#Copehill Down

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sacred canyon
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Copehill Down was one of my favourite maps to run trainings on in Arma 3, so I've taken it upon myself to make a new version from scratch for Reforger (and eventually A4). My version is about 9km^2, and makes use of a lot of the cool terrain building features Reforger offers. It's my first time making a full map so I expect it'll be pretty meh to begin with then get better as I refine it more.

It's very early days currently, and heavily WIP, but I intend to add sections for a few different drills:

  • Shooting range
  • Convoying route
  • FIBUA training & CQC via the main town
  • Grenades & explosives range (with a button to spawn and arm a demolition block for EOD training later on)
  • Movement drills (peeling & bounding, formations, etc)
  • AT range with some destroyed vehicles to help with ranging
  • A 'live fire' range somewhere removed from the main town to run FTXes in

Currently, not released to the Workshop, but once it is I'll update this post ๐Ÿ™‚

empty shoal
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Very cool! Looking forward to trying it!

sacred canyon
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got it looking very English lol

slow folio
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Looking forward
To this ๐Ÿ˜

sacred canyon
sacred canyon
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Some updates today ๐ŸŽ‰

Put some more work into Copedown itself, making a small factory area and filling some blank space with more urban buildings for FIBUA and forestry.

Updated the Navmeshes to fit this

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and here's a top-down view of the town itself far

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We also have plenty of patrollable forested areas for patrols & movements training, also good for teaching entrenching while in the line of fire

humble rivet
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Try get a LIDA map of your terrain and overlay it onto the world.
this will allow you to see literally every little dip, depression, and micro details in the terrain you wouldn't be able to identify from just a sat view.
LIDAR really helped me to make focus micro terrain.

My map being only 1x2km mean't I made up for it in other places, such as well detailed terrain and prop placement as an example.

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As a tip, I recommend doing "passes" on your map.
Don't get hung up trying to detail an area to much.
Go over areas and terrain in passes.
Each pass the idea is that you're gradually refining what's there, adding, removing, adjusting, new ideas, etc.

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I found this way allowed me to over time in at a steady pace, build up the map untill the whole terrain was through the first pass I'd say.
Then go back over the whole lot again, typically bit by bit.

sacred canyon
humble rivet
hazy vortex
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'cope' hill he he

lusty veldt
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Big up house 2. Copehill down is great. Is this based off the current real life version or just an inspired version of arma 3?

Also will the burger shack be included?

humble rivet
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Any updates?

slow folio
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Seconded