Arma 3
Nevid [WIP]
24 Comments
ZUKOV 20 Mar, 2021 @ 11:46am 
Beautiful multiplayer PVP terrain! improve the architecture aspect.... alla mediterranean or all tropical
ideal for conquest mission like BF2
Reckless 7 Feb, 2021 @ 1:50pm 
this is a cool little map
XfinityPacketLossProPackage  [author] 24 Jan, 2019 @ 11:41am 
OfotViking said it is fixed.
XfinityPacketLossProPackage  [author] 23 Jan, 2019 @ 9:20pm 
I mentioned something on BR discord, I haven't updated it since last xmas so shouldn't be Nevid. Unless I need to update the keys for some reason.
Alfredox123 21 Jan, 2019 @ 9:13am 
same for assets
Alfredox123 21 Jan, 2019 @ 9:12am 
says signature mismatch for battle roayle servers :(
AH-1Z Viper 25 Apr, 2018 @ 3:20pm 
awesome work
XfinityPacketLossProPackage  [author] 26 Mar, 2018 @ 1:59pm 
Thanks. BTW I'm working on a newer version of this terrain which will be larger(6km). I've moved the main island away from the edge of the map, lowered the elevation in a lot of places, changed up a few things, added barrier islands, overwash and salt marshes.

The updated version will actually be released as a separate workshop release, that way I'm not screwing up any missions anyone has set up for this release. However, since I'll still be using the separate Map Assets addon for textures etc. the terrain itself won't be large in disk size.

I'll probably be naming it Cape Nevid and tying it into a lore world with my other work.
Eggbeast 25 Mar, 2018 @ 4:22pm 
looks really nice. good work mate.
XfinityPacketLossProPackage  [author] 18 Feb, 2018 @ 6:48pm 
Sorry Kamber Steam didn't notify me about msgs. Not sure what you mean. The map/terrain itself to use on a server you mean?
Kamber 8 Jan, 2018 @ 6:28am 
Are the designs open for use?
XfinityPacketLossProPackage  [author] 22 Dec, 2017 @ 2:05pm 
I've added a tunnel on the north eastern side, instead of just having the road cut out. I didn't like the way it looked. Adding a few more buildings, need to place more walls and detail objects. Fancied up the statue a bit. Need to fix ground textures in a few places. SoonTM
XfinityPacketLossProPackage  [author] 15 Dec, 2017 @ 9:50pm 
Fixed. And prettier. Dont' mind the green sand in a couple places.
XfinityPacketLossProPackage  [author] 14 Dec, 2017 @ 2:23pm 
Erm... so I packed this with the wrong configs last time... next time I'll try not to do that while half-asleep. I'll get this updated asap.
Simo [C.E.S.A] 9 Dec, 2017 @ 12:38pm 
very good , thank
XfinityPacketLossProPackage  [author] 6 Sep, 2017 @ 1:01pm 
No, RV engine doesn't allow for such things. Think of it as a mesh with a grid, where the lines of that grid meet are points or vertices. Those vertices can only be moved up or down. You can't move one vertice underneath another one. Some other game engines, like Unreal(I believe), allow this, but the RV engine is pretty old(originally created ca. 1985) and there's a reason BI are focusing on Enfusion for future titles. Maybe one day. We might even be able to use ponds/still water in the future. Imagine that!... Let alone flowing water.

If you want a cave in Arma, you basically have to dig a trench and cover it objects. And you could model objects that look like ground.. but you can't make clutter(grass etc.) appear on them, unless you manually place them, which is bad for performance.
Shipwreck 5 Sep, 2017 @ 4:20pm 
first off understand i know absolutely nothing about doing these things but it looks amazing and had me wondering if in any of these im seeing like yours does the terrain creation in a3 allow for you to have caves or mines or tunnels through any mountains or anything of the sort? i know it has where ya can throw piles of rocks and crap like that but i mean actual subteraninan?
XfinityPacketLossProPackage  [author] 4 Sep, 2017 @ 2:39pm 
Thanks for the tip! I'll check that out next time I mess with objects. I'm currently reworking configs, breaking textures up into a separate pbo(never considered doing it before) so that updates to terrain itself is only a few MB. Also need to rework the sat and mask(ground textures) in places. Then the only thing really left is the NW and SW sides. I wanted to make a ferry somewhere, but.. we'll see how that goes.
76561198134263575 3 Sep, 2017 @ 10:10am 
very nice map dude! I play on it a lot. Not a big issue, but at SE corner of "Old Strongpoint" the bottom of the wall is not connected to ground. 529,510.
XfinityPacketLossProPackage  [author] 15 Aug, 2017 @ 11:22am 
Yeah once I get another update ready I'll take some new screenshots. I still need to adjust the trees and add more rocks. Trying to set up areas worth fighting in. I'll provide ways to climb on most buildings too.
Delo 15 Aug, 2017 @ 5:10am 
this looks pretty cool too :steamhappy:
pyro 18 Jul, 2017 @ 5:43pm 
I am home, and high :weed:
XfinityPacketLossProPackage  [author] 18 Jul, 2017 @ 2:14pm 
Go home you're high.
pyro 15 Jul, 2017 @ 9:27pm 
Finally, a map I can shoot!! :weed: