Longmoor

by TheLocalPub

3.0.0

Added:
- Underground tunnel system spanning the full length of the main urban area. This has been teased since the very first Longmoor release.
The tunnel network is significantly larger and more expansive than its real-world counterpart, taking creative liberties where appropriate. It features long, winding passages connecting key locations, including a water treatment facility, reservoir, and maintenance room.
The tunnel system is currently missing its intended lighting. Unfortunately, I encountered a lighting bug just as I was finishing this part of the update. Rather than delay the release—and with the 1.7 navmesh issue making Longmoor effectively unplayable—I decided to release the tunnels without their final lighting. For now, they use the global environmental lighting, making them noticeably brighter than intended. This will be corrected in a future update once the issue has been resolved.
I also wanted to add water to the tunnels, but due to engine limitations, while I can place water beneath the terrain and it works in 90% of situations, the surface textures when looking down do not exist due to there being no terrain underneath to render against. As a result, I have opted to hold off on adding water until I can figure this out.
- New vegetation around the camp and other locations, including ivy growing along older buildings.
- Surface-level water added to the animal troughs at a barn to help resolve the underwater audio bug experienced by some players.
- Various environmental improvements throughout the map, including additional decals, kerbs, vegetation to break up sight lines, terrain levelling, sidewalk alignment, cattle grids to fields, and small prop placements using assets introduced in the 1.7 update.

Fixed:
- Broken navmesh caused by the 1.7 update. This resolves the major issues that made the map effectively unplayable.
- A new Header.conf file for the GM_Longmoor mission, as I believe the previous file was not loading correctly.
- Oversized vegetation issues. Longmoor is known for its unusually large ferns, and I originally scaled certain vegetation to better recreate this appearance. Unfortunately, this also scaled the wind simulation values, causing the plants to sway unrealistically—often to the point of distorting the model mesh. Besides looking unnatural, this frequently gave players the impression they were seeing movement.

Removed:
- Outside Terrain Tool mod. Apparently, once the terrain is released, only the Outside Terrain Core mod is needed as a dependency. This reduces the overall number of dependencies required for Longmoor.

Adjusted:
- Extended some walls in areas to fill in empty space and make better use of the environment. These also provide better hard cover across larger open areas while still making logical sense in their placement.
- Ground textures in some areas to improve blending.
- A door on the compound so it no longer opens into the ground.
Game Version
1.7.0.54
Created
Tue, 07 Jul 2026 21:44:46 GMT
Last Modified
Tue, 07 Jul 2026 21:45:57 GMT

2.6.0

Fixed:
- GM mission now works (Was missing it's GUID)
- The red and blue checker missing texture along the trainline is now gone.
Game Version
1.6.0.119
Created
Tue, 17 Feb 2026 19:32:21 GMT
Last Modified
Tue, 17 Feb 2026 19:34:11 GMT

2.5.2

Fixed:
- An area of bushland had multiple overlapping bushlands causing it to basically be a jungle, no idea how this happened.
- Adjusted the door interaction position to the eastern FOB compound so you can actually open it without laying down.
- Moved the barbwire on the hescos near the same compound so you didn't accidentally get caught like I did recently.
- Adjust
Game Version
1.6.0.95
Created
Thu, 01 Jan 2026 22:19:20 GMT
Last Modified
Thu, 01 Jan 2026 22:21:10 GMT

2.5.1

FIxed:
- A doorway being to small to pass through in the camp.
Game Version
1.6.0.76
Created
Thu, 27 Nov 2025 18:35:35 GMT
Last Modified
Thu, 27 Nov 2025 18:37:27 GMT

2.5.0

Added:
- New Reforger 1.6 props placed around the whole map.
- A couple fences and walls to create a playing field and animal pens.
- New map markers such as the railway line, playing fields, towers, etc.

Fixed:
- Colourspace of some textures so now they appear in full colour and not dull.
- Sand texture looking super shiny in the rain.
- Road end and start placement. Roads should join into each other better and look neater on the map.
- Re-done walls around the map so they render on the 2D map - Although some are still not rendering? idky.. But it's still an improvement compared to none!

Changed:
- Vastly improved the 2D/in-game map by changing most trails/roads to a different texture (so no more dotted line hell from trails everywhere), reimported the satmap in correct colourspace so colours are vibrant and true, fixed a couple strange "scar" like features cutting through woodblocks/forests by re-rendering the map.
- Updated some walls to be destructible.
- Resized the out of bounds terrain from a large to small to save on file size and to be more fitting to the actual maps size.
- Placement of map text locations so they aren't as obsecured and also colouring so can been seen easier.
- Satmap texture blend and brightness adjusted to make the satmap texture look better on the terrain which also removes the odd looking "hay" grass texture in the sandpit.
- Lerp on vegetation so satmap blends better with ground vegetation. 
- Continued to blend surface textures more and more to create seamless terrain.
- Names of certain files in the backend to increase readability and consistency.

