Arma 3
676 ratings
Rosche, Germany
Data Type: Mod
Mod Type: Terrain
File Size
742.189 MB
Sep 30, 2018 @ 4:10pm
Nov 6, 2018 @ 11:15pm
5 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
- MBG Buildings 3 (Arma2 Legacy)

Known Issues:
- Pond objects have LOD issue at distance.
- AI will not properly follow taxiways after landing at the airfield.
- 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.

Arma Public License Share Alike (APL-SA)
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An_Erotic_Pickle Apr 15 @ 1:12pm 
Who ever put the dick in the flower bed in Mehre, I love you <3.
aao_7 Apr 10 @ 12:30pm 
Incredible map guys! Do you plan to do a winter version like Schwemlitz eventually?
Cpt.Anonymou5 Apr 2 @ 9:01pm 
This is an awesome map with exile! THANK you!
tourist Mar 31 @ 1:02pm 
@Ronin: not yet. Every new map has to be made compatible with ALIVE by ALIVE devs or ALIVE users. Very time comsuming process; I failed at it several times; so now I wait for someone who has more success. Feel free to try your hand at this "Map Indexing"
Ronin Mar 31 @ 11:17am 
Does this work with ALiVE?
Ridentus Mar 28 @ 6:10pm 
Incredible achievement, one of the best terrains out there. The object placement, foliage clutter, and just the attention to detail. Thank you for spending so many years making this, I kid you not, I load this map up to just drive about in a landrover when I need to chill.
Huwen Mar 24 @ 11:48am 
ah awesome, I assume by some towns removed or trimmed down you mean Uelzen correct? if not then that would be great to see on the terrain. Also Personally I would like to see a more detailed and in general better map of Celle just a recommendation not a demand.
WA Lancer  [author] Mar 24 @ 11:46am 
@Huwen Yes I plan on updating to a 1.2 version within the next month, replacing the pine trees with the newer CUP ones. And fixing anything else on my bug tracker on github.

At some point I'll be getting the buildings I've been modeling done. So far they don't look that great, I have to get better at texturing.
Huwen Mar 24 @ 11:41am 
Do you plan to update or expand this map at all?
Haggerty  [author] Mar 2 @ 9:10am 
The reason for the rail objects and AI pathing is due the fact that I added a geometry LOD to the rail objects. So the AI see it as a obstacle, with out a proper pathing LOD. I added the Geometry LOD so that vehicles could drive over the rail crossings without clipping through them to add immersion. If I knew more about the Path LOD I would incorporate it, but I don't have the know how or the time currently to learn. HAG_Objects is open source so if someone with the knowledge to fix it they can, and I would appreciate it greatly.