive bocage/foliage detail. Mostly accurate building placement (authentic as it can get with limited assets). Rolling hills, farms, and wheat fields. Footpaths that maneuver around the map and allow the player to explore multiple areas. Livonia lighting and foliage. (With some configuration edits to work well for this map too!) Fighting positions and ruins that accurately depict the events that unfolded in the areas around Orglandes. PLANNED FEATURES More trenches, defensive positions, etc. Custom soundscapes. Further detail on lackluster areas. Continued support and improvement based on community feedback. NOTES While I have released this map publically, it is still under development. Unlike most 'under development' maps on the workshop/release state, this one is very much playable and works fine without any issue. However, there are small (mostly cosmetic) issues that are going to be addressed and fixed with time. You may experience some trees on roads, roads not being aligned perfectly.. etc, all of which can be solved in your mission file, simply use the hide terrain objects module if you encounter any issues of this nature. CREDITS jujurat - Made the terrain. vuo - Help with some object placement when I ran out of ideas. scwheineyy - Helped me figure things out when I first started the map on 6/19/20. mo - """Historical""" advisor and general help. ADDITIONAL CREDITS simcardo - Being an inspiration for continuing to provide cool content for Arma. Ice - BIG HELP in the Arma Community Discord (particularly in the terrain channels). EO - Skies inspiration. All of the testers and people who previewed the map and helped find issues with it. Anyone who helped me in the Arma terrain chat that I'm forgetting. STATS FOR NERDS Terrain Size: 4096m Grid Size: 1024x1024 Cell Size: 4m TERRAIN IMAGES FULL IMGUR ALBUM: https://imgur.com/a/EzaI6PQ DOWNLOAD Current mirror: Steam Workshop. I don't intend on uploading it to Armaholic, but if someone would like to do so, that's fine. Just use all of the information posted here. 🙂 EDIT: Armaholic mirror available, however it is not maintained by me. Armaholic version may not always be up to do with newest versions. https://www.armaholic.com/page.php?id=36273
  13. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 Chernarus 2035 is the Eastern area of the fictional country of Chernarus, known by most to just simply be Chernarus. This mod aims to be a slight re-master and overhaul to some locations of Chernarus in line with the original terrain. The terrain size has been increased from 225km2 to 419km2, a number of new islands large and small have been created off the coast of Chernarus, ranging from a Nuclear Power Plant to a large island with an airfield a some small settlements, to nearly a dozen smaller islands to fill in the gaps. More inland enhancements to locations are also underway, currently the only location which has had any noteworthy changes is Elektro with a large upper town area being added. Utes island has been added to the map aswell, bringing the total playable space up significantly, and even more locations previously barren may also be updated in the future. Thank you! Other notable features: -Overhauled Grass Configs & Textures -Beautiful Lighting, Sky, and Cloud Configs -Many structures have added interiors by Argument and myself -Utes Island + Chernarus merged -Post-Catastrophe Setting (Garbage and abandoned vehicles) -Many new additions planned for the future
  14. ព្រៃខ្មោចលង | Prei Khmaoch Luong A small, dense jungle province of Cambodia. The terrain is designed exclusively for LRRP, infantry combat, UH insertions and LOH. 1960-79 were years of conflict. Viet-Nam war, incursions and presidential lies, a Khmer Rouge regime ended by the Vietnamese forces and the Golden Triangle drug trade network have all left their mark. This is the first terrain to be released to the public of the Cambodian Playground Project. The terrain is a work in progress. It has taken a year to get this far and it will probably take six more months before it is completed and fully featured. Features: 8x8km custom objects custom textures massive entrenchments and fortified hilltops brown rivers custom native buildings/stilted huts several villages and plantationsTechnical: This map is intended for close combat in a dense jungle environment and thus requires you to configure your settings accordingly. 1000m object and 2km view range is enough. Anybody with a reasonable computer and correct settings will get good fps with this terrain. That being said, this is a map with 2017 release and is benched for 2016 computers, the visual detail level is made to be enjoyed on large resolution monitors and larger render resolutions. Known issues: Any bugs, things not working and weird object placement is due to area with them not being finished. There are many such. No need to report. If you find an issue, I know about it already. There are thousands ;) AI drivers will ignore the bridges more often than not, ai some times ignore houses. Will be fixed later. Fixes will be done randomly without announcement. Major updates happen monthly or slower. I only answer contact through my youtube channel or BI forums if I don't personally know you. No random friend requests please. It has been a year since I started this project now, beginning with PKL (minus two weeks or so) and almost six months since last public update. A LOT has changed since then. Ideas from people who use it has come in. I've watched as many videos as I could find or get sent to me and I've done a vast amount of research and experiments. All or some of this has led to the following changes. (actual changes are in the hundreds of thousands so you're going to have to explore to see.) All ruins have been removed. May return in a later version.. If you follow this thread you know already. All Tanoa rocks have been removed and replaced with another solution. All roads have been upgraded to make room for small and medium vehicles and enhanced with new textures and more shiny wetness. Almost all riverbeds have been upgraded and vegetation opened up to allow for more LOH oriented possibilites. Every single area and settlement has had some level of changes and improvements. More military locations in progress. ~200.000 vegetation objects and a similar number of rocks and cliffs have been removed or replaced to improve performance. The lower river area has rice farms started and will slowly have all available area converted into such. Massive rethink of the terrain to allow for vehicle based gameplay to the cost of less on foot detail. Several new areas opened up. AAA/artillery site added for OPFOR on western side. The following are my plans for PKL towards next major update: High detail rice. My buddy @Kimchi is going to Cambodia in the very near future and will help me create some detail photo studies of various rice. Finalized native buildings. New native buildings and pagoda. More hidden opfor installations. New vegetation models, in clusters for high performance to make the jungle more dense. Bamboo. Local Boats. (props and ones that work) Random Current stats: 910.000 objects where more than 700.000 of them were placed by hand. ~2000 people live in the area in approximately 600 simple homes. They probably dont' approve of what you are doing. There are 3 military police stations. Mud roads cover over 100km and there are 70km of foot paths and riverbeds in various sizes. You can fly single digit altitude between every major and most other locations in a littlebird. FINAL HOLIDAY UPDATE GALLERY All screens were taken with 8km view range and 2500m object distance, providing me 40-60 fps on my system. The holiday update is currently being tested and finalized and will be up on steam within hours of this post. If you enjoy my content, wish to see more, want to support me or show appreciation, any size donation to my paypal is greatly appreciated and everything goes to cover expenses, software licenses or hardware. Happy holidays and don't get malaria! -blud LEGAL NOTICE! READ THIS! FAILURE TO READ MEANS I OWN YOUR SOUL ETERNAL! THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Download on steam workshop! Please do not "mirror" this anywhere. Hotfixes happen without notification. I only support downloads from steam. Special thanks to TeTeT, Lappihuan, Uro, Pennyworth, Kimchiguy, Mikero, Orcinus, Frankie, Mondkalb and the rest of the homies for the help and moral support! Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner ("bludclot"). This means: You are NOT allowed to upload it to the Steam-Workshop! Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much more easier.
  15. Hello Everyone! I am bothered the last weeks with an idea but missing the skills and capacities to form it into reality. I know you heard that a lot of times here and I am indeed searching for people who are willing to bring this project to reality because they would love it to be in the game! As you could read already in the title I would love to have DCS in Arma 3. What does that mean? Well, ArmA delivers a good balance between Sim and casual concerning flight mechanics and since the jet dlc there is quite some potential. Unfortunately most ArmA maps, although already large, lack the seize of an air to air combat map. My idea involves the following: 1. Build a map which is big enough with at least two airports at opposite ends. (This is possible also with way beyond reasonable fps looking at maps like "south east Asia"; the importance, I guess, is to keep the prop count low, textures minimal, amongst other stuff) 2. Build a simple MP ready mission where people can fight each other on this map in planes, nothing else than this map as a mod needed, but of course welcomed to build upon this with mods and stuff! 3. Integrate a mission system so there is always something to do and out of these missions dog fights and so evolve. 4. Bring scripts in as view distance, Driving planes backwards, and rearming pylons to your likings. I know that I might not be the first one having the idea and I also know that most people would just say "learn it and do it". Nevertheless I thought asking doesn't cost anything and perhaps there are some of you out there who already have the skills and like the idea and we could make it come to life together. I mean, we could build a solid alternative for DCS with lesser focus on the simulation but the action without getting to casual, because I think Arma delivers it! And it would be free for all those who already own Arma! No new flight game needed, we basically have it within the game, no one woke it really up, yet! Also it would close the gap to Arm4 coming out 2044 a bit, delivering a new way to enjoy and experience the game. I am open for any suggestions, help, information or critics. Perhaps something like this is already in development and I haven't found it (South East Asia doe lacks the two airports at the end of the map and I tried to build them in the editor afterwards, which was not really working...). At least I wanted his idea to be out there in this amazing community, even if no-one is at first answering or interested. Thank you all and have a nice day!