Removed:
- Delete driveable vehicles once placed on the terrain.

Footnote:
Longmoor is now +1 year old.
I felt like It was time to come back and polish it up abit, fix some outstanding issues, improve the overall quality.
At this point Longmoor is a finished product, it's had almost all that could be done to it finished.

There are still a few things I wish to do eventually, another major update.
If future updates come to this terrain, it'll be in the form of expanding the overall terrain size by another 1km in each direction, and also adding an underground tunnel system to the camp/town using a custom underground model.
This would require work of modelling, which would be my next adventure to learn if I wish to yet again improve the terrain.
Thank you to all who have downloaded so far.
Game Version
1.6.0.76
Created
Wed, 26 Nov 2025 19:46:05 GMT
Last Modified
Wed, 26 Nov 2025 19:47:34 GMT

2.0.0

Added: 
- Out of bounds terrain/debug land thanks to the new dev tool created by the team behind the Takistan map. Big thanks!
- Further prop details to the town and POIs around the map.
- Further detailed the woodblocks with embankments along the side of some dirt roads.
- Adding some cover objects such as rocks along long and exposed paths to help break sightlines slightly.

Fixed: 
- An odd looking dip in a road which was wrong.

Changed:
- Some objects to be editable by GMs so they can better design their training area within the town.
- Updated Navmesh and Longmoor AI world prefab.
Game Version
1.2.1.173
Created
Sat, 11 Jan 2025 17:40:09 GMT
Last Modified
Sat, 11 Jan 2025 17:42:44 GMT

1.2.0

Removed:
- AI_World from the terrain as it apperantly wasn't mean't to be in the terrain itself, but instead gamemodes and as such as causing issues.
It's still available for mission creation in the terrains prefab folder.
Game Version
1.2.0.124
Created
Wed, 27 Nov 2024 22:47:52 GMT
Last Modified
Wed, 27 Nov 2024 22:49:39 GMT

1.1.2

Added:
- Further prop details.

Fixed:
- Floating drain grill near caretakers house.
- A sandbag spawning in a building when it should be on the roof.
- 2x missing containers that didn't appear in a gamemode.
- Terrain clipping through a building in the main camp.


Changed:
- Better smoothed paved roads.
- Once again adjusted parllax affect on wider trails.
- Played with micro terrain within the town to better provide terrain cover with thing such as small sandy berms.
Game Version
1.2.0.124
Created
Mon, 28 Oct 2024 19:01:34 GMT
Last Modified
Mon, 28 Oct 2024 19:04:45 GMT

1.1.0

Version 1.1

Changed:
- Updated the easter egg to contain the names of map testers.
- Updated the "Longmoor GM" Scenrio details.
- Better blended some surface textures.
- Updated workshop description and tags.
- Updated sand texture to have less harsh shadows.

Removed:
- Removed an extra AIWorld enitiy from the wrong layer | No idea how that got there...
Game Version
1.2.0.124
Created
Fri, 25 Oct 2024 18:08:34 GMT
Last Modified
Fri, 25 Oct 2024 18:11:44 GMT

1.0.0

Version 1.0.0

Added:
- Union Jack/British flag.
- AIworld as a prefab so mission makers can simply place one each time.
- A few props here and there.

Fixed:
- In-game map not showing.
- A tree in the middle of the path.
- AT launcher spawning in a box.
- Disabled another box from use.
- Now the correct longitude + latitude.
- Crashed helicopter not having collision.

Changed:
- Game master mission renamed.
- Edited a rather bumpy road to the SE of the map to be smoother with a raised embankment.
- Updated surface texture to better blend satmap.
- Updated satmap to remove a few spots of colours that don't blend well.
- Updated the Parallax effect on the TrailGravel material so that the wide gravel paths don't suffer from odd parallaxing.

Removed:
- Ocean from edge of the map (Arma 3 style out of bounds style terrain coming soon, for now, don't fall of :)
Game Version
1.2.0.124
Created
Tue, 22 Oct 2024 18:00:50 GMT
Last Modified
Tue, 22 Oct 2024 18:03:33 GMT

0.1.1

Removed laser data.
Game Version
1.2.0.124
Created
Sun, 20 Oct 2024 19:09:48 GMT
Last Modified
Sun, 20 Oct 2024 19:13:00 GMT

0.1.0

Game Version
1.2.0.124
Created
Sun, 20 Oct 2024 18:41:44 GMT
Last Modified
Sun, 20 Oct 2024 18:44:55 GMT

Showing 1 to 12 of 12 results

Rows per page