Arma 3
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[SP] Red Skies
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
13.372 MB
12 Jan, 2020 @ 12:51am
1 Change Note ( view )
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[SP] Red Skies

Description
You're a member of the mysterious XOC "Containment Corps", and you've been sent in to cover up a containment breach...

RED SKIES is a singleplayer zombie mission inspired by SCP and Resident Evil.
Your objective is to destroy a breached "Pre-Containment" facility in North America (secretly livonia shh). There's an intense focus on survival, horror, looting and exploration.

Mission Features
  • Zombies will hunt you if you fire an unsuppressed weapon, and you can find suppressors for your weapons
  • Houses can be randomly locked, with lootable crates inside with randomized contents
  • Zombies will follow the player, and the sky will get redder the closer you are to the containment breach
  • Special weapons hidden around the map for you to find (and kill zombies with)
  • Laptops with readable text logs relating to what happened
  • Chemical Threat Detector device that updates based on how dangerous the area is (press or double tap your Watch key)
  • Gas Mask overlay (take off the Gas Mask in your inventory to remove it)
  • A spooky ending

Tips
  • Check out the Church in the bottom-right corner of the playable area
  • Don't open crates with your back to an exit! Always keep your eye on any entryway
  • Avoid shooting slower zombies, as you can easily outpace them without having to waste ammo
  • Zombies will swarm to your position if you fire an unsuppressed weapon, do so only as a last resort!
  • Save the game frequently. The game will autosave periodically, but be sure to save on your own as well
  • Use your vest and any backpacks you find to store additional weapons
  • You can fully heal yourself at the Refugee Camp and at the Clinic
  • Open YouTube and play your favorite zombie killing songs. I recommend "Looming Dread" from RE2 Remake
Please comment below if you have any issues. Due to the scope of this mission, it can be very performance intensive. Please let me know if there are any outstanding, mission breaking bugs!

For best results, load this mission only with its mod dependencies.
Contact is also required for this mission, as Livonia is the map used. You do NOT need to load Contact. You just need to OWN Contact.
Here are some additional mods that're recommended and supported, but not ultimately necessary:
  1. Outlawed Mag Repack (lets you convert M9 mags to MP5)
  2. Deadfast's Third Person View
  3. Enhanced Movement
  4. Discord Rich Presence
  5. Advanced Urban Rappelling
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A singleplayer horde defense style mission!
COXHOUND Discord Server[discordapp.com]
The official COXHOUND Discord server! Feel free to join for semi-frequent modding update... updates...

52 Comments
Sandman 9 Aug @ 10:10am 
Oh I found the key card, no problem.

I just gave up on all the locked doors with goodies behind them.

Creating scenarios like this are like telling a story. If you tell me that stealth is an important factor, and I try to play it stealthy, but then it turns out that being stealthy is irrelevant because the zombies already know where you are, it kinda spoils it. If you lock up the goodies in locked rooms, but don't provide any hint as to how to access them, all that hand placed stuff becomes irrelevant.

"Chekhov's gun" (Чеховское ружьё) is a narrative principle that every element in a story be necessary, while irrelevant elements should be removed. For example, if you tell the reader that there is a pistol hanging on the wall in chapter 1, then by chapter 2 somebody better have been shot with it. (by Anton Chekhov, as advice for young playwrights.)

Keep at it. You'll get better.
ærømagnetica  [author] 8 Aug @ 6:49pm 
I also agree with you on the key card, there's only one and it spawns in the refugee camp in one of the military stilt buildings. There's a scene in there with a dead scientist and some soldiers. But from a game design standpoint, it's a cramped and cluttered area and so the key card is hard to spot. From that standpoint, an improvement would be for me to add more key cards (you would still only need one, but you'd have multiple spots to find it) and/or add another way to get into the locked area if you don't have the key card.
There's also a task towards the end to overload a generator, and admittedly I half assed its implementation. It's not an intuitive task and its method of completion is lazy. I know a lot more about the editor and game design nowadays and would probably redo that too.
These things would significantly improve gameplay, in addition to tweaking the zombie spawning mechanics and their reactions to the player. Thank you again for your feedback!
ærømagnetica  [author] 8 Aug @ 6:48pm 
I appreciate your detailed feedback, it's really helpful! I do agree that the zombie spawns should be tweaked. It is meant to be played as more of a zombie shooter as you described your playthrough, something like Left 4 Dead I would say, but I've realized Arma's quirks and also the player's loadout and available loot don't really mesh well with that sort of gameplay, especially with how the Zombies and Demons mod works and how I've used it in the mission. It's a very outdated mod and I would replace it with something more up to date and adjustable like Webknight's Zombies, but I don't presently have much time to work on my workshop projects unfortunately. In the future, I'd like to update this one or maybe make a sequel.
Sandman 8 Aug @ 1:21pm 
Okay. Just finished this one. I have to agree with previous comments concerning the sheer number of zombies. Several hundred. Even though I stuck to the rules, was as quiet as possible, it didn't seem to matter because zombies that spawned in several hundred meters away, without any sight or sound of me, made a beeline straight towards my position like they'd all gotten a group text of my exact coordinates. My answer to any scenario with an infinite stream of me-seeking zombies is to grant myself weapons with infinite ammo in response. At that point the story goes out the window and the scenario just becomes a walking/zombie killing simulator with occasional easter egg hunts. Which is a shame because I saw some potential there for better. After looking all over for door keys, I just gave up on that and followed the hamster run all the way to the end while playing whack-a-mole.
ærømagnetica  [author] 7 Aug @ 8:15pm 
whoops! will fix, thank you.
Sandman 7 Aug @ 5:27pm 
COXHOUND Faction mod requires COXHOUND Ordnance and ammo mod.

Not listed in the required mods on the right.
marco.toppy 20 Jul @ 9:17pm 
Ok thanks, I understand it. But i feel that there are too much zombis number for my ArmA basic soldier experience. So it isnt possible shodows from them and they can entry within building from doors and walls. I dont know if i will try to play this mission, sorry. But you work is fine. :steamsad:
ærømagnetica  [author] 20 Jul @ 11:39am 
I actually played it today to see if it's still playable. It is. You just need to explore around. You can check buildings to find boxes that contain ammo, the briefing tab has pictures of the boxes.
Also, go to the police checkpoint and the refugee camp. There's dead soldiers with M16 rifles and you can also find ammo there for the MP5SD that you begin the mission with. There's also an unmarked gun store and a bandit cache you can find, the bandit cache is in a sawmill on the east side of the area and has an M107. Good luck!
marco.toppy 19 Jul @ 3:15pm 
95% the horror mission are impossibles for to play. :steamsad:
ærømagnetica  [author] 19 Jul @ 2:40pm 
5 year old mission moment