Arma 3
1,094 ratings
Rosche, Germany
Data Type: Mod
Mod Type: Terrain
File Size
977.053 MB
Sep 30, 2018 @ 4:10pm
Dec 9, 2019 @ 3:03pm
6 Change Notes ( view )

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Rosche, Germany

WA Lancer and present
Rosche, Germany

Rosche is a 236km2 terrain based on the area around the town of Rosche in Lower Saxony. Representing the flat, open plains of northern Germany, Rosche provides for a variety of gameplay from small-unit infantry firefights to large-scale combined arms warfare.

- 236 square kilometers of playable terrain (15x15 kilometers).
- 50+ hand placed, and highly detailed villages, towns, and industrial areas.
- ~95% of structures are enterable, for realistic urban fighting.
- Several inland waterways including streams, lakes, and canals.
- Airfield with 1500m runway.
- Large open areas ideal for armored and mechanized combat.
- Custom grass and crop objects that reduce the effects of de-rendering clutter at distance.
- Dense forests, ideal for intense infantry combat.

Technical Details:
- Grid size : 2048
- Cell size : 7.5
- Terrain size : 15360
- Texture layer : 30m
- Satellite image : 15360px
- 5 Surfaces + Normal Map
- Total objects : 4.1 Million with 1.6 Million of them hand placed.
- Development time : 2 years active development, 4 years of off and on concepting.
- Real world location : Rosche, Germany[] - Some towns have been removed or trimmed down for performance reasons or because they were too large to fit the scope of an arma terrain.

Required Addons/DLC:
- CUP Terrains - Core

Known Issues:
- Pond objects have LOD issue at distance.
- AI will not properly follow taxiways after landing at the airfield.
- Windows on two story row house will not break when shot. <-- I put 15 hours into trying to figure that one, I gave up.
- Further development of the terrain can be monitored here -->

- WA Lancer - Project lead, initial concept.
- ThePieSpy - Project assistant, 2D art, organization, object placement.
- Haggerty - Project assistant, enforcer, 2D/3D art (Hag_Objects), configs, organization, object placement, QA.

Object Placement
- Legion
- James27
- J.Clark
- J0zh94
- Cunnah
- RustyClutch
- Sharkk
- Znoop
- Falcon
- Blue
- Corax
- CathFawr
- Yugoslav

Special Thanks:
- Impulse 9 - For his support in providing a FTP, Server, and a community to make this project possible.
- Mondkalb - European building pack, advice, and support.
- Zumorc - Reference photos/video, object placement, Heightmap.
- Aphex - Advice and technical support.
- Wolfie - Heightmap
- Walsh - QA
- Silola - The X-CAM object placement tool. Without this tool, Rosche would not have been made.
- Zgmrvn - Surface Painter
- Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed.
- The entire community for providing an environment for developing, play-testing, and supporting this terrain.
- If you wish to go out and make your own terrain please follow this guide on the PMC wiki. -->

Link to BI forum post:

Link to google drive of Rosche Source: I will not help you figure out how to use terrain builder. If you think there is an error in the files, post a bug report on the rosche git hub tracker.
- Newer version with buildings

Arma Public License Share Alike (APL-SA)
Popular Discussions View All (2)
Dec 26, 2019 @ 4:50pm
Version 1.2
Dec 9, 2019 @ 3:03pm
Livonia Objects or Enviro Sounds ?
< >
Force Junkie Jun 4 @ 4:13pm 
Is this map on A3 launcher?
Owl May 2 @ 11:25am 
I think what sucks is that the ai goes stupid when trrying to cross the bridges across the water
Haggerty  [author] Apr 29 @ 1:45am 
@scorpion go for it.
Scorpion[SxR] Apr 29 @ 12:42am 
Hello, it's to know if we could use your card to life RP ?


Haggerty  [author] Apr 12 @ 2:12am 
@sputnik the geometry boxes for the wheat and the corn are slightly different if i remember correctly. We ended up rotating the wheat fields which caused some issues with the AI and the geometry hit box for them. Where as the corn was not rotated randomly. I don't have access to the P3Ds to the Hag objects any more as I've been busy with real life. Im sure some one smarter than me can easily figure it out.Everything should be open source if not I can dig into my source files and send them to you if i have them.
Sputnik Monroe Apr 10 @ 2:06pm 
About the Wheat, I notice that infantry will run through the tall corn fields (or is it maize?) I wonder if something about the way the corn is configured differently could be found by comparison and implemented on the wheat.

It's one of the best looking maps in ARMA III it really is. I'm going to see if I can find some one who can (and has the time) to try and make these fixes.
WA Lancer  [author] Apr 10 @ 2:32am 
@Sputnik Monroe yes, if you want to fix it go ahead. AI bridge, is a hit or miss on fixing, runway taxi thing idk never could figure it out, i think i spent 30 hours trying to make the second story window break and I gave up, You can not have the AI walk through the grass and have vehicles run it over, the building in the canal is a big whoops my bad easy fix if i still had the tools installed.
Sputnik Monroe Apr 10 @ 2:04am 
@Haggerty you mentioned...

"We had originally planned on making a winter version of the map, but due to our busy personal lives we are no longer able to dedicate the time required to take on such a venture. The map is open source, so anyone who wishes to make a winter version is welcome to do it."

If someone could be found to fix the last few bugs, like the AI uncrossable bridge, runway taxi problem, second story windows not breaking on the one house, infantry refusal to walk through tall grain, and the building in the canal, would it be OK for them to do that?
Smiley Mar 30 @ 10:05am 
love this terrain, I wonder if there will be a winter version? :)
disabled dan Mar 30 @ 8:17am 
gut gemacht