Arma 3
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Son Bridge
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Data Type: Mod
Mod Type: Terrain
File Size
Posted
5.500 MB
29 Oct, 2024 @ 11:13pm
1 Change Note ( view )

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Son Bridge

In 1 collection by MicrowaveFork
WW2 Terrains MicrowaveFork
6 items
Description
Son, Netherlands 1944

This is an interpretation of the Son Bridge north of Eindhoven set during Operation Market Garden September 1944

"Son was critical because the Son Bridge over the Wilhelmina Canal was a key objective for the 101st Airborne Division. The bridge needed to be secured to ensure the advance of ground forces, but German forces defending the area managed to destroy it just before the Allies arrived. This destruction forced the 101st to delay their progress while engineers constructed a temporary replacement bridge under fire. The delay had repercussions for the operation, as time was essential for maintaining the momentum of the advance."

Credits to the creators of the mods used to create this map and the mod makers of IFA3 AIO.

More to come
9 Comments
MM 16 Aug @ 4:00pm 
Needs Eindhoven now :)
FAIR DE WELL 21 Jan @ 3:38pm 
make ww1 maps
Koxy 30 Nov, 2024 @ 4:35am 
I have an issue, 3D editor works good, when i try to born as an player, i see only brown screen. After pressing esc or zeus control i can see enviorment again.
Cheezime 31 Oct, 2024 @ 12:19pm 
I'm sure you want to keep your dependencies low, but Forgotten Fronts actually includes some Dutch buildings and structures that might help better capture the feel. Nice historical map, nonetheless.
Brian Hates Games 30 Oct, 2024 @ 11:57pm 
first thing i have in mind is to change the roads from asphalt and concrete to cobblestone or herringbone town ones if possible
DickLouden 30 Oct, 2024 @ 4:24pm 
getting flashbacks from Close Combat already!
MicrowaveFork  [author] 30 Oct, 2024 @ 8:00am 
@Pathfinder Serza - there's a blend of historical accuracy, layout based on game play factor and personal preference

This is initially generated from modern Google Maps then I use a few tools to shape things and place objects - still tinkering with the process, although satisfied with my result

Google basically just provides hight maps which I can edit

Arma Realisitc Map Assets V2 dependency actually just generates stuff like grass, trees,rocks and roads in accordance to the Sat map (with some prompting) - the reason being that Texture IDs are locked to specific colors that are an algorithm which allows for a smoother process.

I'm learning as I go, although this was me being a bit creative for a few reasons - I wanted to test adding layers and assets in segments to reduce crashes and errors.

Thanks for trying it out - hope its of use to you either way. I will look into the resources you mention
Pathfinder Serza 30 Oct, 2024 @ 2:49am 
Uh, is this AI generated? Looks AI generated.

The Library of Congress has a beautiful set of historical maps, for your perusal, with Son being on the edge of the Oirschot and Helmond maps.

So far, it really looks like you got the layout of the settlements off Google maps, so I figure those maps would be of great use.
[SVD] Raio 29 Oct, 2024 @ 11:59pm 
Looks amazing:firewalk: