Arma 3
287 ratings
Diyala Map
Data Type: Mod
Mod Type: Terrain
File Size
834.641 MB
May 8, 2016 @ 10:06am
Oct 27, 2018 @ 12:26am
8 Change Notes ( view )

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Diyala Map

Diyala is a province in Iraq!
The province begins in the NW from Baghdad and extends to the Iranian border!


This location was very fought in the second Gulf War,and since 2007 there are always fights with the Islamic State of Iraq.

About the Map:

Size: 8,192 x 8,192 Km
Gridsize: 2048x2048
Cellsize: 4
Real Terraindata, Satimage, Roadnetwork, Elevationdata!
Satimage: 16384 x 16384px.
10 different groundsurfaces
8 km long River
irrigation canals
big Airport
some cities
many villages

520.000 Objects placed

Requirements: Cup TerrainCore
PLP Containers

Knowing issues:

on the river and pond objects you see in the light sometimes the borders between the objects.

you can swim in it, ride it and diving in it. Underwater view does not look good.

Bottomline Bug! (i hope BIS will fix it soon)

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[SHAME] TeckHybrid Feb 12 @ 7:54pm 
I'm finding that while I'm able to use ALiVE to spawn units on this map with no issues, the Civilian Placement module isn't working. If I take a full copy of everything I've placed on this map, onto any other map, the Civilians spawn correctly.

Using the debug on the Civilian Placement module, the areas in which they should be spawned are all marked appropriately. They just... dont.

Any thoughts? For the time being I'll make my Asymmetric force an Occupation one and play without Civs, but it'd be great if this could get addressed.
Hoplite Jan 23 @ 9:43am 
Lincolnlou Dec 29, 2018 @ 10:10pm 
Its a nice map but way to much clutter .... makes it run like shit when you have alot of scripts going
Plague Doctor Oct 31, 2018 @ 4:31pm 
I understand you don't want to amend the map but let's be honest, that canal does not fulfil any strategic role, not even when it comes to PvP. One can simply cross it with barefoot (!) so practically it is just a visual element. Does not add anything to the game apart from being a sight. If it was made "swimmable" then it would be different but as it is right now, it's more of a distraction, full of bugs.
CypeRevenge  [author] Oct 25, 2018 @ 8:03am 
strange @XenithZero dont know why...
@Plaque Doctor i know the Ai dont across the canal ,AI in A3are stupid, I remember that on Altis AI often did not even cross the originall A3 bridges. And delete the Canal only for the problem from the AI? sure NO. For PVP player the canal are strategic important.
XenithZero Oct 24, 2018 @ 5:55pm 
A friend of mine recently was unable to join the map due to an apex requirement, though none of the third party mods we use requires Apex. Any situation that has resulted in the map requiring Apex?
Plague Doctor Oct 20, 2018 @ 6:51am 
Machine Gun Kelly -I also stopped playing this map due to the exact same reason: the canal. AI units simply cannot go across this canal. And as you said, it's a pity as it's a fine map and I agree that the canal needs to be removed or made so that both swimming across it and crossing via bridges is possible. I am hoping it will be made possible soon.
[82DK] BenTheMan Oct 18, 2018 @ 2:08pm 
Hello Cype,

I am a huge fan of this map. Outstanding work on this one.
Unfortunately we encountered a bug, that the hitboxes of the palm trees are too big. People are reporting, that they can't hit anything when they shoot over/beside them. Can you look into that and release an update? We are switching maps now and I would love to have it back in our modset :)

Keep up the good work!
Machine Gun Kelly Oct 17, 2018 @ 10:18am 
@Plague Doctor - I am with you on that. That is the ONLY reason I do not play this map. AI can not use it. I am stuck only using a small part of the map. It aint worth it. It is sad is a VERY WELL DONE map...EXCEPT for the canal..which should either be elevated or REMOVED.
Plague Doctor Oct 13, 2018 @ 5:29am 
I noticed that AI units cannot cross the Irrigation Canal. Pretty annoying, losing a lot of time guiding them to the nearest bridge/crossing.