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Trapped On Malden

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Story:

Private Dave Armstrong, a soldier in the US army who has been sent to Malden. Sergeant Trembley, the leader of the squad Dave's in, is to complete Dave and his squads training. After their training, they have their first mission; to investigate a factory where there was an explosion. But when they get there, very unusual things happen... They are under attack by something that looks human! It was eating his men alive. Sergeant Trembley called for evac. When they got back at the base, he said & showed everything that happened to Colonel Blake. Blake wanted to have it under control, but by then, the "zombie" disease had spread too much. The base comes under attack about an hour later and only Blake, Trembley, Armstrong and 8 others survive. They fight to find transport off Malden...

Features:

If you fight hard enough on the last mission, Sergeant Trembley can survive.

Weather gets slightly worse each mission.

Zombie population rises over missions.

Zombies take about 10 shots to die.

No addons needed!

Bugs:

Soldiers may die in some missions, but in the next mission they'll be alive.

The statistics will be incorrect, it will say you have killed about 200 people when you've only killed only about 20 people.

The campaign is best played in cadet mode, as in veteran mode you can't see where the waypoints are and some of the scripts are executed when you walk into the waypoint.

Installation:

Put "tom.pbo" into your campaigns folder. For example, mine is "E:\GAMES\OperationFlashpoint\Campaigns".

Download here (3.31mb). Please watch the trailer video, it took me pretty long to make it. The missions are pretty short, but I hope they're fun! biggrin.gif If you don't like it, don't worry! FML campaign will be much better. I made this in a rush (sortof).

picture4dm.jpg

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Well, what can I say about it. I've finished it in about an hour, I never died. As you said, you can see that's it's made in a rush. Microsoft Sam provides the voices, it's better than nothing, but it gives it a very odd effect. It's a nice campaign to play when you got nothing to do, just shooting hordes of zombies, but I hope that FML campaign will be better (as you already said).

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Finaly, the first Zombie campaign out of nowhere. smile_o.gif

A good story, though it shows all over the limits of zombie systems in OFP. Where wide areas and large numbers are an advantage, close encounters have to remain oversimplified. This often requests too much imagination from players not attached to zombies.

I was very happy to find out that all missions are playable without switching to cadet mode. You should edit missions with veteran mode in mind, before adding waypoints and hints for cadet mode. - Or don't even add these things, I believe most people play in veteran mode.

One big bug was that before almost every intro and mission a missing addon error showed up. Remember to delete them from the addon sections in mission.sqm when you used them in the mission before.

Addons reported were some east tent, bisresistance and a C130.

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i removed every addon in the mission.sqm when i finished the missions. i cannot fix that damn bug, sorry sad_o.giftounge2.gif . its not the final version of the campaign. im gonna put in human voices biggrin_o.gif , and edit some stuff, but what to edit? u's tell me biggrin_o.gif

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I've had a look at your files. And you've made a bloomer while clearing the addon sections. You can't just remove all the entrys there, because some are needed for the "addons" coming with the original game. And it's not the only place you've to edit for removing previously used addons.

Removing addons in a mission:

1. Remove them on the map, in triggers and scripts.

2. Save the mission.

3. Clear the addon section of mission.sqm in notepad completely. Save.

4. Reload and play (complete! ) the mission in editor. Save it again.

Now all remaining and/or default "addons" are automaticaly listed in the addon section again and won't be reported missing later.

5. Afterwards test the mission yourself with a clean OFP, to see if all inofficial addons are removed correctly. (=not one error message)

MASH_E:

Inofficial Addon.

(official east mash tent is MASH)

But at least three of your missions I've checked (1,2,7) still include this inofficial addon as an item.

Because you only removed their entry in the addon section of the mission.sqm's the mission is already playable/(somewhat) editable without the addons. On the editor map the object is invisible until changing it in the mission.sqm to a default object. - Preview in editor isn't possible until you've done this.

When playing the campaign, this object just isn't existing in the mission and the error message appears.

bis_resistance:

Official Addon.

Needs to be listed in the addon section, otherwise an error message shows up when playing the mission.

While previewing and saving a mission, so it became readded automaticaly, I found out that "g36a" is added, too. Another official addon which would have caused the same kind of error when it would have been the only thing missing in the addon section.

c130v1a:

Inofficial Addon.

Mission 12_1 and 12_2 include this vehicle. Probably a Hercules plane. Again the mission is playable without the addon but with an error message, because the addon was only removed from the addon section. The same problems as MASH_E.

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Played it yesterday. Pretty much the same comments as kakagoegie: done in 30 minutes, didn't die once, microsoft voices could use replacement etc. But overall it was a nice and entertaining campaign and I hope you expand it in the future and maybe add more zombies and more ways to kill them (thinking of a heavy grenade launcher or JAM grenade vest for M203) thumbs-up.gif

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Where I find this file =  bis_resistance ??  tounge2.gif

when u install the game

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when installing flashpoint resistance expansion pack or with Ofp game of the year edition wink_o.gif

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