Arma 3
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Niakala
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Data Type: Mod
Mod Type: Terrain
File Size
Posted
Updated
527.830 MB
Apr 28, 2022 @ 8:06pm
May 12, 2022 @ 10:59am
4 Change Notes ( view )

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Niakala

Description
Niakala is a 10km (100km² apparently) semi-fictional African terrain based on geographical data from Angola.

About
A 10km terrain featuring savanna, woodland, jungle, and a river; along with 12+ villages/towns. Released slightly early due to high demand, but is fully playable. This terrain was designed with cooperation and the idea to easily flow and assimilate with Temppa's Kujari and IceBreakr's Chongo terrains. I saw a lacking of African oriented terrains that were new so I thought I'd contribute.

Features
Villages.
Large Towns.
Savannas.
Woodland.
Jungles.
General terrain area that is miscellaneous enough to be used for multiple purposes.
Custom lighting config.
Real geographical infromation such as the heightmap, gathered from QGIS with the assistance of Adanteh's Game Terrain plugin.

Known Issues
Foliage not all placed yet.
Villages (Mike's Place, and the eastern Cattle Ranch) not placed yet.
Air strip not configured in world config.
Might be a rogue tree or two on a road.

THIS TERRAIN IS NOT COMPATIBLE WITH LIGHTING ADDONS SUCH AS SPLENDID LIGHTING MODIFICATION OR ETC. "Map is extremely foggy, fog, fog, fog, etc"

Stats for Nerds
10km
Cell Size 2.5

Thanks & Notes
This list is going to leave a few important people out inevitably because I can't remember all of them all of the top off my head..

IceBreakr
Temppa
Opteryx
Bushlurker
Mondkalb
Adanteh
PMC & Associates
HorribleGoat
Ice
Arma 3 #terrain-makers channel
Everyone at Goonworks Co.
All testers
And anyone else I'm forgetting..

Additionally..
Internally this terrain is titled "Kalahari", and it will display as such in your mod folder. I renamed the terrain on the surface as to not confuse it with Kujari (Kalahari was picked based on the region I got the real world data from).

Future Plans
Custom sounds will be coming eventually.
Some additional polish with vegetation and clutter.
Proper airstrip configuration (when I can get around to it, it's hard to miss anyhow).
Suggestions are welcomed, but may not always be accepted or implemented. I'm just one person, so forgive me if I can't respond to them right away or execute them (lots of terrains in the works).
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199 Comments
Reefers Nov 15 @ 10:27pm 
I love the feel and performance of the map just too few MSR / ASR to run any sort of campaign on without massively leaning on choppers. Like a town with 7 story buildings only having a dirt track ingress feels a bit weird.
fredalot Oct 2 @ 11:06am 
Sematary reference
MANGO. Oct 1 @ 12:06am 
awesome map! :luv:
ANZACSAS Steven Aug 17 @ 2:33am 
MGSV?
jujurat  [author] Aug 16 @ 7:34pm 
what a thrill
ChickenMon Aug 16 @ 7:31pm 
totally using this for an MGSV inspired OP. Thank You!
jujurat  [author] Aug 8 @ 12:57pm 
Hi Steven, sure. I personally believed it came down to class inheritance structure in my config for this terrain, but feel free to experiment with a fix and let me know how it goes. I've added you back.
ANZACSAS Steven Aug 8 @ 5:42am 
Hi bud, I am working on a weather /sky mod for this terrain.I have noticed there is an error in the class overcast section.There are supposed to be 7 class entries but there are only 6.Also the order in which they are defined is a lil muddled due to Bis strange setup.I would say its the reason why other lighting weather mods are incompatible.I can post the classes to show ya if ya like.I have checked stratis and CAWorld and they are setup with the 7 classes.I have sent a friend request so we can talk m8.
jujurat  [author] Aug 5 @ 9:34am 
Make sure you have splendid lighting turned off..
Kolljak Aug 4 @ 11:34am 
would make for a great horror op.