Arma 3
29 ratings
[SP/MP] Welcome to Malden
   
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18.343 MB
Oct 14, 2024 @ 4:07pm
Nov 4, 2024 @ 11:53am
17 Change Notes ( view )

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[SP/MP] Welcome to Malden

Description
US NATO Forces are losing control over MALDEN as the insurgency is rising. Callsign Stranger is tasked with looking for a lost soldier.


MISSION FEATURES & DATA
  • Slots: 5 Players CO_OP (MP)
  • Night time
  • Arsenal: Yes
  • Difficulty: Easy / Medium
  • Type Of Combat: STEALTH/DIRECT ACTION
  • Voiced: YES *(elevenlabs)
  • Playtime: 30 +- min
  • Ambient Animations
  • Support Requester: Helicopter
  • Community Easter Eggs: Yes
  • Factions: BLUFOR / INDFOR

Best Experience = Multiplayer (MP)

BACKGROUND
Its 2036, and over a year has passed since CSAT was removed from Malden during the EAST WIND. Local militia groups are forming on the island of Malden, with growing influence in the region. Intelligence suggests these groups are scheming to expand their operations, leveraging local unrest to increase their power. The milita wants to steer Malden back to its former politics with influence from CSAT. The militia is becoming a serious threat to stability in the area, and US NATO forces have been tasked with conducting counter-insurgency (COIN) operations in the AO.

Be Advised
This scenario has not been tested with AI Mods like VCOM or similar. Changing the AI may cause loss of progression.

Credits
OnlineCombatBN & Milsim Syhrus for tutorials on convo.
16 Comments
Ceb  [author] Nov 12, 2024 @ 3:30pm 
Hey again! I didn't design the mission with driving back and forth as the main transport in mind. Thats why you do not run into any contact. The helicopter from the support module is the main transport. I will take it to heart and add random contact spawns to and from the bases.
Mallekip Nov 10, 2024 @ 11:52am 
Thanks for improving the mission Ceb! I replayed it and have more notes (read: complaints)…

Appreciate the clarified briefing, and the user action at the OP for the transition.

But having now played the mission start to finish, I think there’s a design element that perhaps needs to be changed.
Mallekip Nov 10, 2024 @ 11:52am 
You see I drove the MRAP car to OP California, and met 0 (zero) enemies. So those 5 minutes weren’t very exciting. The next part was grand: waiting for the car, ambushing the camp by crawling down the hill, carefully finding the enemies. However, there was no time pressure, so I ‘cheated’ by switching from UAV turret camera and moving AI teammates instead of looking. Still fun.
But after freeing the prisoner, I am told to wait. Except of course that I have the MRAP parked nearby. So I drove it back to base. And met 0 (zero?!) enemies. Ordered the prisoner to stand in briefing room, but the mission did not end.
Mallekip Nov 10, 2024 @ 11:51am 
So now my main critique is: does this mission need vehicle transport across the island? \

I understand that Arma lets you do this, but it is very difficult to place or script enemies on the entire island (with good performance and challenge). The driving parts create dead “space” and dead “time” within the scenario.

Many options here. Use cutscenes? Split up the mission into several smaller ones? Minefields? Twenty triggers that spawn enemies with “seek and destroy” waypoints? I don’t have a simple suggestion.

I had fun. Happy missionmaking!
Ceb  [author] Nov 4, 2024 @ 7:22am 
All the issues from Mallekip should now be adressed.
onestar Oct 30, 2024 @ 1:21am 
I jumped in for a minute and it looked really well developed, I liked the small checkpoint scene and reasonably realistic briefing/intel. The concept of saving one guy IS real, btw, so thanks for keeping it "low-key". I would recommend a smoother intro/cinematic for an SP experience, and maybe some more indication on enemy forces since I was a bit confused where and how many enemies are to be expected on the way TO the OP.
Ceb  [author] Oct 27, 2024 @ 10:42am 
Thanks for the great reply Mallekip! I appreciate the feedback greatly! It's always difficult from the mission makers perspective to safe proof all the aspects of the mission, but this help a lot :) I will adress these issues this week
Mallekip Oct 27, 2024 @ 2:23am 
A lot of love went into this mission. But, it looks like you didn't have the chance to have many people playtest it. So if this comes across as mean: I don't intend it that way.

Overall this mission has presentation, interactivity, variety, scale, suspense, and teamplay(!). But it als has bugs and a lack of clarity which may frustrate players.

Comments are short, so just the bugs for now:
1) After the briefing was over, a scripting error for a marker popped up on my screen. I have a screenshot
2)The radio blackhack transport is only for return, apparently. This is not explained. Also, it will automatically RTB when the player is inside, leaving the AI teammates.
Mallekip Oct 27, 2024 @ 2:23am 
3)The Pawnee helicopter at the end of the runway can be piloted. I used this to skip over the initial travel to the Observation Points, leaving my teammates behind.
3)There was apparently a repeating trigger for a Geiger counter sound effect at OP California which confused the heck out of me.
4)The briefing and the triggered dialogue emphasizes that after reaching an OP you need to report to HQ. But you have to read and check all the briefing texts to find the callsign ( 0-0-1 ), then Google how the callsign system works in Arma 3, then find the keybindings in the game options. In other words, I had to stop playing and start *troubleshooting* your mission in order to continue. Totally stopped the fun for me, and after triggering the "2 hours later" while standing in the wrong part of the map, I simply quit.
Mallekip Oct 27, 2024 @ 2:22am 
Even though I didn't get to do any shooting (yet), this is shaping up to be a great mission.
Most bugs can be fixed with an hour or two in the editor. Concerning the "callsign"; I would either very clearly communicate to players how it works using the (Advanced) Hints system, or simplify it by either giving the team leader a User (Hold) Action or have the trigger automatically execute by timer.

I hope you find the time and motivation to streamline this. Well made narrative COOP(!) missions are the most difficult to make.