Arma 3
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Kreminsk Forest Ukraine (War-Torn Trenches)
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Data Type: Mod
File Size
Posted
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158.057 MB
28 Apr @ 5:39pm
28 Apr @ 6:16pm
2 Change Notes ( view )

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Kreminsk Forest Ukraine (War-Torn Trenches)

Description
Welcome to Kreminsk Forest!

This semi-ficional terrain has been the center of ongoing conflict. After 3 years of fighting, the once flourishing forest has been transformed leaving it almost unrecognizable. While traveling through the area you will notice many signs that indicate ongoing fighting - such as vehicle wrecks, burned forests floors, damaged infrastructure, roadblocks, signs of heavy shelling and many more details. To get around the battlefield, over 18 km of infantry logistic trench lines have been implemented to promote the safe movement of you and your soldiers, use these to conceal your movements from passing enemy vehicles and airborne threats.. Good luck, and enjoy your time in Kreminsk!





IMPORTANT NOTE: This map is not complete nor perfect, but it will receive more details and additions over time.

DEPENDENT MODS

DEPENDENCIES INFO: This map version requires "Ukrainian Faction Project" mod for the prebuilt trenches. No, I can not just use "UFP Trenches Standalone" since they use different classnames. This means, I would have to hand replace 2,000+ trench object. Which I do not have the time to do right now, but I will atempt to do it soon. This map was made for a server that uses these mods, so an alternative was not considered. A separate version will be uploaded with the "Kreminsk Forest (Summer)" mod in the near future for those who do not want to use the premade trenches or dependencies. Thank you for understanding.



Technical Notes
  • 4X4 KM
  • Based on the "Serebryansky Forest"
  • Custom "War-Torn" ground textures.
  • Dense burnt forest areas.
  • Grass / wild-land areas.
  • Roads mapped to match real life.
  • Pre-Made trenches (over 18 kilometers).
  • Unbuilt areas for mission makers to add their own trenches and fortifications.
  • Based on real location.


Deformer
  • Optimized for trenches
  • Deform diameter as low as 2 M

Server Key
  • Signed for MP use
  • Includes key

View Distance Optimization
View Distance: Recommended distance for best performance is 850-1000 meters.

Extended ground details
Add a game logic to your mission and add "setViewDistance 1500; setTerrainGrid 5; setDetailMapBlendPars [10,250];" in the init of your game logic module if you want more details at extended distances when playing.

Zeus Artillery Support (BUG)
Due to the small cell size, Zeus Artillery will not work on this map.


Map Credit

Ukrainian Faction Project: Trench assets

Terrain base map generated using: GameRealisticMap for Arma 3[github.com]

Map made by: "C"


Other Versions
Kreminsk Forest SUMMER
Summer Version



Kreminsk Forest WINTER
Winter Version






#MakeArmaNotWar

Tags: "Serebryansky Forest" / "Kreminna Forest" / "Серебрянський заказник" / "Kreminsk Forest" / "Кремі́нські ліси́" / "kremensky forest"
Popular Discussions View All (2)
6
4 Jun @ 2:19pm
PINNED: BUG REPORTS
3
13 May @ 7:00pm
PINNED: MAP DETAILS AND IDEAS
63 Comments
 [author] 2 Jul @ 9:50pm 
I do not want people to have to have the dependencies for winter and war torn for the summer version, and vice versa
Valken 2 Jul @ 8:06pm 
I think you can merge all the PBO's into one "folder" so it will show up as winter, summer and wartorn in ARMA 3. This way we can group it up and ensure servers have all the maps.
wojti 13 Jun @ 7:47pm 
map is broken causes the game to crash
Deka 10 Jun @ 9:34am 
Rage bait 0/10
Burrrra 4 Jun @ 3:38am 
Недавно в Русском Крыму был, на генеральских пляжах! Кайф!
FPV Бара 26 May @ 8:07am 
40 кадров на пустой карте
junyes 22 May @ 6:46am 
Как же круто отдыхать в русском крыму
adamik 21 May @ 8:35am 
thank you
 [author] 20 May @ 3:27pm 
Yeah there is some issue with the objects when being baked into the map. It seems they do not adopt the already defined paths that are in the objects.

I will finish the "no trenches" version soon, as a temporary alternative
Bobr-Zlobr 20 May @ 2:47pm 
There is a problem, for some reason there are no positions for bots in the trenches like in buildings, in the very fashion of these trenches they are and work.
You can add these points to them yourself using the CBA mod, there are AI positions there.
There is also a mod for AI paths, which can also be integrated into the map, for example, so that bots can pass through trenches from above instead of bypassing them.