Aleppo test
by rpolly1
0.27.0
0.27.0 - collapsing houses - 1,268 houses now collapse into ruins under heavy fire: every house within about 250 m of a battle area, plus a scattered few across the rest of the city. - They are Takistan-style houses from ArmaTerrainCore (HouseK and HouseL), each matched to the size of the house it replaces, so streets and blocks are unchanged. The Takistan houses that did not collapse in testing were left out. - The Middle East Structures doors-and-windows houses at Hanano and the objectives were replaced too, since they could not collapse. - Wall test yard south of Hanano kept for testing. - No terrain changes.
- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 07:43:41 GMT
- Last Modified
- Fri, 16 Oct 2026 07:45:58 GMT
0.26.0
0.26.0 - map and place names - In-game map added, drawn from the actual city: roads, buildings, river, trenches, airport. - Place names on the map and in Game Master: 11 districts (Old City, East/West/South Aleppo, Sheikh Maqsoud, Ramouseh, Handarat, Layramoun, Tal Hasel, Khan Tuman, Sheikh Najjar Industrial) plus 26 battle areas and landmarks. - Procedural Combat uses map place names as its battle areas, so fights start on real, built-up spots. - Six battle areas moved onto what is actually built: Artillery Academy, Castello Road checkpoint, Handarat Camp, airport terminal, North Bridge, Bustan al-Qasr Crossing. - Destruction managers moved into the base world.
- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 07:07:41 GMT
- Last Modified
- Fri, 16 Oct 2026 07:09:44 GMT
0.25.1
0.25.1 - destruction fixed - Walls and buildings can now take blast damage. The map was missing the game's two destruction managers, so nothing could break. Concrete, brick and stone walls now crack and fall apart, and base-game sheds collapse into ruins. - Houses with doors and windows (Hanano zone and next to every objective) use the same setup as other Middle East maps. - Wall test yard south of Hanano kept for testing. - No terrain changes.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 16:43:16 GMT
- Last Modified
- Thu, 15 Oct 2026 16:45:10 GMT
0.25.0
0.25.0 - destruction test build - Hanano is now a destructible battle zone: every standing house within about 230 m of Hanano and Hanano Barracks is a full building with doors and windows (83 converted, 206 full buildings map-wide). - Wall test yard 120 m south of Hanano: four rows of walls side by side (north to south): concrete as plain object, concrete as destructible, old brick wall, stone wall, plus a small grey shed as a vanilla control. - No terrain changes; everything else as 0.24.1.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 13:27:11 GMT
- Last Modified
- Thu, 15 Oct 2026 13:29:17 GMT
0.24.1
0.24.1 - Trench fix + fewer sidewalks - Trenches rebuilt: the ground is now cut only under the trench itself, so there are no more wide dug troughs beside the parapets. Pieces sit lower (parapet about 0.3 m above the ground, floor about 1.9 m down). - Trench pieces overlap at every bend, so zigzags and communication trenches no longer have open joints. - Sidewalk slabs kept only in the dense core of each district (and the Old City): about 14,700 instead of 24,000. - Total objects now about 56,800 (was 66,000 in 0.24.0 and 91,000 in 0.23.0).
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 13:05:45 GMT
- Last Modified
- Thu, 15 Oct 2026 13:07:44 GMT
0.24.0
0.24.0 - Performance + outskirts pulled in - Performance: objects cut from ~91k to ~66k (8 m sidewalk slabs, less kerb junk and wrecks), smoke and fire cut to ~40%, and the world scene tree now covers the whole map (it was lumping ~57,000 objects into one cell). - Trench network moved into the farmland just north-west of the city and up to the north edge of East Aleppo; Handarat camp moved with it. - 90% of trenches cut into the ground; 90% of craters dug deep. - Barbed wire turned to run along the lines, with a gap every 15-20 ft. - Pipes rebuilt as a joined pipeline from the refinery down the city edge to the industrial yards and airport fuel farm, some sections blown. No pipes in no-man's land. - Refinery moved to the north-east edge of the city. - Airport 100 m west, Sheikh Najjar 170 m west, academy and cement works moved up next to the South district.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 12:15:35 GMT
- Last Modified
- Thu, 15 Oct 2026 12:17:29 GMT
0.23.0
0.23.0 - Front line rebuild + new assets - North front rebuilt with GM Trenches on both sides: zigzag fire trenches, communication trenches, broken support lines, forward listening posts. - Bunkers, MG nests and HESCO posts spread through the depth, 45 m+ apart. - No-man's land: two wire belts, wire walls, coils, hedgehogs, barricades, junk piles, half-buried culvert pipes and hundreds of MMH craters. - Trench positions added at the airport, artillery academy, Ramouseh and Castello checkpoints. - Olive trees thinned and spread out. - Fortified Ruins in farmsteads, Handarat camp and the district fringes, replacing repeated house shells. - NajdPetro refinery east of Tal Hasel; tank and sphere yards in Sheikh Najjar. - Concrete pipe stock in industrial yards; craters across open ground. - New dependencies: GM Trenches, Fortified Ruins, NajdPetro, Moduler Sewer Pipes, MMH's Craters, Placeable Craters.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 11:05:14 GMT
- Last Modified
- Thu, 15 Oct 2026 11:06:51 GMT
0.22.0
0.22.0 - North belt - Mallah / Layramoun farms west of the Castello Road: dirt farm tracks, ~40 olive groves (~3,900 trees), walled farmsteads with houses and sheds, some ruined. - Front line across the farms and the Handarat plateau: dug zigzag trenches, earth berms, MG nests in the berm gaps, bunkers, sandbags and knife-rest wire. Lighter enemy berm line to the north. - No-man's land with shell craters and knocked-out tanks, BMPs and trucks. - Handarat camp: dense, mostly destroyed block of houses between the lines. - Castello Road supply route: burnt trucks on the shoulders and two checkpoints with sandbag chicanes, MGs, bunkers, wire and berms. - Handarat supply tracks behind the line linked to East Aleppo.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 09:03:03 GMT
- Last Modified
- Thu, 15 Oct 2026 09:05:31 GMT
0.21.0
0.21.0 - South belt + airport upgrades - Military academy (artillery college) east of the Damascus highway: walled compound, barracks rows, HQ, vehicle sheds, parade ground with wrecked guns and armour, guarded gate - Cement works on the Damascus highway: walled yard with factory hall, concrete plants, silos, boiler house - Damascus highway south of the city: burnt-out convoy and a sandbag checkpoint - Airport: runway shortened to 1.35 km, new intact control tower beside the gutted one, walled fuel farm, wall closing off the military side, guarded gate with MG nests, wire across the runway ends
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 08:14:52 GMT
- Last Modified
- Thu, 15 Oct 2026 08:16:41 GMT
0.20.0
0.20.0 - East belt: airport + industrial city - Aleppo International Airport / Nayrab air base on the east edge: 1.75 km runway, parallel taxiway and links, apron, gutted control tower, terminal blocks, maintenance hangars (two destroyed), fuel farm - Military side: six hardened aircraft shelters facing the taxiway, barracks, bunkers at the runway ends, approach radar, windsocks, runway lights (some smashed) - Wrecked Mi-8 helicopters and knocked-out armour around the field; concrete perimeter wall with a gate on Airport Road - Sheikh Najjar industrial city between Hanano Road and the airport: new street grid, 28 walled yards with factories, warehouses, boiler house, power plant, concrete works, silos and fuel tanks, about half of them destroyed
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 07:29:50 GMT
- Last Modified
- Thu, 15 Oct 2026 07:31:44 GMT
0.19.3
0.19.3 - Ramouseh checkpoint - The two bunkers and MG nests inside the citadel that faced the curtain wall are gone - A bunker and MG nest now hold the Ring Road / Ramouseh Road / University Avenue junction, covering the road south toward Ramouseh
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 06:26:50 GMT
- Last Modified
- Thu, 15 Oct 2026 06:29:12 GMT
0.19.2
0.19.2 - Citadel finish + city-wide ground sweep - Citadel: gateway cleared and widened so the bridge runs straight in; bridge ends now sit on earth abutments (no gap under the ends) - Citadel: sandbag nests moved to cover the sunken lane and the plaza; three new ancient ruins inside (palace hall, hall of columns, stone houses) - Sidewalks: slabs no longer float over slopes and humps (4,300 fixed), too-steep spots left bare - Compound walls sit on the ground on slopes; walls running into buildings removed - Every building now stands on its own level pad (no hanging corners on hills) - Hillside streets get concrete retaining walls along the banks
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 05:02:34 GMT
- Last Modified
- Thu, 15 Oct 2026 05:04:25 GMT
0.19.1
0.19.1 - Citadel gate polish - The way up from the bridge is now one even 17 degree climb: the floor inside the gate block and the sunken lane to the plateau match the bridge gradient (the ramp inside the gate was 23 degrees) - Wrecks on sideways slopes sit down on the low side so no wheel hangs in the air
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 18:03:04 GMT
- Last Modified
- Wed, 14 Oct 2026 18:05:35 GMT
0.19.0
0.19.0 - The Citadel + fixes - Citadel rebuilt: oval plateau, steep glacis, dry moat, curtain wall with 16 towers and two breaches, isolated northern tower - Entrance like the real one: barbican at the foot, a narrow 5-arch stone bridge on piers rising gently (17 deg) over the moat to a twin-tower gate block half way up the glacis; a ramp and sunken lane lead on to the plateau - Barbican and gate passages open (walls no longer block the doorways) - Fortifications no longer clip through walls or buildings - Roads: dead-end stubs trimmed, broken streets joined - Smoke only rises from rubble heaps, burning buildings or burnt cars; no open-air fires - Wrecks sit on the ground: per-model height measured, tilted to the road slope
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 16:43:37 GMT
- Last Modified
- Wed, 14 Oct 2026 16:47:32 GMT
0.18.0
0.18.0 - Defensive lines and performance - 55 strongpoints at junctions around the battle areas: MG nests and sandbag bunkers on the corners firing down the approach road, a sandbag wall across the road, and a knife-rest wire belt with hedgehogs further out to stop an advance. Side streets into each position are wired off. - Lone MG nests covering long straight streets in the fought-over districts. - Fewer burnt-out wrecks (about 60% kept), much less kerb junk, and only a few street lamps scattered through the main districts, to bring FPS back up.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 10:46:03 GMT
- Last Modified
- Wed, 14 Oct 2026 10:47:53 GMT
0.17.0
0.17.0 - War-torn streets - About 2,600 burnt-out vehicle wrecks: civilian cars, vans, jeeps and trucks, plus knocked-out armour on the main roads. Many slewed across lanes, heaviest in East Aleppo, the South and the Old City. - Junk and rubble along the kerbs: brick piles, junk heaps, mattresses, planks, tyres and litter, plus rubble spilling off collapsed buildings into the streets. - Front-line positions near the battle areas: sandbag barricades across side streets, corner bunkers and HESCO chicanes on the main roads. - Battered street lamps on the main roads (some knocked over or missing), skips and vehicle scrap, a run-down souk.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 10:14:55 GMT
- Last Modified
- Wed, 14 Oct 2026 10:16:41 GMT
0.16.0
0.16.0 - New stone arch bridges (Al Hadra style), wider than the road; roads now run straight onto the bridge decks with no gaps. River channel deepened so the arches show. - Roads around the bridges eased smoothly onto them: no more stair-steps or offsets. - Great Mosque now sits in a walled compound (arcade walls, four gates, minaret) lined up with the surrounding streets. - Dirt roads on the outskirts (Tal Hasel, Khan Tuman and sparse fringe streets). - Sidewalks no longer run past road ends or onto the asphalt; fewer sidewalks outside the core. - About 18,000 fewer objects for better performance.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 09:37:28 GMT
- Last Modified
- Wed, 14 Oct 2026 09:39:24 GMT
0.15.0
0.15.0 - Landmarks, bridges, fires. - Ramouseh industrial zone: factory halls, warehouses, boiler houses with smoking chimneys, concrete plant, silos, fuel tanks. - Ramouseh Power Station: diesel power plants, transformers, fuel tanks. - Great Mosque and souk stalls in the Old City; 26 neighbourhood mosques with minarets. - Hospitals, police stations, fuel stations, workshops, water towers, masts, cranes. - All landmarks placed from exact measurements to fit their lots. - Bridges rebuilt: one straight bridge per crossing, roads meet the deck level and aligned. - Fires only inside buildings or ruins, none in open lots. Collapsed lots get spread debris.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 06:46:29 GMT
- Last Modified
- Wed, 14 Oct 2026 06:48:24 GMT
0.14.0
0.14.0 - Full city rebuild. - Every district rebuilt block by block on the new road plan: West Aleppo, Old City, East Aleppo, South, Sheikh Maqsoud, Ramouseh, Tal Hasel, Khan Tuman. - Each district has its own building mix and damage level; East Aleppo and South are hit hardest. - Sidewalks and compound walls citywide. Citadel left open. - Tower blocks and offices mixed into the dense areas. - 6 bridges over the river. - Enterable buildings around every battle area. - Smoke from ruins, fires burning inside buildings behind windows, and fires in street-level ruins.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 05:28:23 GMT
- Last Modified
- Wed, 14 Oct 2026 05:30:21 GMT
0.13.0
0.13.0 - City rebuild, West Aleppo first. - New road plan: straight district grids with avenues and junctions. - West Aleppo rebuilt block by block: buildings at real footprint sizes, square to the street, no buildings on roads. - Sidewalks along every street, compound walls between buildings. - Ground flattened under each building. - Other districts are empty in this build while they are rebuilt. - Smoke and fire not in this build yet.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 04:17:34 GMT
- Last Modified
- Wed, 14 Oct 2026 04:19:51 GMT
0.12.0
City rebuilt from the ground up: streets are laid out first and buildings now line both sides of them, so every district reads as real city blocks. New bridges span the whole river cut with the roads running straight onto them, and the ground is leveled under every building and road.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 16:22:44 GMT
- Last Modified
- Tue, 13 Oct 2026 16:24:52 GMT
0.11.0
City streets: about 250 streets laid out in grids through the Old City, East and West Aleppo, the south, Sheikh Maqsoud and Ramouseh. Main roads join up at junctions, longer bridges over the Queiq. Fires now rage inside burning buildings and in collapsed ruins at street level, with heavy smoke.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 15:09:07 GMT
- Last Modified
- Tue, 13 Oct 2026 15:10:33 GMT
0.10.0
Roads and bridges: 15 roads including the ring road, Castello Road, the airport road and the roads out to Ramouseh and Damascus, with concrete bridges at six Queiq River crossings. More smoke and fire in the dense districts, rising from collapsed buildings and burning rooftops.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 14:41:09 GMT
- Last Modified
- Tue, 13 Oct 2026 14:42:24 GMT
0.9.0
Skyline and atmosphere: about 20 tall apartment and office towers in the dense districts, some left as bombed-out concrete skeletons on the front line, plus about 55 smoke plumes and small fires scattered across the ruins. Now requires Arma Terrain Core for the towers.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 14:13:13 GMT
- Last Modified
- Tue, 13 Oct 2026 14:14:52 GMT
0.8.0
Fully detailed buildings with doors and windows now stand at 21 of the 30 battle areas across the city, not just the Old City, so most fights have rooms to clear. Bridges, crossings and roundabouts stay open ground.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 14:02:35 GMT
- Last Modified
- Tue, 13 Oct 2026 14:04:05 GMT
0.7.0
Denser city: about 2,000 more buildings fill the gaps between streets. West Aleppo, the Old City objectives and a few surviving blocks stay standing for tight urban fighting, while East Aleppo and the southern front line are mostly collapsed ruins and rubble.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 13:36:27 GMT
- Last Modified
- Tue, 13 Oct 2026 13:38:06 GMT
0.6.0
Bombed-out city: about 800 buildings are now collapsed ruins or flattened rubble lots, heaviest in East Aleppo and the southern front line, lighter in West Aleppo. Ruins use base-game assets, so no extra download.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 13:08:39 GMT
- Last Modified
- Tue, 13 Oct 2026 13:09:38 GMT
0.5.0
Performance pass: most of the city's buildings are now simpler single-piece shells, which should run much faster. Fully detailed buildings with doors and windows are kept around the Old City souk, the Great Mosque and the Old City objective.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 12:59:47 GMT
- Last Modified
- Tue, 13 Oct 2026 13:01:23 GMT
0.4.0
Whole-city stress test: about 2,200 buildings across all eight districts. Also removed a house model that showed only floating windows and doors, and leveled the ground under every building so none are half-buried or tilted.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 12:33:09 GMT
- Last Modified
- Tue, 13 Oct 2026 12:34:32 GMT
0.3.0
Old City stress test: about 460 buildings across the Old City (houses, apartments, souk market stalls, Great Mosque minaret), replacing the 48-building test block. Citadel mound, moat and river banks are kept clear.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 12:02:32 GMT
- Last Modified
- Tue, 13 Oct 2026 12:03:54 GMT