Arma 3
Gao
81 Comments
ODST_General  [author] 5 May @ 11:38pm 
I appreciate that, but work unfortunately ceased on this due to a packing error that has prevented me from putting out new builds.
cadewells1968 5 May @ 8:12pm 
not 4x4 shit sorry 2x2
cadewells1968 5 May @ 8:12pm 
been working on it for like a year now and this is actually one of my favorite maps ive played on i have most of your comps actually lol
cadewells1968 5 May @ 8:10pm 
i have a 4x4km city comp for halo if your interested... add to this beautiful baby :D
ODST_General  [author] 20 Oct, 2024 @ 11:32am 
(1/3)

Well I hesitate to call myself a map creator as I have only one uncompleted map. As for my favorite part, if you are talking about location that is a tough one to answer. Maybe the farm GEK did north of Jishi. That or the industrial area of the city maybe?

As far as growth, there is a number of things that helped me grow while I was working on the map. But I think changing how I approached making locations was by far the biggest one. Initially I would just throw down some roads and then place buildings around them and there is some areas where it still is like that in the map. Certainly the "bones" of the cities are like that.

But it isn't very realistic and you can certainly feel it while playing. Like if I throw a building next to a sidewalk or the roadway. It is playable, but in real life it isn't going to just be a building. People need to get there. If it is a business that means having parking nearby or some sort of indication of mass transit to get people there.
ODST_General  [author] 20 Oct, 2024 @ 11:31am 
(2/3)

It's a bit more challenging with something like this, where you can't just look at how people live now, but have to account what life 500 years in the future on an alien world would look like. Like if something like the Guta from Halo Reach was on Gao, there would probably be walls or electric fencing around the edge of a lot of the city to protect the homes and businesses out there.

If I were to go back and restart I would probably base it off of a real life location and use that as a guide for how I were to put down cities and locations. At the very least, I would have spent more time looking at the terrain and figuring out why someone would build in a location and how the location would influence how they build.
ODST_General  [author] 20 Oct, 2024 @ 11:31am 
(3/3)

Like with Campos, it is very long which doesn't really make much sense given the context of the map. It should expand out from the center. But if you were to do something like the Salt Lake City, UT area. In that context a longer city makes sense, because the mountain and water terrain limit expansion in two directions, which means the city doesn't evenly expand out in all directions.

Wilksford would probably be moved closer to the water, maybe feel more residential with houses aligned to look at the waterfront. Or otherwise maybe build up mining operations around some of the nearby caves, so its industrial look makes more sense as a place for processing and shipping those resources to the spaceport. Just adding a lot more links of inter-connectivity.
Abraxas 20 Oct, 2024 @ 5:12am 
What was your favorite part? What part helped you grow the most as a map creator? :^)
deltipili 12 Oct, 2024 @ 3:49am 
its sad that its not updated anymore
ODST_General  [author] 14 Jun, 2024 @ 10:40pm 
Missed the notification for your question somehow

Kind of a mixed answer, there was work I was still intending to do on it, and probably a fair bit more that needed to be done in terms of optimization and improvement. But I ran into some issues that prevented me from updating it. I have barely touched Arma this past year on top of that.

In other words work has ceased and I have no plans to continue as of right now.

I would probably say the map sits at a 6 or 7 in terms of completion state probably
sleeper 23 May, 2024 @ 5:33am 
on a scale from 1 to 10 how complete is this
ODST_General  [author] 25 Feb, 2024 @ 11:44am 
There was an update in the pipes with a number of big changes, but I ran into an issue where I could no longer get the map to pack, even with the existing build that is out in the public. I wasn't able to get the issue resolved, and unfortunately I have been unable to trouble shoot it because of some real life issues eating up a lot of my time.
Pelinal 25 Feb, 2024 @ 10:55am 
Any updates on that update? Map is mint honestly but knowing there was an update in the pipe a year ago that's still waiting has me hype.
Muzthag 15 Feb, 2023 @ 1:59am 
im not too familliar as just started doing map stuff myself, but ill DM you on discord and see if we can figure it out
ODST_General  [author] 14 Feb, 2023 @ 1:31pm 
I was unaware of that, I have an update to push for the map. But I have encountered an issue with PBOProject I have been unable to resolve and no one has been able to assist me with fixing. If I can get that resolved I will take a look and see if I can fix it.
Muzthag 14 Feb, 2023 @ 10:55am 
Hey dude, i was just wondering if you were aware if a lot of the rocks have no collision. i think its all the upscaled ones.
schecterDLX 31 May, 2022 @ 1:52pm 
Looks great so far! Loving the creativity and attention to detail you put into this. Very much looking forward to seeing the finished product!
ODST_General  [author] 14 Feb, 2022 @ 6:02pm 
Hey Unknown, I pushed an update that should have fixed the key as well as some other stuff. I had some really obscure issue that was preventing a new key from being created or the old one updated. This has been resolved and a new key was generated for the mod. If you encounter any further issues please let me know.

