Arma 3
Svalbard
131 Comments
Zerno 14 hours ago 
"teleportation after..."
DoltLumb 5 Jul @ 4:21pm 
Just imagine playing antistasi on this
Komaros 17 Jun @ 11:25am 
I confirm all works prefectly, you can check how we ported Liberation :D
https://www.battlemetrics.com/servers/arma3/13795153
Leo_666_1  [author] 17 Jun @ 6:41am 
Keys should be fixed now
Leo_666_1  [author] 15 Jun @ 5:35pm 
@smok_2017 @Komaros I see whats the issue. Ill try to fix it in the coming days.
smok_2017 9 Jun @ 6:04am 
@Leo_666_1
I have the same problem, you have to leave the .bikey in the keys folder and the private.bikey is for you and only you and don't give it to anyone else If you don't do this then the servers can't use the map because they can't verify the key
Komaros 24 May @ 6:08am 
hello,i think you made something wrong with key, there is still no *.bikey file
Leo_666_1  [author] 16 May @ 8:38am 
@Musicales How did you measure it? I generated the terrain as 500km x 500km square and if i place a waypoint to opposite side of map i reads 500km in game.
Commander Osborn 14 May @ 5:14pm 
'bout to be Ace Combat in here.
Musicales 7 May @ 2:15pm 
@Leo_666_1
Yet one note about Svalbard. In description you call the map 500x500 km. Just noticed it's actually about 1700 km x ???? km. (Maybe 1700 x 1100?)
I didn't get the North - South distance, as the game crashed when I moved the editor cam to SW corner of the map. Lack of memory was reported by the system - that was what happened even if my rig is pretty heavy. So, now I'm wondering, what do actually mean by saying the map is 500x500? It seems to be a lot bigger.

For comparison Gossi desert map real dimensions are about 280 km x 180 km, while the area meant to be playable is about 80x80 km - and the map runs just fine. While being large, Gossi total area is only about 2,7 % of Svalbard with 1700x1100 km = 1 870 000 km2 area.

Maybe just making the "marginal" not so wide around the landmass could have save the area for the ground troops too. But... I understand your desire for a large, open sea around the land.
Musicales 7 May @ 1:29pm 
@Leo_666_1
Ok, I believe you what becomes to divided version. While I mod myself too, I have no experience about map making. Too bad if dividing a larger map to pieces is not kind of a "cut and polish" type mission. Didn't know that.

However, now that you have gained experience about large maps, I still have something in my mind. If you are ever going to make something else for Arma3 but Svalbard, a pretty large empty ocean absolutely with no land at all could be used every now and then especially in SP campaigns dealing either with marine or paratrooper ops. 500x500 km would definitely be great, maybe accompanied with 250x250 for instance. There was once 100x100 km available, but that terrain has been dead and causing problems for a long time now.

All the best with Svalbard!
Leo_666_1  [author] 6 May @ 2:17pm 
@SkyHighXPro Arma doesnt really like a map this big. Im working on a smaller version that only has the central area of the main island which will have less issues for ground units.
SkyHighXPro 6 May @ 11:15am 
i see a problem with soldiers and tanks cant find paters to walk on in zeus mode. in citys
Leo_666_1  [author] 5 May @ 9:18am 
Looks like the update messed up some of the dock areas because of heightmap changes. I will fix it in coming few weeks.
Leo_666_1  [author] 5 May @ 9:17am 
@Musicales Thanks for the suggestion, I will consider making a smaller version of Svalbard that is just the middle area of the central island after i finish the map im currently working on. I will propably do it by generating a whole new map and using compositions and satellite images from this because im a bit retarded when it comes to map making tools and this map is not easy to work with. For example Terrain builder crashes instantly when you open this map so i had to use alternative tools. Divided version is a good idea but it would be a lot of work.
Musicales 2 May @ 12:49am 
@Leo_666_1
Last post, continuing the previous two messages for you. So, if you could consider the DIVIDED version for the ground ops with partially overlapping maps, could 4 maps be just enough for the game engine? If so, then I'd like to recommend map size to be for instance 275x275 km, instead of simple 250x250 km.

