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RAVAGE TOURISM ESSEKER ALIVE NOZEDS 2 LOCAL
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
63.178 MB
Oct 8, 2017 @ 12:35pm
Oct 16, 2017 @ 1:38am
2 Change Notes ( view )

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RAVAGE TOURISM ESSEKER ALIVE NOZEDS 2 LOCAL

Description
RAVAGE TOURISM ESSEKER


Hello RAVAGE Fans!



Today I present you my personal vision of surviving the Zombie Apocalypse using the perfect framework, RAVAGE, and the perfect map, Esseker.

Short overview:
 
Title: RAVAGE TOURISM ESSEKER
 
Version: 1.5
 
Author: tourist
 
Type: SP/COOP 1-12 Roleplaying Game
 
Respawn: Base/Markers
 
Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable
 
Language: English



Credits go of course to all the addon creators who made this possible in the first place. All addon makers do deserve our respect and gratitude, but in this thread I'll name especially those who were most important for this particular mission:

Haleks for the awesome RAVAGE Mod and mission making framework



ronhillultra and the rest of the team behind the Esseker map for their dedication to create an ideal staging area for apocaplyptic missions



hcpookie for his Battlebus



MrHuachuca for his atmospheric music and sound collection that greatly inspired the music selection in this mission - even if I have decided to not use his pack anymore in a published mission to avoid the copyright controversies it may cause.

Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System



Next to credit are my fellow RAVAGERS that helped my with scripts, advice or templates:



Bad Benson who not only made the Enhanced Movement addon so crucial for surviving in RAVAGE missions in general, but also offered the immersive script suite to the community that enhances SP and MP RAVAGE alike with vehicle crashsites, bandit camps, and, the most important element IMHO for immersion: The Temperature System! Bad Benson also helped me kindly with tailoring his script suite to my special needs for this mission - thanks a ton, buddy!



cosmic10r for building and presenting the first Escape! Mission for RAVAGE



Jimmakos for his awesome Esseker Mission that was a major source of inspiration for my own vision of RAVAGE on Esseker.



Haleks himself for his continuous tips in the PM thread while testing the DEV versions of RAVAGE or in the forum when I had mission making questions


Steam subscriber ROBAX for giving my RAVAGE missions a go several times now and for giving valuable feedback on bugs or possible mission design improvements

And last but not least my buddy reforger for playtesting with me "back in the day" the earliest versions in MP and giving advice on mission design!



What to expect from RAVAGE TOURISM ESSEKER?



11 different random start locations in SP and a spread out start for the survivor team in MP- some are better, some are worse in the sense that you spawn far away from the AI teammates in SP or far away from your buddies in MP.



Random gear in MP for all but one player slot who is designed to be the SP hero of this adventure and who is a die-hard prepper



Music that is part of the missions design and will be heard during the course of the mission in key locations.



An open world with a lot more to discover than just an escape vehicle, if you so choose... Just read the Briefing and hints carefully!



Epic fights against bandits and zombies while constantly struggling to keep your needs satisfied in a world more than one year after the apocalypse - that means ultra-rare loot (the challenge becomes even bigger the more people you are in coop - then you need in the worst case 11 times the amount of food and drink than in SP) and a total of just two driveable vehicles availble "for free" on the entire map besides the escape vehicles - and you must walk there first...



Carefully crafted locations which are there to provide specific loot in logical locations or which were created to help in building immersion and some more storyline



Additional food sources in the form of rogue farm animals that live and thrive in the more rural areas of the map - but you must find them first since they are set to wander, not to stay put!



Random spawns for the escape vehicles: if you are lucky, they are close to a place where you can find fuel and repair equipment for them, if your unlucky, well, hit the road and look for your loot!


Required Mods:

@AliVE: http://alivemod.com/#Download

@Alive Server (for MP only): http://alivemod.com/#Download

@BG21_Slaughter: http://www.armaholic.com/page.php?id=28790&highlight=BG21

@cba_a3: http://www.armaholic.com/page.php?id=18767

@cup_terrains_core: http://cup-arma3.org/

@cup_terrains_maps: http://cup-arma3.org/

@cup_units: http://cup-arma3.org/

@cup_vehicles: http://cup-arma3.org/

@cup_weapons: http://cup-arma3.org/

@esseker: http://www.armaholic.com/page.php?id=28815&highlight=ESSEKER

@Frith's Ruin: http://www.armaholic.com/page.php?id=31654&highlight=FRITH

@IFA3_LITE: https://forums.bistudio.com/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=58&tab=comments#comment-3239827 and SWS

@POOK_battlebus:http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS

http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS%C2%A0

@Ravage: http://www.armaholic.com/page.php?id=29638

@rhs_afrf3: http://www.armaholic.com/page.php?id=27150

@rhs_usf3: http://www.armaholic.com/page.php?id=27149

@rhs_gref: http://www.armaholic.com/page.php?id=30998&highlight=GREF

@rds_A2_Civilians: http://www.armaholic.com/page.php?id=26188

@sanchez_headlamps:http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMPS

@Spyder Addons: http://www.armaholic.com/page.php?id=30013&highlight=SPYDER

@TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK

@TAC VESTS:http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS

@warfarethai: http://www.armaholic.com/page.php?id=26051





Recommended Mods:

Dynasound
The Blastcore suite
Bloodlust
MOCAP
And of course Enhanced Movement, who would play RAVAGE without it?
MagRepack since I don't need ACE for just this one feature...
The LOW Mine Detector system to get safely through the Minefields around the Military camps... IF you decide to turn those cheap-ass red triangles off, that is. I don't force that at you.

