Arma 3
60 ratings
The House of the Devil - Survival Horror
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry, Vehicles
Scenario Map: Tanoa
DLC: Apex
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
119.881 MB
May 12, 2020 @ 8:26pm
Mar 31, 2022 @ 3:18pm
12 Change Notes ( view )

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The House of the Devil - Survival Horror

Description
You and your squad must uncover the mystery and stop a crazy cult from taking over Tanoa

"The House Of The Devil" is a prequel to my other Scenario "Girls Nite Out"

Features:

- Single Player or up to 4 Player coop survival horror
- Extensive Mission consisting up to 6 tasks, 3 Sub-Tasks and 4 Hidden Tasks
- Persistent Safe House(s) for loot/item storage and game saving
- Some Paranormal activity to increase the tension
- Random loot drops in buildings/houses
- Cheesy, yet intriguing dialogue
- Cut-scenes
- Custom Scary Music, Scripts & Sound Effects for extra spookiness




My Playthrough took me around 2 Hours to complete everything. Sooo I'm guessing everyone else should get around 3-4 hours of content.

Everything should work as planned and the mission is fully completed however due to the fact that this is ARMA, there
will be wonky things happening.. Let me know what you think and if you run into any bugs/issues (=

TIP: If you're playing COOP, disable the AI teammates so the very last objective 'extraction' will show completed on the 'mission complete' screen

My "Girls Nite Out" Mission can be found here

https://steamcommunity.com/sharedfiles/filedetails/?id=1995334125

If ya enjoyed the mission, don't forget to rate and favorite it =)


Popular Discussions View All (2)
6
Mar 31, 2022 @ 3:21pm
Bugs
s1N
0
May 13, 2020 @ 12:01pm
Suggestions
s1N
40 Comments
Sandman Oct 24, 2022 @ 2:15pm 
I think you have a talent for this. I want you to do well.
1) Players are goal-oriented. Subtle hints are okay, but if it doesn't generate an item on the task list, it's probably not going to get done. "Dad, we did all the tasks on the list and killed everybody. If that's not enough, then screw it."

2) We were there to eliminate a cult, but there was never a sense that the cult was ever reacting to us. The enemies all seemed happy to just wait around for us to come kill them. Move to location, kill everybody, take their stuff. Wash, rinse, repeat.

Wouldn't a cult leader bent on world domination have some kind of QRF? Instead of cult members just waiting or wandering around aimlessly in the woods, I'd have a cult QRF come to every objective that was attacked, and a small pursuit force that would spawn and follow after the players to keep them on their toes. There should be a reason why those guys at the beginning didn't want to leave the base.
Sandman Oct 24, 2022 @ 1:46pm 
Did all that. Killed the clerics, got the intel. Saw the flare. Talked to the chick, killed the cannibal. Also killed the cult leader twice. Once in town near the airfield, and again on a hilltop.
Every single thing placed on the map has to be rendered. Every single vertice, every texture, every movement. Lets face it, the ARMA engine is over 8 years old and just isn't that efficient at using resources. That's resources. But it's not just that. It's that the animals have nothing at all to do with the mission. It's dark. In most cases, you never even notice them. Remember "Chekhov's Gun"? https://en.wikipedia.org/wiki/Chekhov%27s_gun
s1N  [author] Oct 23, 2022 @ 6:44pm 
Hmm, if you're referring to the cabin in the woods in the wooded path over in the Tobakoro area, this is a sidequest that can be given to you in the same area. Once you kill those cleric members, gather the intel and head west a flare shoots in the sky over this blue house that will contain an npc and will give you the quest to kill the cannibal hunter there ATV's help somewhat with traversing eventhough they're extremely loud. However moving on foot is totally manageable.

I will see how much of a performance boost I can receive by removing the animals throughout the map. some are lore-wise and others are just for immersion.

Also I'm curious to know if the ending ever triggered for you if you completed the scenario again.
Sandman Oct 23, 2022 @ 6:30pm 
Making a compelling scenario/mission is like writing a book or script. It should grab the audience right from the first page and not let them go til the end. The writing is only the first part though. The other half of good writing is absolutely ruthless editing. Only meat. No fat. If it doesn't serve to move the story along it's got to go. I hosted again and we played it again tonight, and just from a resources standpoint, before we even started the mission itself, and I have to be honest, I used Zeus to lay waste to every sheep, goat and four-wheeler on the entire map. They were just taking up RAM and didn't seem to serve any real purpose to the story. I caught the vague reference in the intel, but since it didn't generate a mission task and was just to vague to pursue it. We found somebody's treehouse out near the X in the woods but there was nothing else there. I even did a detailed grid search of the map and couldn't find anything else.
s1N  [author] Oct 22, 2022 @ 11:22pm 
@Sandman, Thanks alot for trying my mod. I'm really glad you enjoyed it. I've been considering giving this mod and it's sequel an overhaul and adding a few things like voicework, removing some of it's many dependencies and some other technical features that would help with the mission progression.

It sucks though that you didn't get to view the ending cutscene. and get the 'mission complete' screen. I will load this up in the editor within the next couple of days and see where it's broken. I really wanna people to experience the ending.

I will also look into your suggestion on intel to be referenced later

Again, thanks for playing it :engineercat:
Sandman Oct 22, 2022 @ 9:49pm 
First, great scenario. I hosted it on LAN and my sons and I had a ball with it. Story-telling wise, we would put your scenario up with some of our other favorites by guys like Phantom and The Paramedic. I can only agree with Sid. A little voice-acting by some friends would help the immersion a bit (it doesn't have to be great, just to move the story along) and perhaps put whatever was said under "Intel" in the action menu so it can be referenced later if necessary.
The only other thing was, after we had finished all the objectives, we went to the exfil and nothing happened. Double checked and the list was clean. I'm guessing we got "ARMA-ed".
s1N  [author] Sep 24, 2022 @ 9:21am 
Hello and no you do not need that DLC to play this
Murge Sep 24, 2022 @ 9:07am 
Do I need Arma 3 Creator DLC: Western Sahara for this since it requires Aegis?
s1N  [author] Mar 31, 2022 @ 3:20pm 
Hello, I think I fixed this error. Please give it a try and let me know if everything is okeys
s1N  [author] Mar 30, 2022 @ 8:18pm 
Sorry for the delay on the fix. I hope to have it resolved within the next few days.