  16. I recently watched the dev stream and heard you guys speak about nerfing the SG1s and HBAR. I personally think that’s a great idea because they have to be one of the most used guns in the game. Every encounter I’ve played thiers atleast 1 trio team with both of them. I understand the HBAR and SG1 are supposed to be variants for the AUG A1 and GEWER 3. I think just turning both those guns to semi auto would be a excellent idea since they both have long range scopes on them. Also, swapping the magazines in the SG1 and gewer 3 would be ideal also. Give the 30 round mag to the gewer 3 and give the 20 round mag to the SG1. Lowering the fire rate of the HBAR by 50 could be good also. i also noticed the yellow star markers sometimes glitch and have the same numbers on them. And the numbers are so small they are hard to see. I thought changing the colors on them for each player would be great. (Like the pings) Thank you
  17. We run a milsim unit and have a problem that so far, we have been unable to resolve. We want the ground players to have Waypoints disabled, which we can achieve via the Difficulty Setting. However, we want Pilots to be able to use waypoints. Is anyone aware of a MOD or Setting that would make this accomplish-able? I have been searching the modding websites endlessly to no avail. I would prefer to avoid loop scripts that disable/re enable every second. Always cautious of loops impacts on performance when you have ~20-40 players on a server. Thank you
  18. Hamworthy Barracks This is not an exact replica. This is a work of my own. Map size approx: 5km x 5km ~ Description : Royal Marines Base Poole (RM Poole) is a British naval base located in Hamworthy a suburb of Poole, Dorset, England on the Poole Harbour and is the centre for Special Boat Service activities. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2419770771
  19. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  20. Jasło is located in south - eastern Poland, in Carpathian mountains. It is modelled after the real place, although it will be modified for gameplay sake :) The terrain is being created as an addition to PSZ: Polish Armed Forces modification The map itself is 64 square kilometers (8,192 m x 8,192 m), with 4 m cell. It includes one big city, Jasło (already done!), located in a valley where three rivers flow. Yup, three rivers - better storm those bridges or prepare your fording equipment if you want to get anywhere. It is currently in early alpha stage and undergoes closed tests :) There are also several smaller villages (TBD), and wide forest areas (more or less done). The map will offer varied enivronment for different missions. It currently utilizes CUP objects, but we intend to prepare our own building pack, to make it more varied and to add this central Europe atmosphere instead of generic CUP-city :) DOWNLOAD: Steam Download Less talking, more screens:
  21. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  22. I came across this post recently and while it has solved most of the visual issues I have with Sector control, I still have no idea how to change the last grey ellipse shapes to something else. I wanted to use flags for both the neutral and captured state. Earlier post:
  23. CYTECH INDUSTRIES a unique and ambitious project in its complexity and settings. For more info check out the link to the BIS forums below DISCORD Forum Post What are we looking for? - Level Design/Composition: [Eden editor/ Xcam/Plopper/other]. - 3D Modelers: [blender/3dmax/other]. - Model porting: [experience preferred] porting UE4, Unity assets, other / making models ArmA ready - Texture artist: [For re-textures, HD texture editing, etc.] - Audio / Sound: [Someone who has knowledge of the Arma 3 audio tech] - Weapon porting [experience essential] - Animations: [Experienced Animation specialist] What's in it for you - An exciting project to showcase your work - Full credits - A friendly team to work with and learn from Please contact Dan Tronic for more info.
  24. ABOUT [RATS.ins] jujurat presents Fort Bragg Training Grounds, a 1km terrain that seeks to provide a playable, atmospheric, and engaging take on North Carolina wetlands in WW2. Fort Bragg is a US Military Base that was home to the 9th Infantry Division and Carolina Maneuvers. This terrain attempts to recreate those wetlands, and the areas around it in the approximate time period using real world data, and of course some fictional liberties taken to make the map playable for Arma. Home of the 9th Infantry Division Fort Bragg is a major United States Army installation Base in Cumberland and Hoke counties, North Carolina, situated mostly in Fayetteville but also partly in the town of Spring Lake. It covers over 251 square miles (650km2) in four counties. Camp Bragg was established in 1918 as an Artillery training ground. The aim was for six Artillery Brigades to be stationed there and $6,000,000 was spent on the land and cantonment. There was an airfield on the camp used by aircraft and balloons for Artillery spotters which was named Pope Field on April 1st, 1919, in honor of First Lieutenant H. Pope, an airman who was killed while flying nearby. The work on the camp was finished on November 1st, 1919. It was named to honor the native North Carolinian, General Braxton Bragg, who commanded Confederate States Army forces in the Civil War. This terrain was created in about six hours for the purposes of training for WW2 units (my unit, the 9th Infantry Division in particular), and for any general purpose use. I have not used any IFA3 objects in the terrain in-case anyone would like to use it for miscellaneous purposes. Features Swamp/wetlands. Extensive trees and forests. Rugged roads and complex forest terrain. Custom lighting config. Plans for the Future There is nothing majorly planned for this terrain. It is intentionally small and serves as a preview of quality coming up with my Hürtgen Forest terrain, which is 4km large. Possibly a new sat map if I get around to it, but for now, I'm using the satellite version, which is responsible for some rather jarring artifacts in some places. Stats for Nerds 1km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh A3 Discord Terrain Channel Friends, Historical References: Motta (Fellow 9th Infantry Division fanatic) Vintorez This map was made for my WW2 realism unit, 9th Infantry Division; as well as the WW2 Arma 3 Community. Thanks. DOWNLOAD Current mirror: Steam Workshop. I don't intend on uploading it to Armaholic, but if someone would like to do so, that's fine. Just use all of the information posted here. 🙂 Terrain images included on Steam Workshop page.
  25. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
×