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Playable Maps Catalog
Source-verified 2026-06-21 against then-current master cf2a6d6a4; Zargabad status re-verified 2026-07-06 against current master (Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad confirmed present). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page is the single cross-map reference table. It lists every terrain the mission supports, its LoadoutManager classification, generated slot count, terrain type, naval flag, boundary size, faction family, and completeness tier. Detailed per-map content lives in the linked deep-dive pages; this page answers "which maps exist and in what state."
The mission's terrain support is defined across three sources: LoadoutManager .cs classes under Tools/LoadoutManager/Data/Terrains/Implementations/, generated mission folders under Missions/, Missions_Vanilla/, and Modded_Missions/, and the runtime boundary table in Common/Init/Init_Boundaries.sqf:4-15 (path relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ per the provenance note above).
The TerrainModStatus enum (Tools/LoadoutManager/Data/Terrains/TerrainModStatus.cs:3-8) defines three tiers: MAIN, VANILLA, and MODDED. A fourth tier — maps with a boundary entry but no .cs class and no generated folder — is noted below as Boundary-Only.
BaseTerrain.GenerateAndWriteVersionSqf() (Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs) produces #define WF_MAXPLAYERS from DetermineMissionTypeIfItsForestOrDesert(): FOREST terrains → 55, DESERT terrains → 61. Mission folder names encode this as the prefix (e.g. [55-2hc], [61-2hc]).
initJIPCompatible.sqf:114-117 sets IS_chernarus_map_dependent from the generated #define IS_CHERNARUS_MAP_DEPENDENT in version.sqf. FOREST terrains inherit the Chernarus faction set (USMC/RU/GUE); DESERT terrains inherit the Takistan set (US/TKA/TKGUE). The authoring note in Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:344 (two lines above GenerateAndWriteVersionSqf(), at line 346) reads verbatim: "IS_CHERNARUS_MAP_DEPENDENT MUST NOT BE COMMENTED IF the map depend on chernarus content. MUST BE COMMENT IF the map depend on takistan content."
| Map | Display Name | inGameMapName |
Mod Status | Terrain Type | Max Players | Naval | Boundary (m) | Mission Folder | Faction Family | Completeness Tier |
|---|---|---|---|---|---|---|---|---|---|---|
| Chernarus | Chernarus | chernarus |
MAIN | FOREST | 55 | Yes | 15 360 | Missions/[55-2hc]…chernarus |
Chernarus (USMC/RU/GUE) | Authoritative source |
| Takistan | Takistan | takistan |
VANILLA | DESERT | 61 | No | 12 800 | Missions_Vanilla/[61-2hc]…takistan |
Takistan (US/TKA/TKGUE) | Maintained — faithful generated copy |
| Zargabad | Zargabad | zargabad |
VANILLA | DESERT | 61 | No | 6 000 | Missions_Vanilla/[61-2hc]…zargabad |
Takistan | Maintained — generated mirror (Missions_Vanilla present on master) |
| Napf | Napf | Napf |
MODDED | FOREST | 55 | Yes | 20 500 | Modded_Missions/[55-2hc]…Napf |
Chernarus | Divergent fork — boot-incomplete, conflict markers |
| Eden (Everon) | Everon | eden |
MODDED | FOREST | 55 | Yes | 12 800 | Modded_Missions/[55-2hc]…eden |
Chernarus | Divergent fork — boot-incomplete, conflict markers |
| Lingor | Lingor | lingor |
MODDED | FOREST | 55 | Yes | 10 300 | Modded_Missions/[55-2hc]…lingor |
Chernarus | Hard boot blocker — no description.ext |
| Taviana | Taviana | tavi |
MODDED | FOREST | 55 | Yes | 25 600 | Modded_Missions/[55-2hc]…tavi |
Chernarus | Abandoned stub |
| Sahrani | Sahrani | smd_sahrani_a2 |
MODDED | FOREST | 55 | Yes | 20 480 | Modded_Missions/[55-2hc]…smd_sahrani_a2 |
Chernarus | Abandoned stub |
| Isla Duala | Isla Duala | isladuala |
MODDED | DESERT | 61 | Yes | 10 240 | Modded_Missions/[61-2hc]…isladuala |
Takistan | Abandoned stub |
| Dingor | Dingor | dingor |
MODDED | DESERT | 61 | Yes | 10 300 | Modded_Missions/[61-2hc]…dingor |
Takistan | Overlay/stub — no version.sqf, mission.sqm, or server init |
| Utes | — | utes |
— | — | — | — | 5 120 | — | Boundary-only — no .cs class, no mission folder |
|
| Tasmania | — | tasmania2010 |
— | — | — | — | 25 360 | — | Boundary-only — no .cs class, no mission folder |
Source columns:
-
inGameMapName,TerrainType,isNavalTerrain,startingDistanceInMeters,terrainModStatus: terrain.csfiles inTools/LoadoutManager/Data/Terrains/Implementations/(see per-row notes below). - Boundary:
Common/Init/Init_Boundaries.sqf:4-15(relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/). - Mission folder:
ls Missions/,ls Missions_Vanilla/,ls Modded_Missions/(repo working tree). - Zargabad:
Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabadis present on master as a maintained generated mirror. Theorigin/feature/zargabad-mapbranch carried early development work; the folder was subsequently merged to master.
