Arma 3
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Lingor/Dingor Island
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Data Type: Mod
Mod Type: Terrain
File Size
Posted
Updated
743.382 MB
Jul 6, 2016 @ 2:36am
Dec 9, 2018 @ 4:47am
16 Change Notes ( view )

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Lingor/Dingor Island

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Description
Lingor & Dingor Island
Version: 3.9.5

This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world.

Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations.
Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy.

We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective.

Required addon: CUP Terrains Core.
Popular Discussions View All (4)
4
Jan 2, 2019 @ 6:13pm
Little Question
PolarBear
3
Sep 12, 2019 @ 6:25am
ALiVE?
incorrect_syntax.sqf
2
Oct 2, 2016 @ 2:25pm
RPG Lingor Life
Louis La Roshelle
< >
357 Comments
IceBreakr  [author] May 1 @ 12:26pm 
Connected with Alive. I need to update Lingor, but I lost the solution on how to fix the "dupe ruins" bug in lingor_objects. Anyone?
Daily Meme May 1 @ 3:26am 
Hi,
I've been receiving the error message
"No Entry Bin/config.bin/CfgWorlds/lingor3.gridNumbersOverLines'."

I had a look through the conifg in game and no surprise i couldn't find an entry. It doesn't seem to break anything but just pops up everytime i load the terrain.
Gemes TV Apr 15 @ 8:54pm 
Good cards! What if you make all the cards in one mod? Ie a kit?
IceBreakr  [author] Apr 7 @ 6:37pm 
I still have it in A2, don't have time to figure out new A3 settings for vehicles ;)
SuperSleeQ Apr 4 @ 11:05pm 
question. where can i find that APC!
TheOddyTwin Apr 2 @ 9:27am 
Yeah, I forgot I commented here. We aren't sure what happened, for some reason some of our guys were getting weird errors about loading Contact DLC. Whatever caused it isn't interfering anymore
IceBreakr  [author] Mar 31 @ 12:00pm 
TheOddyTwin: nope
Johnson: my Lingor objects are breaking the destroyed models, I got a solution from one guy but cannot find it :/
TheOddyTwin Mar 30 @ 3:09pm 
Does the map require the Contact DLC?
Johnson Mar 29 @ 6:22pm 
@icebreakr ace is breaking your map?
Graymel Mar 21 @ 10:55am 
Hey I was testing the map out and the bug where if the mod is loaded, the new DLC buildings will not be properly destroyed. Basically if the building gets "destroyed" the model will stay and the destroyed model will appear under it, causing overlap. I noticed diwako a couple comments back mentioned the same issue, is it possible to fix this? It only appears to be present with Lingor/Dingor, all your other maps work great!