> For the complete documentation index, see [llms.txt](https://brunx-mods.gitbook.io/brunx-mods-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://brunx-mods.gitbook.io/brunx-mods-docs/products/maps-interiors/cayo-perico-bridge.md).

# Cayo Perico Bridge

Connect Los Santos to Cayo Perico through a tunnel and ocean bridge built for roleplay, visuals, and performance.

<figure><img src="https://content.gitbook.com/content/Wxl0ZtJZr7cOHZs1M6sR/blobs/cv2rAJN4KNxcpJWYl2mr/acf15c0d32ffc2c9f89a0ed4a0feb9b29097016d.webp" alt=""><figcaption></figcaption></figure>

### Connect Los Santos to Cayo Perico

The Cayo Perico Bridge creates a natural route between Los Santos and Cayo Perico.

The journey starts in a tunnel section. It then opens into a long bridge across the ocean.

Every section is placed to feel believable in the GTA V world. The route stays clean, immersive, and ready for live servers.

### Built for real roleplay servers

This project balances visual quality, performance, and practical world design.

The result feels strategic instead of random. Players get a smoother and more logical way to reach the island.

### Features

* **Mainland to island connection** — Adds a direct bridge route between Los Santos and Cayo Perico.
* **Tunnel start area** — Makes the transition into the bridge feel grounded and integrated.
* **High-quality lighting** — Gives the route strong visibility and a cinematic look day and night.
* **Optimized for performance** — Supports smooth gameplay on active roleplay servers.
* **Strategic placement** — Uses start and end points that feel useful and believable.
* **LODs included** — Improves long-distance visibility while helping overall performance.

### Technical details

* **Location:** `1693.57532, -929.431335, 70.16225`
* **Size:** `50 MB`

**CONFLICT**

If you encounter conflicts with other mappings, check if you have this in other mappings with a simple search, and remove duplicates in other mappings, then check if you have a problem with the other mapping in question .

## :file\_folder: YMAPS

* ch1\_far\_occl\_00.ymap
* ch3\_10\_grass\_0.ymap
* ch3\_10\_grass\_1.ymap
* h4\_aa\_guns.ymap
* h4\_islandx\_terrain\_props\_06\_b.ymap
* h4\_islandxtower.ymap
* h4\_mph4\_terrain\_06\_grass\_0.ymap
* h4\_ne\_ipl\_04.ymap
* hei\_ch3\_10.ymap
* hei\_ch3\_10\_critical\_1.ymap
* hei\_ch3\_10\_strm\_3.ymap
* hei\_ch3\_13\_strm\_4.ymap
* hei\_ch3\_occl\_01.ymap
* hei\_ch3\_rd1\_strm\_0.ymap

## :file\_folder: YDR / YDD

* ch3\_10\_decs07.ydr
* ch3\_10\_decs56.ydr
* ch3\_10\_land\_05.ydr
* ch3\_13\_land\_03.ydr
* h4\_mph4\_ter06\_track\_06.ydr
* ch3\_10\_slod1\_2\_children.ydd
* ch3\_13\_1\_slod1\_children.ydd
* ch3\_lod\_11b13\_slod3\_children.ydd
* ch3\_lod\_13b\_slod2\_children.ydd

## :file\_folder: YBN

* ch3\_10\_6.ybn
* ch3\_13\_37.ybn
* ch3\_13\_38.ybn
* h4\_islandx\_terrain\_06\_12.ybn
* h4\_islandx\_terrain\_props\_06\_b\_1.ybn
* h4\_islandx\_terrain\_props\_06\_b\_2.ybn
* <<hi@ch3_13_32.ybn>>
* <<ma@ch3_10_0.ybn>>