Tools/LoadoutManager/Data/Terrains/Implementations/MainMap/CHERNARUS.cs:1-11. startingDistanceInMeters = 7500. The only map with terrainModStatus = TerrainModStatus.MAIN. LoadoutManager writes Sounds, EASA, balance, and version.sqf directly into this folder; all other maps are derived from it. See Chernarus-Map-Content-Reference for the full content deep-dive.
Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:1-11. startingDistanceInMeters = 7500, isNavalTerrain = false. Generated by copying the Chernarus mission and applying the Takistan skip-list (BaseTerrain.cs:UpdateFilesForTakistan()). EnsureTakistanInitServerUsesCorrectMapId() patches Server/Init/Init_Server.sqf to emit [\"SET_MAP\", 2] instead of [\"SET_MAP\", 1]. See Takistan-Map-Content-Reference.
Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad is present on master as a maintained generated mirror. Boundary 6000 is registered in Init_Boundaries.sqf. The mission folder prefix [61-2hc] matches the DESERT slot-count path (61 players), consistent with other Takistan-family terrains. The origin/feature/zargabad-map branch was the development vehicle; the generated output is now present on master alongside Takistan. See Zargabad-Branch-Audit for the detailed static and runtime completeness audit.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/NAPF.cs:1-11. startingDistanceInMeters = 12500 — notably higher than other maps. inGameMapName = "Napf" (capital N; case-sensitive for worldName match). Boundary 20500 (Init_Boundaries.sqf:11). Modded_Missions/[55-2hc]warfarev2_073v48co.Napf is present but boot-incomplete: tracked version.sqf, stringtable.xml, loadScreen.jpg, mission.sqm, Sounds/description.ext, and Music/description.ext are absent; conflict markers exist in description.ext:43-46 and several SQF files.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/EDEN.cs:1-11. Display name is Everon (via TerrainName EnumMember: Tools/LoadoutManager/Data/Terrains/TerrainName.cs). startingDistanceInMeters = 7500. Boundary 12800. Modded_Missions/[55-2hc]warfarev2_073v48co.eden is present but boot-incomplete: version.sqf, stringtable.xml, loadScreen.jpg, Sounds/description.ext, and Music/description.ext are absent. Common/Functions/Common_GetTotalCamps.sqf is referenced in Common/Init/Init_Common.sqf:52-53,127-128 but the tracked file is absent. Conflict markers exist in Client/Action/Action_RepairMHQ.sqf and skill files.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/LINGOR.cs:1-11. startingDistanceInMeters = 7500. Boundary 10300 (Init_Boundaries.sqf:12). Modded_Missions/[55-2hc]warfarev2_073v48co.lingor has a hard boot blocker: tracked description.ext is absent entirely — no manifest include chain can execute. Also missing: mission.sqm, initJIPCompatible.sqf, version.sqf, stringtable.xml, loadScreen.jpg, sound/music descriptions, and textures. Conflict markers exist in RHUD, Nuke, Init_Unit, and multiple root/artillery config files.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/TAVI.cs:1-11. startingDistanceInMeters = 7500. Boundary 25600 (Init_Boundaries.sqf:14). Modded_Missions/[55-2hc]warfarev2_073v48co.tavi is present but is a stub: description, bootstrap, server init, generated, sound, music, and texture essentials are all absent.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/SMD_SAHRANI_A2.cs:1-11. Display name Sahrani. startingDistanceInMeters = 10500. Boundary 20480 (Init_Boundaries.sqf:13). Modded_Missions/[55-2hc]warfarev2_073v48co.smd_sahrani_a2 is a stub: mission/bootstrap/server-init/generated/sound/music/texture essentials are absent.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/ISLADUALA.cs:1-11. startingDistanceInMeters = 5500 — the lowest starting distance of any supported terrain. DESERT type, so slot count is 61 and faction family is Takistan. Boundary 10240 (Init_Boundaries.sqf:7). Modded_Missions/[61-2hc]warfarev2_073v48co.isladuala is a stub.
Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/DINGOR.cs:1-11. Display name Dingor. DESERT type, naval (isNavalTerrain = true). startingDistanceInMeters = 7500. Boundary 10300 (Init_Boundaries.sqf:15). Modded_Missions/[61-2hc]warfarev2_073v48co.dingor is an overlay/stub: description.ext exists and includes generated/sound files, but version.sqf, mission.sqm, initJIPCompatible.sqf, server init, and Sounds/ are absent.
Boundary 5120 (Init_Boundaries.sqf:9). No TerrainName enum entry, no .cs terrain class, and no mission folder. The comment in BaseTerrain.cs:68 references Utes as a map to "handle writing to the vanilla maps (Utes, Zargabad) more properly here later" — confirming intent but not implementation. Utes is not playable from the current checkout.
Boundary 25360 (Init_Boundaries.sqf:10), worldName case tasmania2010. No TerrainName enum entry, no .cs terrain class, and no mission folder. Not playable from the current checkout.
| Tier | Meaning |
|---|---|
| Authoritative source | Chernarus only. All gameplay edits belong here first. Generates all other maps. |
| Maintained — faithful generated copy | Takistan. Fully generated from Chernarus via LoadoutManager; drift is characterised and limited to documented skip-list differences. |
| Maintained — generated mirror | Zargabad. Generated folder present on master in Missions_Vanilla/; propagated by LoadoutManager alongside Takistan. |
| Divergent fork — boot-incomplete | Napf, Eden. Generated folder is present and tracked; missing required files and/or contains unresolved conflict markers. Cannot boot from current checkout. |
| Hard boot blocker | Lingor. No description.ext — the include chain cannot start. |
| Abandoned stub | Taviana, Sahrani, Isla Duala. Generated folder present; nearly all playable-mission essentials are absent. |
| Overlay/stub | Dingor. Partial description.ext present; no mission.sqm, server init, or generated essentials. |
| Boundary-only | Utes, Tasmania. Boundary size is defined in Init_Boundaries.sqf but no LoadoutManager class or mission folder exists. |
LoadoutManager (Tools/LoadoutManager/) drives all map generation:
-
TerrainModStatus.MAIN(Chernarus) — writes in place toMissions/. -
TerrainModStatus.VANILLA(Takistan and Zargabad) — copies Chernarus source toMissions_Vanilla/then applies the skip-list and map-ID patch. -
TerrainModStatus.MODDED— copies eitherMissions/(FOREST) orMissions_Vanilla/(DESERT) toModded_Missions/(BaseTerrain.cs:DetermineMissionSourcePathForModdedTerrains()), then writesCore_MOD.sqfand patchesInit_Common.sqfto compile it.
ZipManager.cs:7-41 (DoZipOperations(); missionDirectories array at line 10) packages only Missions and Missions_Vanilla; modded maps are excluded from the release package. (Paths relative to Tools/LoadoutManager/.) The SqfFileGenerator.cs:132-133 modded-write block is commented out, so modded maps do not receive regenerated version.sqf or EASA/balance files from the current checkout.
- Content-Structure-And-Maps — folder layout, generation tiers, and modded completeness snapshot (parent overview).
- Chernarus-Map-Content-Reference — authoritative source map deep-dive: towns, bases, airfields, and content.
- Takistan-Map-Content-Reference — Takistan deep-dive: generated-copy facts and map-specific content.
- Zargabad-Branch-Audit — full static and runtime evidence audit for the Zargabad branch candidate.
- LoadoutManager-Data-Model-Contributor-Guide — how to add a new terrain class, generation rules, and skip-list mechanics.
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
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- Shelved PR #169: gear price double-count
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- Mission start parameters index
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- Core systems index
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- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index