If 4 pcs of 275's would be still too much for the engine, I'd like to recommend 16 parts of 150x150 each. I'm quite sure that should be enough for the engine. Especially because the Svalbard is pretty much like a desert: limited amount of objects needed.

You have done a great job already. Don't give up, if you just have time to finish this and get also the Ground Ops work. In that case... really a map like no other. Thumbs up!
Musicales 2 May @ 12:36am 
@Leo_666_1
Continuing my previous post. I hope you are able to at least consider my proposal in the previous post about the Svalbard DIVIDED. Simply, because I think it would just a shame to restrict Svalbard more or less just for the Air Ops. I think Svalbard is too good just for that - if divided, possibilities are almost endless. Hall of Fame kind of map, definitely...

If you would like to consider divided version, two hints: 1.) Please, get following parts of the map to overlap each other. That way the player will be able to proceed from point A to point B in map 1, and then continue from point B to C in map 2 without immersion spoiling leaps between points. 2.) Try to keep overlapping areas free from infrastructure for obvious reasons. A building destructed during ops in map 1 should not be found fit and well in the map 2, when continuing the ops... You got the point....
Musicales 2 May @ 12:19am 
@Leo_666_1.
Because I really appreciate your work with Svalbard, I have been thinking a work around for the walking issue. How about a solution, where there will be A) the full scale CORE-version of the map (500 x 500 km) for the Air Ops... but along with the full scale CORE-version also B) a divided version of the map for the Ground Ops?

In practice the Svalbard DIVIDED would be simply a map package of - for instance - 4 smaller scale maps presenting together the whole CORE-version. Each map being as large as possible for the game engine, you could have not only vast op-areas for the ground forces - but also minimize the amount of maps while offering the mission makers possibilities to build up large scale, long-running campaigns, where the player is required to proceed from map to map in order to accomplish the whole campaign.

Another message will follow...
Leo_666_1  [author] 21 Apr @ 7:34am 
The weird walking and vehicles stuttering is a problem with Arma not handling big maps well. As far as i know theres nothing i can do about it.
Leo_666_1  [author] 21 Apr @ 7:33am 
@KMR-317 I added the key now. Apologies for taking so long.
Leo_666_1  [author] 21 Apr @ 7:32am 
@Shy "The killer cloud", also known as "Supermassive Black Hole" is now fixed.
Shy 18 Apr @ 11:26am 
What's with the large 'killer cloud' to the north of the map? it just instantly freezes anything that enters its sphere of influence.
aalorart 13 Apr @ 4:44am 
would love to see similar sized map, but for literally any operations, like altis
我爱全体女声优 7 Apr @ 1:15am 
love playing in this map,it's an amazing terrain for long range anti-ship and air operation.Can we expect for even bigger map in the future?
Musicales 5 Apr @ 8:36am 
@Crazzy:
I afraid "a fix" will be only "work around" for the walking problem. Hopefully the author will be both willing and able to fix the issue. He has already done a huge work with the map. Too bad if he can't make it to work.
CrazzyRunzz 5 Apr @ 3:48am 
I am also having the walking problem when i am on the server i get a stutter in my frames (like lag but my Fps is 40 ish). anybody know a work around?
leito198279 28 Mar @ 6:13am 
Bueno,lo iba a descargar pero veo los comentarios que tiene errores muy basicos como no poder caminar...a la espera de que eso se pueda solucionar,muchas ganas de meterle horas de edicion a esto,el sueño de tener buenas misiones aereas con buenos trayectos de vuelo,realistas...
Komaros 25 Mar @ 1:12pm 
Hello, can you add key to this mod? I have ported Liberation on this map but there is no key xD
Musicales 24 Mar @ 1:18pm 
This would be a great map, if just the walking issue could be fixed. I think author's decision to keep this map almost "empty" against some wishes is a positive decision. There are plenty of maps with more than large-enough villages and towns, most of them hard to get really "living" due the vast amount of houses etc.

