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

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Rosche, Germany

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Description
WA Lancer and UnitedOperations.net 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.

Features:
- 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[www.google.com] - 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:
- REPORT ALL BUGS OR FEATURE REQUESTS HERE --> https://github.com/WALancer/Rosche
- 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 --> https://trello.com/b/AyXF9wMG/rosche

Credits:
- 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 UnitedOperations.net 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. --> https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial

Link to BI forum post:
- https://forums.bohemia.net/forums/topic/219592-rosche-germany/

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.
- https://drive.google.com/open?id=1mLvnUBcOlxc-PMJP95Acp6TNE_DOHGBo

Licence:
Arma Public License Share Alike (APL-SA) https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Popular Discussions View All (2)
3
Dec 26, 2019 @ 4:50pm
Version 1.2
Bloodshot
1
Dec 9, 2019 @ 3:03pm
Livonia Objects or Enviro Sounds ?
Smiley
< >
254 Comments
outwardpanicjoe May 15 @ 8:48pm 
WA Lancer  [author] May 2 @ 5:09pm 
Yeah its a pretty performance heavy map. The lag you may be experiencing is likely due to the number of objects on the map being rendered combined with other CPU intensive mods you may be running.

It is definitely not the outside terrain or the ocean rendered in the low ground of that terrain.
Arek May 2 @ 2:44pm 
Hey so my Arma Squad and i have noticed when making missions both in zeus and Eden it's is extremely laggy and we think the reason for it is the lakes and seas outside the map. Since there animated it is a performance drainer so if possible could you remove those lakes "Outside on the western side of the map"
JerkinMerkin Apr 28 @ 2:17am 
Nevermind, I was able to do it. Posted to ALiVE forms. Here's a link if anyone wants it for now.

https://drive.google.com/open?id=17MsAF3NADwtPwtbcclewqKi2xy1r1VEk
JerkinMerkin Apr 27 @ 11:36am 
Has anyone had any success indexing this map with ALiVE?
Haggerty  [author] Apr 19 @ 12:36am 
For all those concerned with the building in the river. No it is not meant to be there, it was reported to us when we first released V2. Lancer has been busy with school, and I’ve been busy at work/no longer have arma or its dev tools installed. Lancer will fix it when he gets the time to push another build.
nefterudovoz24 Apr 18 @ 11:29am 
Сыграл сегодня в эту миссию. Миссия прикольная за исключением того, что у связного нет рюкзака, а взрывные устройства у солдат охранения ПВО не срабатывают (они с таймерами, но таймер не запускается). Прошел миссию путем перебития охранения и выстрела с ПТР и ПЗРК по ПВО.
[FR]HunterHawks(Wolf) Apr 16 @ 4:01am 
Hello devs, it is normal the building in the river at 061 706 ?
Lt. Svyper Johnson [TEZ] Apr 16 @ 2:15am 
Great Map, thank you for that and your Work on this.
I just found something, where i think its not supposed to be there.
https://steamcommunity.com/sharedfiles/filedetails/?id=2062863630

There is a Factory Hall in the River at the big Harbour, north east off the Airfield.
I checked myself, if i accidentally placed it there. But its a map object. :)
26th | GDrag. Kurt Knispel Apr 15 @ 1:26pm 
getting this mod made it feel better