Arma 3
Mega City 3
117 Comments
AccuracyThruVolume  [author] 24 Aug, 2024 @ 5:05pm 
Hmmm could be a good use case for an outside the city abandoned area, will keep in mind :-)
brendob47 24 Aug, 2024 @ 10:20am 
I know I've mentioned this idea before, but now I've found a terrain that does something similar (rather than a screenshot of a 25 year old game). The Prilivsko terrain's flooded variant shows interesting use of water along main roads. In the context of Mega City, this could be used to represent things like drainage canals within the city or abandoned infrastructure outside the city walls.

Shallow sections can hide mines or troops' thermal signatures. Deeper sections could funnel vehicles, provide cleared "fire lanes" down streets, and other things, such as how the terrain linked below has an industrial area surrounded by canals.

https://steamproxy.net/sharedfiles/filedetails/?id=3226370463
brendob47 20 May, 2024 @ 9:43pm 
Another benefit of Minihattan is that it has some placeholder/scenery skyscrapers that aren't enterable, but do a really good job of filling in the skyline. Great for the frames-minded folks.
brendob47 2 May, 2024 @ 1:48pm 
Double the idea of Minihattan. Last I used Minihattan, I noticed multiple uploads on the Workshop, so I think its assets may be open source, which means no added dependencies AND enterable skyscrapers! Would be nice if they were editor-placable, too.
Emperor 20 Mar, 2024 @ 7:51am 
This map is missing server Keys.
3sty100lec 16 Mar, 2024 @ 11:54am 
Problem solved. Name is MC3_terrain.pbo
ps. great work, nice map. Thx :)
3sty100lec 15 Mar, 2024 @ 3:59pm 
Hi, I try use this in DUWS X, somebody know the name of this map?
Mason [16th JSOC]  [author] 26 Jan, 2024 @ 12:39pm 
A update for everyone,

I have recently begun work on Sector 36 again - and it will feature a petroleum storage facility.
There is some work to still be completed regarding terrain features.
As a bit of a "road-map" I will also be working on a mining facility outside of the city limits and some ruined/desolate locations.

Also, we appreciate the input Gayboi Farti. (Haha)
We are going to weigh our options further. (obviously there is a ton more work to do.)

For everyone else, please feel free to report frames respective your rigs.
(There is a dedicated thread for this above.)

If anyone else has ideas or suggestions - I am all ears
Fallon 7 Jan, 2024 @ 2:26pm 
Anyone test this in multiplayer or is that just way too ambitious?
lem0nium 1 Jan, 2024 @ 5:36am 
Not really in a position to judge here but I would strongly advise against using OPTRE, as I think having such a dependency would turn a lot of people off to this terrain. If you're going for huge skyscrapers and such Minihattan might be a better alternative
AccuracyThruVolume  [author] 20 Dec, 2023 @ 5:26am 
Yeah it is coming to the point to consider how to properly represent the core section of the city. One option is to use the vast array of OPTRE buildings since there is a bunch in there that are huge and very concrete brutalist. I haven't decided yet but the vanilla offerings are not quite there to represent such a large cityscape at scale. There's still a couple sectors in the industrial zone to complete plus the unfinished military area at the airport to knock out first.
r0dx864 17 Dec, 2023 @ 11:14am 
how is it going so far? idea i tried a while ago:
https://steamproxy.net/sharedfiles/filedetails/?id=3116465261
Lesterthebabyste 5 Dec, 2023 @ 3:35am 
This is amazing work
Mason [16th JSOC]  [author] 30 Sep, 2023 @ 8:23pm 
To your Question Connor - No this is not dead.
ATV is still working on it periodically when he is able. - Which is a few times every couple weeks.
I am swamped with work commitments and have not been able to add much.

The updates that are released are usually done in full sections/blocks.
To every one's dismay - these things take time, and to push updates with ever little edit wouldn't do anyone any favours.

Appreciate the interest Connor.
I will have to get off my ass and give ATV some help soon.
But this is a living project and is not "dead" - as so many mods have become. :)
Connor 30 Sep, 2023 @ 7:39pm 
any progress on this? or dead?
VietxHuey12 29 Aug, 2023 @ 10:53pm 
Does this have ACRE support?
DarkAshFur 3 Jun, 2023 @ 7:43pm 
sheesh thanks for the details looking foward to see them there
AccuracyThruVolume  [author] 2 Jun, 2023 @ 10:45pm 
Yeah also so far we've crossed 80,000 hand placed objects o.0
AccuracyThruVolume  [author] 2 Jun, 2023 @ 10:45pm 
Old Bones will be a large area of ruins. Oasis is going to be a breakaway area, a settlement in the desert. Haven will be another independent poor area. Mining camp will be a strip mine.
DarkAshFur 2 Jun, 2023 @ 8:47pm 
i wonder what will be on the marked locations besides the actual mega city, also hella of an map congrats
kisstom503 1 Jun, 2023 @ 8:00pm 
nice
:steamthumbsup:
AccuracyThruVolume  [author] 1 Jun, 2023 @ 5:48pm 
Map update: Sector 18 added. One step closer to finishing the "Industrial Dorito"
AccuracyThruVolume  [author] 7 May, 2023 @ 4:51pm 
Tons of enterable buildings. Go check out the sector at the west end, the entire perimeter of the city is going to be residential.
SpaceGhost 7 May, 2023 @ 10:16am 
Cool map! Are the most of the buildings able to be entered, or is this mostly just for street gameplay?
Shuncle 6 Apr, 2023 @ 4:23pm 
Glad to see its still being worked on, will be quite the map when finished.
If you're looking for any extra building assets, you might have seen this already but JM's Structures may interest you: https://steamproxy.net/sharedfiles/filedetails/?id=1876589191

Has some medium/large sized buildings as well as even a couple skyscrapers that in my opinion would fit the look of a JD Mega-City. They're also pretty simple so performance may be just fine with those.
AccuracyThruVolume  [author] 1 Apr, 2023 @ 12:41am 
Yup, Sector 18 is the next one in the pipeline. Looking forward to finishing the industrial section of the city
Shuncle 31 Mar, 2023 @ 11:42pm 
Is this still being worked on?
GxY 19 Feb, 2023 @ 11:49pm 
Hi do you have discord.
brendob47 18 Feb, 2023 @ 6:46pm 
After having my entire SSD fail on me a few months ago, I feel ya. Keep up the great work!
LuizBarros99 15 Feb, 2023 @ 6:18am 
Backups are essential, sad to hear that you had this trouble, but happy to see that it worked out in the end
AccuracyThruVolume  [author] 15 Feb, 2023 @ 12:09am 
Update was delayed a bit since I had an export fail that somehow nuked the terrain file. Salvageable, but all my smoothing done in bulldozer was lost. Found out later that changes can be exported. That caused 20-30 hours of work to repair the map. Backups are now in place. Map Updated with Sector 17, have fun getting lost in red brick land!
W1NTER_SOLD1ER 12 Feb, 2023 @ 2:29pm 
@brendob47 - Your mod looks really great ! Thanks for the comment. Sadly i don't Have that DLC but keep up the excellent work !

Why does no one want to make one NPC / Set of uniform items ?? Urghhhh ! XD
Disco 11 Feb, 2023 @ 6:49pm 
hello would you be able to sign this mod for mp dedicated server?
=_X_=™© 7 Feb, 2023 @ 3:54am 
Cool map , thanks for sharing


if you like large cities in arma i implore you all to ALSO try the Seattle map / terrain , go to workshop and type in seattle , its the 2nd largest arma terrain !

Cheers !
brendob47 6 Feb, 2023 @ 7:13pm 
@winter_sold1er I have a mod called Total Warzone and it has a BLUFOR and OPFOR faction well-suited for urban terrain, and this map in particular.
Longtime 26 Oct, 2022 @ 6:44pm 
Great map! Truly unique.
JackCarver 25 Sep, 2022 @ 9:32pm 
please fix
Syrian module error (No entry
'binkconfig.bin/CfgVehicles/ ths_uaz_spg9_chdkz.side.)
(No
entry 'bin|config.bin/CfgWeapons/ Iteminfo.scope'.)
AccuracyThruVolume  [author] 12 Sep, 2022 @ 6:14am 
Maybe contact maxjoiner and see if you spark his fancy?
W1NTER_SOLD1ER 11 Sep, 2022 @ 2:38pm 
Can anyone work on some units here ...? I tried hard and reached out to a few reputable Modders but apparently there are no models to utilise so will need making from scratch.
Corporal Ray Person 26 Aug, 2022 @ 9:14pm 
HE L I V E S
AccuracyThruVolume  [author] 26 Aug, 2022 @ 6:04pm 
@Wetzer: Acknowledged. Keys added. That being said, next work order complete, sector 37 constructed :-)
Wetzer 25 Aug, 2022 @ 7:25am 
I like your mod, but for use with mp i need it signed with bikey file. THX in advance
:)
KH19082 9 Aug, 2022 @ 5:29am 
Interesting
AccuracyThruVolume  [author] 8 Aug, 2022 @ 3:58pm 
Been distracted modding another game for a few months. Returned to this one last week. Next sector is another 1x1km area so it'll take a bit. Road system already laid out and buildings are being placed. Still chipping away!
Corporal Ray Person 8 Aug, 2022 @ 10:37am 
This map has been at the top of my list for ages but seeing it hasn't been updated since March are you going to continue working on it? Or have you got a giga update backed up
W1NTER_SOLD1ER 27 Jul, 2022 @ 3:11pm 
units to go with this also / uniforms?
LuizBarros99 2 May, 2022 @ 4:53pm 
Do you plan to add a key sign for this mod (with multiplayer in mind)?
Suspicious Banjo Music 24 Apr, 2022 @ 1:52pm 
Will there any changes for the roundabouts across all the intersections? Like maybe making one direction of roads an overpass. Makes it hard to go fast on the highways when there's a large block every kilometer. Been loving the map otherwise, can't wait for further updates.
JacobC679 14 Apr, 2022 @ 8:03pm 
tip turn the ai skill higher and they will drive somewhat better
AccuracyThruVolume  [author] 13 Apr, 2022 @ 6:21pm 
Arma's driving AI is notoriously terribile. That's an engine thing and not much can be done about it. I originally was going to just have a single lane as can be seen in the unfinished areas, but it just didn't look quite right so I when with two parallel roads. There might be some room to pull back some guard rails a bit. Will check into it. Always appreciate the feedback.