Arma 3
Krasnorus
125 Comments
Rylan  [author] 30 Oct, 2024 @ 8:09am 
@да не курю я explain
шишич 30 Oct, 2024 @ 7:41am 
та же блять самая чернарусь, только более урбанистичная
HDBrosky 9 Apr, 2024 @ 9:30pm 
Any chance we could get a winter version of this map? Great work!
Rylan  [author] 6 Sep, 2023 @ 4:37pm 
@rainer did you download the requirements?
9.11 6 Sep, 2023 @ 3:13am 
When i open the map in ediotor itsa just white any fix ?
Rylan  [author] 11 Aug, 2020 @ 1:18pm 
@MacCraft_CZ The lore for the factions isn't entirely well established at this point, but I think it doesn't matter too much if mission creators create their own lore for campaigns and missions. It allows more freedom that way. Eventually I do plan on making some official story, though
Rylan  [author] 11 Aug, 2020 @ 1:16pm 
@IceBreakr I'm glad you like it! Thanks
IceBreakr 31 Jul, 2020 @ 1:22pm 
Outstanding job. I love what you have done & this is one of my fav maps. Fab!
Spytihněv 25 May, 2020 @ 12:14am 
Hey, I just got a question. Are they like communist or just socialists (or even conservatists)? Like if they are against russians or not?
Rylan  [author] 22 May, 2020 @ 2:21pm 
@AoFA | Schraxt I do have plans to work on the towns and cites a bit more in the future. Main thing I want to do first is replace as many buildings as I can with their Livonia counterparts, rather than using the CUP buildings.

@The Don Thanks. I'm glad you like it
The Don 22 May, 2020 @ 9:48am 
Hey, I LOVE the St. Marx Presidental Palace brother, that made the map for me! Keep up the good work!
Graf Pestschatten 22 May, 2020 @ 1:04am 
Hey, I love the terrain-part of your map! Maybe you could add some livonia stuff, but it's massive! Only the cities are a point of critic. Maybe you could replace the greek vanilla stuff by other buildings in future as it's breaking immersion in my eyes. But thanks or your work!
Rylan  [author] 13 Apr, 2020 @ 8:53am 
@RandomDude I finally got around to uploading the update I have been sitting on for a while. I had a lot of small things to fix but I haven't had a lot of time but it is all good now. Nightime lighting should be brighter during full moon nights now
Rylan  [author] 9 Nov, 2019 @ 5:39pm 
@Keith the lighting at midnight should be the same as on Altis. I will look into it.
MrManiac30 9 Nov, 2019 @ 4:58pm 
I set the map to full moon nights, but its pitch black. Can you fix this?
Rylan  [author] 6 Sep, 2019 @ 12:44am 
@Vanguard You do not have permission to edit this map
Forerider 5 Sep, 2019 @ 7:38pm 
@Rylan could i make an edited version of this map but as a halo version?
MAC 1 Sep, 2019 @ 4:44pm 
@Rylan, sounds good, thanks again!
Rylan  [author] 1 Sep, 2019 @ 4:33pm 
@MAC Glad to hear it. I'll do some testing at some point and see if I can reproduce it and identify the source of the problem for sure
MAC 1 Sep, 2019 @ 2:51pm 
@Rylan Just tried it out, works great!
[PSO] RaG 1 Sep, 2019 @ 2:29am 
great map i love it
:steamhappy:
Rylan  [author] 29 Aug, 2019 @ 7:59am 
@MAC Alright. Let me know what happens
MAC 29 Aug, 2019 @ 12:42am 
@Rylan let me get back to you with that, currently moving houses right now.
Rylan  [author] 28 Aug, 2019 @ 3:48pm 
@MAC Have you tested the ship/water stutter issue again since the recent update? I tweaked the water settings (removed water surface shadows, like it is on stock terrains, and set surface opacity to 0, also like stock terrains)
Rylan  [author] 2 Aug, 2019 @ 9:07am 
@MAC I'll look into it. No promises though, this seems like it might be very hard to figure out. Thanks for bringing it to my attention, though
MAC 1 Aug, 2019 @ 11:57pm 
@Rylan As to what I've tested yes. No stutter issued unless a ship is spawned
Rylan  [author] 1 Aug, 2019 @ 11:39pm 
@MAC does it only happen with a ship placed down?
MAC 1 Aug, 2019 @ 11:38pm 
Seems to stutter with ANY ship placed down. Only time it does that. Too bad..
MAC 1 Aug, 2019 @ 11:22pm 
@Rylan Nope, tweaked with everything. Went from map to map to make sure it wasn't on my end, disabled grass, etc... Not sure what it could be
Rylan  [author] 1 Aug, 2019 @ 11:21pm 
@MAC Do any of the graphics settings have any effect?
MAC 1 Aug, 2019 @ 11:20pm 
great map but HORRIBLE stutter issues. Even out in open sea. Can play any other map with no issue on ultra, the frame rates are saying 60 but the stutter is non stop. Any ideas?
