Author: james2464
Author Website: Requirements: No addons required Version: 1.20.2 Signed: Yes, serverkey included Short description: This addds the 10km Kunduz, Afghanistan terrain to your Arma 3. |
Description: With over one year of work and many failed attempts I'd like to thank Bohemia Interactive, contributors and the Arma 3 terrain modding community for their part in the successful completion of this terrain. The goal was to create a detailed Afghani green-zone to help represent real world campaigns and missions undertaken in similar areas against a resurgent Taliban. I've always felt the Afghani green-zone could be done differently since the release of Arma 3. Despite the specific location of the terrain it should be appropriate for the following countries: Germany, Australia, Canada, United Kingdom, United States & some ISAF Forces. The community we have here is truly special in regards to gaming and modding, as long as we continue to collaborate and pool our knowledge anything is possible! A big thank you to Bohemia Interactive too, never give up! Building a terrain for Arma little lone anything else is very difficult so be sure to support any modders you see! History of Kunduz The War in Afghanistan and specifically within the Kunduz Province saw US and German Forces fighting the Taliban for over 10 years, for more information see the links below. http://en.wikipedia.org/wiki/Kunduz_Province http://en.wikipedia.org/wiki/Kunduz Technical Details: Grid size : 2048 Cell size : 2.5 Terrain size : 5120 Texture layer : 20m Satellite image : 10240px 5 Surfaces + Normal Map Total Objects : 158,431 Development Time : 1 year Moneys invested : ~$3000 Real world location : https://www.google.com.au/maps/@36.6170455,68.8562593,7763m/data=!3m1!1e3?hl=en Installation: To install the Kunduz, Afghanistan you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Included files: pra3_kz.pbo pra3_kz_scenes.pbo pra3_misc.pbo pra3_plants.pbo pra3_roads.pbo pra3_rocks.pbo pra3_structures.pbo pra3_tunnels.pbo Media: Armaholic.com has its own Youtube channel where we will cover the Community made releases. Subscribe to the Armaholic.com Youtube channel Notes: Do not download for the complete experience, only 40% of the terrain is populated with vegetation, buildings and rocks etc! The purpose of this alpha release is to gather critical feedback early in development to ensure any major design decisions can be altered to fit the community. I'm interested to hear your thoughts on first impressions, gameplay aspects, placement style, object selection, terrain elevation and other features! Source files: I am releasing the source files of my Kunduz, Afghanistan terrain. Feel free to do what you wish. Known issues: General Lighting (BIS Development Issues) Steam Workshop: - Subscribe Credits & Thanks: Author - James2464 Contributors - Project Reality - JBAD by Milkman & SmokeDog - Afghan Lighting by Fabiano Celentano - Northwest placement by Minimalaco - Qalat Tower by Robster - Wheat fields by Opteryx Special Thanks - Mikero Tools by Mikero - X-Cam by Silola - Ben Rampling Changelog: v1.20.2 Optimized Vegetation LOD Performance Optimized File Size By ~177Mb Tweaked Door Sounds Tweaked Vegetation Shading Fixed Tunnel Shadows Fixed Code Pathing Bugs Fixed Code Formatting v1.20.1 Fixed missing moon and stars Fixed AI/AI vehicles can now cross the two main north and south river bridges Fixed tunnel system shadows v1.20 Updated terrain lighting to v1.60+ Updated tree shaders Updated satellite image Updated normal image Updated object textures Updated terrain textures Updated clutter Updated road network Updated location names Updated door system to A3 standard Updated vegetation layout Updated compound layout Updated terrain layout Updated config code standards Updated sounds Updated fort compound Fixed satellite colour imbalance Fixed floating objects Fixed airport road elevation Fixed road paths Fixed object angles Fixed door issues Fixed clipping objects Fixed outside terrain Fixed dust effects v1.08 - Fixed AI offset for roads. - Fixed floating trees. - Fixed floating rocks. - Fixed clipping wall. - Fixed vegetation irregularities. - Tweaked Minaret roadway. - Tweaked compound walls. v1.07 - Fixed popping corner wall lod. - Fixed popping tree lod. - Removed bush from FOB 2 area. - Fixed damage states for market objects. - Fixed compound foundations. v1.06 - Tweaked Qalat. - Fixed AI wall issue. - Fixed long standing ruin texture issue. - Fixed RPT model errors. - Fixed PhysX Lod. - Fixed bushes on roads. - Fixed corn crop collisions. - Fixed bunker roadways. v1.05 - Fixed AI getting stuck in walls. - Fixed mosque wall damage state roadways. - Fixed time of day for intro mission. - Fixed floating rocks. - Fixed heightmap issues. - Fixed weapon bi-pod deployment on the fort Qalat towers. - Tweaked Qalat. - Tweaked expansion description. - New sand effect when driving in a vehicle on certain surfaces. - New terrain loading picture. - Added buildings and trees to certain areas. - Added special easter egg. - Improved AI pathfinding for certain areas. v1.03 - Improved House_6 lods. - Fixed clipping rocks. - Fixed accuracy of loading texts. - Fixed mission saving issue. - Fixed green area indications with in-game map. - Fixed l1 gate skeleton. - Tweaked tunnel geometry. - Tweaked loading text to accurately reflect German causalities (RIP). - Tweaked Qalat. - Tweaked satellite image to reduce the blueish shadow tints. - Tweaked wall armour slightly, should be fairly decent now. - Qalat tower geometry isn't enabling bipod deployment http://feedback.arma3.com/view.php?id=23491 - Afghan House_6 ruin state texture issues. v1.02 - Fixed 3 phase wall destruction. - Fixed rock placements. - Fixed housing elevations. - Fixed floating objects. - Fixed duped objects. - Fixed wall destruction. - Tweaked access for AI. - Tweaked door open radius to 3m. - Reduced file size by 155Mb. - New areas cleared and flattened for two FOB constructions (You build the FOB - see images above). v1.01 - Fixed floating rocks. - Fixed clipping rocks. - Fixed heightmap irregularities. - Fixed road overlaps. - Fixed AI seeing through wheat fields. - Fixed clipping market objects. - Fixed tunnel walking sounds. - Fixed tunnel ladder. - Fixed floating garbage. - Added Tunnel posters. - Added IED crater. - Reduced ambient meadow wind volume. - Reduced file size by 100mb. - New door opening & closing sounds for all doors. - Tweaked Qalat geometry. v1.0 - Fixed road width. - Fixed road endings. - Fixed road blending. - Fixed missing classes. - Fixed missing animation source. - Fixed clipped buildings. - Fixed satellite image. - Added compounds. - Added vegetation. - Added rocks. - Added roads. - Added 2 tunnel systems (4 in total). - New road type. - New Qalat tower. - New red & white poppies. v0.68 alpha - Fixed tunnels are now indestructible. - Fixed timber ladder. - Fixed RPT errors. - Fixed clipping, misplaced, misaligned and floating objects. - Fixed track road in-game map colour. - Fixed smoothed river edges. - Tweaked housing destruction sensitivity. - Tweaked wall destruction sensitivity. - Added tunnel furniture and structural objects. - Added vehicle bridge. - Added compounds. - Added vegetation. - Added Alpha tags v0.60 alpha - Added 2 insurgent tunnels systems (Design inspired by Zelda Ocarina of Time & goodluck finding them ). - Adjusted river reflection colour. - New file structure to avoid future compatibility issues. - New compounds. - New field crop varieties. - New trees, bushes and rocks. - Replaced selected vanilla trees and bushes. - Added server bikeys. v0.51 alpha - first public release Forum topic: - BI forums Enable javascript to be able to download from Armaholic please! |
Fantastic job! Good to see another PR map for Arma! They're always really high quality!
Looks good. The populated area seem decent, will try out an operation on the map with some mates to see if we run into any bugs.
Do you plan to have more raised areas,mountains and hills?
So far I think you have done a fantastic job. I love how you have taken the time to really match up the compound layouts to the satellite image. Once your done populating it with buildings are you going to be adding any plants to some of the farm fields such as poppy or corn?
keep up the good work, cant wait for the finished product.
This is an amazing start! The populated areas play out really well. Can't wait for the next update. I'm not sure if the Project Reality version of this map has some type of airfield but that would be a very welcome addition. Would make a great place for staging areas for scenarios. Thanks for the great start!
Very cool start but could you maybe add a FOB and an Airport just like the real thing?
Now I know this is a PR map but will AI work with it? If not vanilla AI will something like ALiVE work with this map?
I found a tunnel at grid 030011 North East corner of compound.
Found second tunnel....pretty cool but no fun if I put a spoiler on here:)
ok...just because it was so cool to find and explore...last I checked maps were read right and up....so with that said........first one is a dry tunnel 01000195 second tunnel has a little surprise 03080118
fun special forces type map. Great work.
Looks very good
but you should add in airport or a military base specially when its kunduz in afghanistan
any chance for compatibility with AiA?
AI broken on the map.. they just stand there at look at each other
Seems pretty cool but don't work with Alive :( We will play it when it's compatible with Alive Mod.
For the tunnels guys, i found two of them, idk if there is more:
***SPOILER ALERT***
The first one is at grid 030011, near the old fuel tank.
The second one is at grid 016014, under a carpet in a house, it's kind of secret so you need to open an hidden door, on the floor to acces it, lay down near it until a little "open hidden door" action appears, it's a small cave, but usefull for senario makers.
***SPOILER ALERT***
Have fun guys
Total comments : 39, displayed on page: 15