Arma 3
156 ratings
Distrikt 41 - Ruegen
Data Type: Mod
Mod Type: Terrain
File Size
1,339.313 MB
Jan 5, 2017 @ 8:41am
Nov 17, 2019 @ 9:10am
93 Change Notes ( view )

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Distrikt 41 - Ruegen

In 3 collections by Cosmo
Ruegen Exile Testserver
12 items
D41_Ruegen - RHS_CTI
13 items
DMW Epoch Ruegen
12 items
District 41 - Ruegen
Version 1.04
Last update: 17.11.2019

b]About the original location and the inspiration for this map:[/b]
Rügen is Germany's largest island in terms of land mass. It is located on the Pomeranian coast in the Baltic Sea and belongs to the state of Mecklenburg-West Pomerania. It is a very popular tourist destination because of its recreational offers, the varied landscape, the long sandy beaches and the famous chalk cliffs. The island has a long eventful history and was the focus of many military projects in World War II and later, such as Prora and the planned, never built naval port for submarines.

b]The mod version:[/b]
Since this mod card has only about 1/15 of the original map section, there are many differences and adjustments in terms of playability. The original map was used here only as an inspiration for the places, streets and landscape. D41_Rügen plays in the near future and was built as a place where prisoners were shipped to resocialization, far away from the normal population (hence the high walls at the edge of the map).
I had the intention to create a versatile map in the European setting, which offers both many bottlenecks for conflicts, as well as cities and places which can be interesting for various missions. Life projects and survival mods should also get their money's worth. I have also tried to give boats a sense again on this map by adding many passageways and shortcuts that can make the sea route more attractive than driving a car.

Many other maps were either too big, too empty or you could get from A to B too easily. Also the focus on infantry battles was important to me, so the landscape is a bit smaller but more versatile and hopefully feels big anyway, because you can't get from one end to the other.

The areas change from civilized areas in the southwest to tourist areas in the east to abandoned and destroyed areas in the north of the map. There have obviously been some battles here (you might even consider if that was zombies, rebelling prisoners or whatever). If you want more dirt, wrecks etc you can find it in the "Scorched" version which is also included in the mod.

Facts about the map:
Mapsize: 16.384m x 16.384m
Gridsize: 4096 cells
Cellsize: 4m
SatMask: 16.384x16.384
Number of objects: 542,018
Original size of the pattern: approx. 65km x 65km
Important classnames:
  • Vanilla Map: d41_ruegen
  • Scorched Version: d41_ruegen_scorched

Special things on the map:
  • 3 Airports/runways
    *]many passages and abbreviations for boats (in some cases even faster than driving a car)
  • Flood/Ebbe system with a water difference of 3m. (Lowest water level at noon, highest at midnight) This makes some transitions passable for cars or boats alternately, depending on the time of day.
  • Various hidden caves and cellars
    Some military and rebel posts (police barracks Parow, military airport in the north) spread across the map
  • 2 castle ruins
  • 1 motorway/main road that runs almost through the whole island for fast journeys (but with boundary limits so you don't get off-road everywhere)
  • Dense forests with bushes etc. to make life and combat easier and more interesting for infantry.
  • Second version of the map "Scorched" included in the mod (about 90Mb more) for survival missions in a more destroyed environment.

b] Screenshots of the map and the development process:[/b]
until 27.04.18:
from 27.04.2018:

The preview video was made by Multisasch. Thanks for the great shots! Click here for his Youtube channel (German): Multisasch - Arma 3 Gameplays & more

Known problems:
  • PLEASE REPORT ALL BUGS HERE: Dead Men Walking / D41-Discord[]
  • Inland lakes can have display problems at great distances
  • AI will have problems with some bridges and constructions (e.g. prison island)
  • A few places are still in development and will follow (e.g. "Reinberg" in the south of the map)

Helpful stuff:
Ingame map including place names[]
For A2 houses I suggest this mod (just load it along):


If you like the card and want to support this 2 years solo work on the project or just say thank you, I am happy about every donation. Please note: It's a donation and that's all. There are no quid pro quo or anything like that.

This map/mod should not be uploaded anywhere without permission (except for private use) (This is especially true for @armaholic and @moddb!).

h1]Additional information:
It is not allowed to upload this mod to Steam. This may only be done by the original copyright holder:Cosmo.
In English: You may NOT upload this mod, reupload it or upload it packed together with other mods to the SteamWorkshop! (Just read the SteamLicense 6D steam licenses 6D)[/h1] yourself.
Do yourself and other players a favor and create a mod collection. This makes it easier for everyone, is allowed and keeps mods up to date.

Special Thanks:
  • Silola - The X-CAM object placement tool. Without this tool, it would have taken more than "just" two years.
  • Zgmrvn - Surface Painter
  • A3-Terrain Builder Discord[] - Answering questions, providing knowledge and advice, without them this terrain would not have been completed.
  • PMC Editing Wiki[] for all those great guides around terrain creation
  • CUP-Team for its great mod
  • HAG Objects from WA Lancer for his open sourcefiles for plants and citysigns

< >
Cosmo  [author] Dec 28, 2021 @ 10:29pm 
Hi Mallekip, thank you very much for the positive feedback after all this time :)
I am not sure how to change the sounds, but it might be worth to have a look here:

Just looked up my old configs and all relevant info should be in the class "EnvSounds" within the d41_ruegen_config - files. I suppose a missionfile should do that calls these classes and adds a "volumeFactor = "0.2"; " or something for all subclasses.

I have to admit, that it now has been several years without touching A3 at all. So i am not quite sure about the details, but googleing for "EnvSounds" gives a lot of results.
Mallekip Dec 28, 2021 @ 3:26pm 
Not many maps that make use of the sea, and this is definitely one. Also, natural looking subtle terrain dips and heights in a 16x16km size should always be mentioned!

I have a personal thing, that I'll frame as a question: If I wanted to create my own config mod that decreases the (frequency of) ambient bird sounds, what parameter would I have to change?
Cosmo  [author] Nov 2, 2021 @ 12:26pm 
Thanks, yep this is completely my own work. Took me about 1.5 years to do, but i have stopped playing A3 since a while. Still waiting for A4 announcments until i will (maybe) try another map as its a fricking huge load of work...
JediSith1981 Nov 2, 2021 @ 11:20am 
@Cosmo, I see this was from years ago but is this seriously your only map?

I love this and want more; nice layout, terrain, love the style
Cosmo  [author] Nov 2, 2021 @ 1:26am 
Thank you very much :steamhappy:
Huldrych Nov 1, 2021 @ 7:55pm 
JediSith1981 Oct 13, 2021 @ 9:49pm 
Love this place !!

I made a Dynamic Recon Ops for it ;-)
Cosmo  [author] Aug 19, 2021 @ 11:35pm 
That should work if you save your doings in the mission files. You can transfer them to the other version by renaming the mission files themselves (and in textfiles if i remember correctly). Its just a change of classnames for the mapnames.
JediSith1981 Aug 19, 2021 @ 3:11pm 
Greets! Love the map!!

I started creating a mission on the normal terrain. Is there a way I can migrate what I've already done in to the "scorched" version or do I need to start from scratch? Thanks in advance!
Cosmo  [author] Aug 14, 2021 @ 10:49am 
No thats not an issue, thats intended. The scorched version is just a copy containing some more objects like wracks and destruction markers etc. on the streets. Some camps, heli crashsides etc.
That version was included for zombie mods like Exile, Epoch etc.