The compatibility PBO for Warefarethai and RHS that is availble, although outdated, will still make some Magazines interchangeable.

YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission:
 
https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg

WOHOO! The Mission itself:


https://www.dropbox.com/s/e59fbbd4h1t96w9/RAVAGE_TOURISM_ESSEKER_ZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0

And the version without Zombies:


https://www.dropbox.com/s/hktvielmo8ju3jk/RAVAGE_TOURISM_ESSEKER_NOZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0

Also available via Steam Workshop!


THE „CUP-ONLY“ HIGH PERFORMANCE VERSION IS NO LONGER MAINTAINED!!!

Some Screens from my SP testing and the successful playthrough with my buddy reforger in the following post - show your screens here as well!



27 Comments
Hans(z) Nov 25, 2017 @ 8:51am 
THX for Alive explanation!
Did you put some safe zone around recruitable AI? This should explain no enemy AI.
I play today and in other locations I can see some spawned AI via spectator view,so it was false alarm from my side.:steamfacepalm:
tourist  [author] Nov 25, 2017 @ 8:39am 
But I'll test with both a resumed SP save (started in A3 1.72 stable) and a fresh game started and saved on A3 1.76 stable to check if I encounter "empty" towns.
tourist  [author] Nov 25, 2017 @ 8:36am 
Regarding AI spawns in SP:

never had the problem of too few/no spawns ;-)

In fact, it was more the other way round: those bandits were hunting me down with no remorse and I had a lot of "Tourist's Last Stand" situations where I was hiding in a building and they were coming from all directions to take me down no matter the cost for their side xD
tourist  [author] Nov 25, 2017 @ 8:33am 
When you want to resume the mission in SP, you choose it from scenarios menu and,

NOTE WELL,

if you didn't use BIS save but only ALiVE SP save, then you will NOT see the option "resume mission" in your scenarios menu. Instead, you can only choose "start". That is perfectly normal for ALiVE SP resuming. You'll start the mission, then you will briefly "flash" into one of the random starts, and then the ALiVE savegame resuming will kick in automatically and teleport you and your teammates to the location from which you have saved by pressing "ALiVE SP SAVE". Also your equipment and that of any manually recruited AI teammates (those you get by recruiting RAVAGE ambient BLUFOR AI or by recruiting at the flag at Double Tap range) will be restored.
tourist  [author] Nov 25, 2017 @ 8:33am 
Hi Hans(z),

since I have left the default BIS SP saving system active, you can place the PBO into SP mission directory without issues.

Also ALiVE has a SP save option which you will see when pressing ESC in a SP game. You can use both saving systems, although I recommend to not mix them. So decide which one you want, then stick to that.

If you want to use ALiVE SP saving, you'll have to press ESC, then you will see on the left side the GUI option "ALiVE SP SAVE". Press it and wait until you see the GUI change from the ALiVE tablet pic to a screen saying "Mission Saved"; in the background you'll see black-and-white "snowstorm" static.

Hans(z) Nov 25, 2017 @ 1:26am 
I'm asking because when I played in SP mode I didn't encounter any hostile AI near towns. I only fight with hand-placed unit at certain location.
Hans(z) Nov 25, 2017 @ 1:20am 
Hi, I play only SP ... so it is possible to just put mission .pbo to SP mission directory and play it via arma SP mission menu, or I have to play it via hosted (LAN).
How should I manage ALiVE SP saving? I don't know anything about it.
tourist  [author] Oct 13, 2017 @ 4:43am 
Ok, thanks for spotting that; I always tested with the "hostile" minefields around the military installations (to which I don't count the DT Range). And there I had mines which were shown on the mine detector. But I'm not sure what BIS behaviour of minefileds is if you KNOW the minefield like I have set it in the mission for the DT Range minefields. All BLUFOR units know the location of the minefields - so maybe it's BIS standard that they don't blow up?
ROBAX Oct 13, 2017 @ 1:35am 
Just regarding the mine detector. Although I managed to turn it on, I never found any mines so I never knew if it worked. However I did accidentally drive all over the mine fields at the trader and nothing happened. Seemed like there weren't any mines up there, which would explain why the detector didn't show anything.
tourist  [author] Oct 12, 2017 @ 8:26am 
@all: no more space in the Mission Description here on SWS. Just read the comments for tips on the task completion then ;-)