I did also discover some other issues as mentioned. Somehow I didn't notice that Optre resized the elevator base last year. So that's been partially corrected. It still needs some further tweaking to be really good. But its passable for now and a lot better then it was. I did also notice some other misaligned objects. But for the sake of the key I wanted to push this update right away.
unknown 13 Feb, 2022 @ 6:30am 
Great map! Any chance you could update the key? When I try and host this from a dedicated server it returns with signature mismatch. After a lot of troubleshooting I nailed it down to a bad key. Thanks!
ODST_General  [author] 22 Nov, 2021 @ 12:04am 
Much appreciated!
H34RTS 21 Nov, 2021 @ 7:41pm 
Easily one of the best OPTRE maps out there - Love the work gang.
ODST_General  [author] 23 Oct, 2021 @ 4:32pm 
Still a fair bit of work needed, but much appreciated!
John Helldiver 23 Oct, 2021 @ 2:46pm 
i love this already!!!
Abraxas 5 Oct, 2021 @ 3:09pm 
hope it turned out well :+)
Master Chief; John-117 2 Oct, 2021 @ 3:47pm 
ah i see, sorry i am so late. i have been procrastinating for a wile. so in that case i just wont post them, considering its most of the buildings in the city.
ODST_General  [author] 25 Sep, 2021 @ 12:19pm 
Well depending on the specific building, they may have been created by Potter or GEK. Personally I don't have any issue. But it depends on the building(s) specifically.
Master Chief; John-117 25 Sep, 2021 @ 10:41am 
do you mind if i post some of your building from the city in composition form? :steamhappy:
ODST_General  [author] 31 Jan, 2021 @ 9:52am 
New update to fix some missing items caused by Optre update, additional tweaks to airfield, and added dependency on First Contact in anticipation of additional assets being added to the map during the next update.
ODST_General  [author] 22 Jan, 2021 @ 6:16pm 
Its likely a result of some of the more recent additions courtesy of Potter and GEK which can be quite complex. What are your PCs specs?
RandomAsgardian 22 Jan, 2021 @ 5:15pm 
I've run into an issue where if I am viewing more than ~1/4th of the map, my frames drop below 10. Is there any way to resolve this?
ODST_General  [author] 15 Dec, 2020 @ 12:57pm 
Thanks, the Drake interior credit all has to go to potter on that one. Probably still a long ways from a full release, but its always improving and I am not sure if I will ever consider it truly done.
RogueBlazek 15 Dec, 2020 @ 8:14am 
This is a really impressive map. I like how you used the frigates interior for certain buildings. Can't wait to see what this map is gonna be like after beta!
ODST_General  [author] 13 Dec, 2020 @ 11:50pm 
<3
Vespade 13 Dec, 2020 @ 11:45pm 
Lovely additions, looking forward to seeing more.
ODST_General  [author] 19 Nov, 2020 @ 1:08pm 
Hey Potter, absolutely!
Potter [ExOps] 19 Nov, 2020 @ 2:41am 
Could I build some compositions and send them your way?
Fallworth 28 Feb, 2020 @ 1:07pm 
Understood, thank you very much for your response - and keep up the good work! o7
ODST_General  [author] 28 Feb, 2020 @ 7:11am 
There is not, I have been trying to tone them down. I will see if I can get it sorted this weekend and push an update.
Fallworth 26 Feb, 2020 @ 10:57pm 
An absolutely lovely map. With that said... is there any way to toggle the ambient jungle sounds off?
ODST_General  [author] 3 Nov, 2019 @ 7:11pm 
Right now I am planning to move and start a new job, so I cannot guarantee I will be supporting it any further. But I will say I am bothered by the maps incomplete state and the bugs I know of. So if I have the opportunity I will continue to support it as best I can.
Abraxas 3 Nov, 2019 @ 3:23pm 
I just found out about this and really hope this gets developed further. Since Nightrovizard made Madrigal I don't think it could not be in better hands. Since you are handing it off though does tath mean you're going to stop supporting it?
ODST_General  [author] 28 Oct, 2019 @ 4:41pm 
So I handed the files for the map over to Nightovizard for him to further develop if he gets the opportunity.
Atlas 28 Oct, 2019 @ 4:38pm 
Same lift error still... " Addon 'oga_gao_terrain' requires addon 'Land_VehicleLift_Tan_F'"
fyB_-=|AKA|=- 14 May, 2019 @ 7:03am 
The issue is caused by a classname being changed, most specifically 'Land_VehicleLift_Tan_F' , you need to delete the lift and place a new one back down and resave it
ODST_General  [author] 9 May, 2019 @ 7:51am 
Odd, especially given despite the error that addon is in there.
Lufian 9 May, 2019 @ 3:06am 
My server won't start because of that error message " Addon 'oga_gao_terrain' requires addon 'Land_VehicleLift_Tan_F'" which is a shame as I really want to use your map
ODST_General  [author] 31 Mar, 2019 @ 12:04pm 
I haven't figured out a fix for the error, but the lift its referring to is the base inside the city. Removing the lift would fix the error, but thats not really ideal since it works fine.
Brother Lao 31 Mar, 2019 @ 10:09am 
Warning Message: Addon 'oga_gao_terrain' requires addon 'Land_VehicleLift_Tan_F'
[S.C.] Raptoid 7 Feb, 2019 @ 9:04am 
Yea, I've been looking for a mod or something that decreases AI visibility in grass, especially prone or something. Temporary solution to play in the jungle is to remove grass but it takes away from the atmosphere. Maybe decrease the length some? I'm not sure. I've got that same error as everyone else but it's not a big deal. Other thing I can recommend is turning down the volume of the ambient bird and bug sounds in the map, they are quite loud, though I'm not sure but I think there could be an ingame setting to do that. Otherwise, nice work on the map I hope to see more development on it.
ODST_General  [author] 6 Feb, 2019 @ 6:56pm 
Akyrus, you should be able to click through despite it throwing back errors the mentioned items should still be showing up in game and working properly. Not really sure whats causing the errors so I haven't been able to resolve them.