Arma 3
Mega City 3
117 commenti
AccuracyThruVolume  [autore] 24 ago 2024, ore 17:05 
Hmmm could be a good use case for an outside the city abandoned area, will keep in mind :-)
brendob47 24 ago 2024, ore 10:20 
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 mag 2024, ore 21:43 
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 mag 2024, ore 13:48 
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, ore 7:51 
This map is missing server Keys.
3sty100lec 16 mar 2024, ore 11:54 
Problem solved. Name is MC3_terrain.pbo
ps. great work, nice map. Thx :)
3sty100lec 15 mar 2024, ore 15:59 
Hi, I try use this in DUWS X, somebody know the name of this map?
Mason [16th JSOC]  [autore] 26 gen 2024, ore 12:39 
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 gen 2024, ore 14:26 
Anyone test this in multiplayer or is that just way too ambitious?
lem0nium 1 gen 2024, ore 5:36 
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  [autore] 20 dic 2023, ore 5:26 
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 dic 2023, ore 11:14 
how is it going so far? idea i tried a while ago:
https://steamproxy.net/sharedfiles/filedetails/?id=3116465261
Lesterthebabyste 5 dic 2023, ore 3:35 
This is amazing work
Mason [16th JSOC]  [autore] 30 set 2023, ore 20:23 
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 set 2023, ore 19:39 
any progress on this? or dead?
VietxHuey12 29 ago 2023, ore 22:53 
Does this have ACRE support?
DarkAshFur 3 giu 2023, ore 19:43 
sheesh thanks for the details looking foward to see them there
AccuracyThruVolume  [autore] 2 giu 2023, ore 22:45 
Yeah also so far we've crossed 80,000 hand placed objects o.0
AccuracyThruVolume  [autore] 2 giu 2023, ore 22:45 
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 giu 2023, ore 20:47 
i wonder what will be on the marked locations besides the actual mega city, also hella of an map congrats
kisstom503 1 giu 2023, ore 20:00 
nice
:steamthumbsup:
AccuracyThruVolume  [autore] 1 giu 2023, ore 17:48 
Map update: Sector 18 added. One step closer to finishing the "Industrial Dorito"
AccuracyThruVolume  [autore] 7 mag 2023, ore 16:51 
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 mag 2023, ore 10:16 
Cool map! Are the most of the buildings able to be entered, or is this mostly just for street gameplay?
Shuncle 6 apr 2023, ore 16:23 
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  [autore] 1 apr 2023, ore 0:41 
Yup, Sector 18 is the next one in the pipeline. Looking forward to finishing the industrial section of the city
Shuncle 31 mar 2023, ore 23:42 
Is this still being worked on?
GxY 19 feb 2023, ore 23:49 
Hi do you have discord.
brendob47 18 feb 2023, ore 18:46 
After having my entire SSD fail on me a few months ago, I feel ya. Keep up the great work!
LuizBarros99 15 feb 2023, ore 6:18 
Backups are essential, sad to hear that you had this trouble, but happy to see that it worked out in the end
AccuracyThruVolume  [autore] 15 feb 2023, ore 0:09 
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, ore 14:29 
@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, ore 18:49 
hello would you be able to sign this mod for mp dedicated server?
=_X_=™© 7 feb 2023, ore 3:54 
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, ore 19:13 
@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 ott 2022, ore 18:44 
Great map! Truly unique.
JackCarver 25 set 2022, ore 21:32 
please fix
Syrian module error (No entry
'binkconfig.bin/CfgVehicles/ ths_uaz_spg9_chdkz.side.)
(No
entry 'bin|config.bin/CfgWeapons/ Iteminfo.scope'.)
AccuracyThruVolume  [autore] 12 set 2022, ore 6:14 
Maybe contact maxjoiner and see if you spark his fancy?
W1NTER_SOLD1ER 11 set 2022, ore 14:38 
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 ago 2022, ore 21:14 
HE L I V E S
AccuracyThruVolume  [autore] 26 ago 2022, ore 18:04 
@Wetzer: Acknowledged. Keys added. That being said, next work order complete, sector 37 constructed :-)
Wetzer 25 ago 2022, ore 7:25 
I like your mod, but for use with mp i need it signed with bikey file. THX in advance
:)
KH19082 9 ago 2022, ore 5:29 
Interesting
AccuracyThruVolume  [autore] 8 ago 2022, ore 15:58 
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 ago 2022, ore 10:37 
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 lug 2022, ore 15:11 
units to go with this also / uniforms?
LuizBarros99 2 mag 2022, ore 16:53 
Do you plan to add a key sign for this mod (with multiplayer in mind)?
Suspicious Banjo Music 24 apr 2022, ore 13:52 
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, ore 20:03 
tip turn the ai skill higher and they will drive somewhat better
AccuracyThruVolume  [autore] 13 apr 2022, ore 18:21 
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.