While unrealistic, some kind of treeless summer tundra version in the future would probably make at least my day. And maybe even just a single and modest North-South road. Mission makers can put in everything else, basically.

But, the walking issue... Hopefully the author will be able to get this run properly. Maybe someone skilled could lend him a hand, if accepted.
Grand Moff Pitchkins 24 Feb @ 11:06am 
Hi, great map, thank you for your time spent making it, but I can only walk forward...Otherwise this would be one of the best. Thanks.
THE FLIGHT OFFICER 10 Feb @ 4:42pm 
The weird ground walking issue has not been fixed...
THE FLIGHT OFFICER 10 Feb @ 4:34pm 
Has the moving sideways issue been fixed? Try to walk straight and you'll go sideways. Same with vehicles.
Leo_666_1  [author] 7 Feb @ 7:18am 
@Kaiser the you have to change the month to a fall or a winter month to get dark nights. Arma simulates accurate sunrise and sunset times so in a map located far north the sun wont set during summer.
R0K0 6 Feb @ 6:44pm 
cant change the time to night, cant even walk properly on the ground, just a weird map overall, but i love the size, hopefully some stuff gets fixed
Leo_666_1  [author] 2 Feb @ 2:02am 
@Haruko I havent run into such problems and no one else has reported not being able to walk. Can you explain the issue in more detail?
Haruko 31 Jan @ 5:58pm 
you cant walk on the terrain not even on spawn carrier
Doc Holiday 28 Jan @ 3:42am 
Is there a way to add grid ident? so far everything i have seen will default to the first grid when using any sort of navigation
Patriot 27 Jan @ 2:33pm 
why is the map so bright man, i can barely play the map because everything is blinding
Tanksaawk 24 Jan @ 2:58pm 
Dude, this and Antistasi would be CRAZY
Leo_666_1  [author] 22 Jan @ 2:58pm 
@stulle_berlin I will add lights to the cities when i start working on improving them yeah. Im not sure if ill do any texture changes other than maybe fixing texture mismatches between the far away and close up textures in cities. I most likely wont fix that in the whole map because it would take forever :D
stulle_berlin 20 Jan @ 6:16am 
Excellent Map and great update! Two questions:
Are u adding some details to existing towns, like streetlights etc.?
is it possible to add snow-textures like on chernarus winter?
Leo_666_1  [author] 18 Jan @ 9:14am 
@Spartan 208 Im working on redoing all the runways. Update should be out this or next weekend along with a fix for oilrig ladders and some texture improvements.
Spartan 208 16 Jan @ 7:50pm 
Erm, why is it that the landing strips aren't recognized as valid runways by the AI and landing autopilot?
Papa Emeritus I 15 Jan @ 9:26pm 
Also something has to be done about that death at the top of the map haha. Anytime I zoom out and catch some of that in the map, my game basically locks up
Papa Emeritus I 15 Jan @ 8:43pm 
Just wanted to say this map is insane. I know the weird ground movement is known, but once that is fixed, I think this map will be absolutely perfect for realistic scenarios on the ground as well. Legit love flying like 100km to get somewhere, feels so legit! Great job man.
Jean-Maginot 13 Jan @ 2:57pm 
Antistasi with this map would be awesome
Leo_666_1  [author] 13 Jan @ 11:05am 
@THE FLIGHT OFFICER I tried to keep this map somewhat realistic with no major fictional map locations. I will propably expand and add more fictional research stations and oil drilling sites in the future.
THE FLIGHT OFFICER 13 Jan @ 10:13am 
This is a massive map! Just a bit more infrastructure would be nice. At least one airstrip and sea port on each island for those who like logistics and troop transport.
Leo_666_1  [author] 13 Jan @ 10:06am 
@Kahoot At the moment they are not configured for the AI. I will fix it in the future. You can use aircraft carriers for AI planes or spawn them ready in the air for now.
Kahoot 13 Jan @ 9:56am 
Are the airfields actually marked so for the AI? Every time I spawn them in they just taxi off in a random direction.