Rylan  [author] 24 Jul, 2019 @ 7:37am 
See the reply in the issues discussion. It will be fixed in the next update
SemperFido 23 Jul, 2019 @ 9:45pm 
Hey I'm making a mission on this using eden editor and it's telling me I can't save because it's missing cup_cw_misc. Any idea how to fix this? This problem is specific to this map. I love the map otherwise.
Rylan  [author] 21 Jul, 2019 @ 12:20pm 
@Armalog[Samé] I am slowly trying to smooth those out where possible, but you can't have a lot of detail in terrain in arma so it is difficult to find a balance between hard edges and what makes sense for the roads/trails realistically. I should mention what I mean by the changes to the forest or largely wooded areas, though. I am basically just adding some custom-sculpted mountains and natural features plus a lot of the rock and cliff face models to break up the repetitiveness of the terrain and create some more interesting areas that are more fun to explore and navigate, so the gameplay you have shouldn't change much as far as that is concerned. I am also going to add a lot more variety to the trees and foliage in the thinner forests in different parts of the island so the woodland areas aren't basically identical in say, the northern areas, versus the woodlands in southern areas.
Armalog 21 Jul, 2019 @ 11:55am 
Yup that's pretty much it, so just smaller details. But I will take an extra look next time we play on it..
Rylan  [author] 21 Jul, 2019 @ 8:30am 
@Armalog[Samé] I see. Just to be clear, are you referring to the literal hard edges in some areas of the terrain along roads and footpaths? Those are a side effect of the terrain processor road intergration that smoothes/flattens out the path for roads covering such a thin area, and needs to be fixed manually as I find them (which I'm doing)
Armalog 21 Jul, 2019 @ 3:08am 
I will keep this in mind next time we play on it, but generally we only care about getting rid of some of the hard edges that look unnatural in the general terrain. We love the hills and forests because this forces large movement of materials to be done on the main road of suffer large delays and other problems, which creates awesome opportunities, keep thinking that way! Perhaps some more smaller military outposts would be nice but generally we care most about the terrain as we build our own bases and outpost in-game. Towns are great for some city fighting and we use town capture as an income thing but the ones already in there are fine! Would love to see this map expanded on with maybe one more similar island with some distance in between.
Rylan  [author] 20 Jul, 2019 @ 4:17pm 
Anyway, like I said, I would be glad to hear any specific suggestions or criticisms of the terrain
Rylan  [author] 20 Jul, 2019 @ 4:17pm 
The town of svetlograd seems to have a lot of performance issues as well so that is my second priority. Eventually I plan on improving every town and adding some more in large empty areas that are only really occupied by trees. I also will be adding a lot of manually made natural features in these areas so the woodland environments aren't all practically identical in nature.
Rylan  [author] 20 Jul, 2019 @ 4:17pm 
@Armalog[Samé] Technically this is the finished version. There are just a lot of areas that lack detail I plan to upgrade in the future. I'm glad you enjoy the map and play on it regularly, and I would be glad to hear any specific suggestions you might have on ways to improve the map, or areas to make changes. The St. Marx city is my focus for improving right now, when I'm not working on other projects, and I have fixed a lot of the problem areas/areas that are empty between buildings. I have also improved performance by removing problem models and reducing the number of sidewalks by replacing long stretches with longer models. I plan on doing this kind of thing everywhere so I can improve the performance much further in areas with a lot of objects, so if that is an issue you are having, it should be fixed soon.
Armalog 20 Jul, 2019 @ 7:44am 
This map is the best for large scale pvp scenarios. The lake in the middle blocking and acting as a nice place for some naval activities. The mountain blocking east from west and the one main road around the island makes for some very interesting gameplay where roadblocks and minefields truly become effective tools. Just needs some more polishing on some terrrain edges and so on and it will be absolutely perfect! We play this map all the time during pvp and coop ops.

Great work! Looking forwards to seeing more stuff and hopefully a finished version of this!
turkey bacon halal pasta 29 Mar, 2019 @ 7:38am 
This is actually amazing!
Rylan  [author] 26 Mar, 2019 @ 9:40am 
@Astund Glad you like it! If you make any missions you think are worth sharing, be sure to post them in the mission discussion
Åslund 26 Mar, 2019 @ 2:38am 
I absolutely love this map, and I am pretty content with the current amount of towns or cities, as the map is rather small it'd feel too clustered with any more, in my opinion. The vegetation is nice and thick, and I've been making a few covert ops missions for my unit on it so far. The map is really, really nice. Thanks for all your work!
CrazyCorky 8 Feb, 2019 @ 7:31am 
@Rylan if you are looking for help with town and item creation, let me know. I wouldn't mind helping.
Rylan  [author] 25 Jan, 2019 @ 2:41pm 
@CrazyCorky I do plan to update eventually, but I am tied up with another project for now
CrazyCorky 25 Jan, 2019 @ 2:34pm 
@Rylan sad to hear this is considered finished. Would love to see a few more towns!
Rylan  [author] 25 Jan, 2019 @ 1:18pm 
@CrazyCorky Thanks! Glad you like it, and I'm glad to see an OG fan from the original comment
CrazyCorky 25 Jan, 2019 @ 11:48am 
This looks gorgeous. I fell in love with this map when I first saw the original. Nice to see it redone!