Arma 3
62 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
47 Comments
Chopper Mar 10 @ 10:00pm 
@s1N Good luck!
s1N  [author] Mar 10 @ 7:01pm 
Thx for the suggestion. I've been doing some planning tossing ideas around for a remaster of theses missions (optimizing the mod, adding voice acting and reimplementing all of the cut content i removed before the release: ie the respawn system for solo players and a better persistent safehouse) and removing 80% of the dependencies It's still in the planning phases, but hopefully I can have it done before the summer.
Chopper Mar 8 @ 11:17pm 
@s1N At first glance it works, we launched the mission yesterday. But there is a strong frame loss on the server side, up to 25-30 frames with the usual 90+ in multiplayer on Tanoa.

I recommend you add the necessary DLCs to the description, since the Arma 3 Aegis mod requires Apex and Western Sahara.
s1N  [author] Mar 8 @ 9:21pm 
Hello, it should be? It's been a few months since I've played but it was working perfectly fine then.

If you happen to give it a try and it doesn't work. Let me know and I'll try to make a quick fix
Chopper Mar 8 @ 1:33am 
Is the mission still working?
s1N  [author] Sep 8, 2024 @ 11:02am 
Hmm ill have a look to see if any errors appeared
Snowflakes1179 Sep 8, 2024 @ 9:52am 
i just cant move
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.