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  1. Ive created a decent size scenerio using the respawn system that works by placing the empty marker and naming it "Respawn_west". I am then placing other empty markers with triggers that change that empty markers name to "respawn west". This works fine for moving the respawn point around the map. Ive had no issues so far but now after i respawned 3 times in quick succession on a single point, i am able to move for about 10 seconds before im teleported to bottom left corner of the map under the ocean. I know this is a really common issue within arma 3, im just looking here hoping that someone knows what may be causing this or even a possible fix, thanks.
  2. Alright, Haleks has given permission to port the Vanilla ravage Mission over to other maps for those who would like it and I will provide the template I use as well. At this point it will be straight vanilla ports with simple scripts added if it makes sense. I think of ETG crash & drop when I say that. I most likely will do a non zed version of those for those who prefer that and if need be provide those to rosoftkz for Roads if he wishes to port that to other maps as well. Roads is here --- > https://forums.bistudio.com/topic/186118-sp-roads-for-ravage //----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Outline The general plan is for you guys to pick a map then We need to agree on default setting in the modules then I will port it over and we will then test it to see if those settings are good if they are not, I will tweak it and we can retest it until we can come to some type of democratic decision on what a standard can be and I will port the future mission with those settings. This should speed it up as time goes on. I will provide the mission folder for the editor and a pbo that will be immediately playable. //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- How you can help - Post some settings preferences and politely discuss - Suggest some scripts that can legitimately be used that make sense for ravage -Test the ported missions to see how many things I messed up - Have fun and don't be all downers... - Get your Relentless Creator Achievement, the editor is your friend, your frustrating annoying friend who you learn you don't want to live without... don't be scared - Send Haleks, BadBenson, or your favorite mod author beer money... lol.... :cheers: //----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Stuff This will fall under whatever Licence Haleks has chosen for Ravage. Ravage Thread here ---> https://forums.bistudio.com/topic/183264-ravage-mod/ All Credit goes to Haleks and if other scripts are used credits will be in the missions readme. I won't be doing configs for weapons... rosoftkz has a fairly simple system that should be fairly easy to get your mod of choice in the lootlists. He or I can link that later here. Thanks to BI, the community as a whole... And all the mod authors making this game so interesting... Well... Cheers... Carry on...
  3. Available from Steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=884232981 A compromised mission to eliminate a high priority target descends into a desperate fight for survival. 1 to 4 player RAVAGE scenario. Objective based with side missions both marked and unmarked on map. Ranges across approximately 25km of Altis terrain encompassing a full 24hr cycle. Time scale is set to 6x and hunger/thirst is set at 2x the norm, you will have to eat and drink to complete your objectives. The final section can be reached before nightfall if you get lucky with transport. However it was designed with a stealth, undercover of darkness approach, use the Ravage rest function if you get there with time to spare. Should you succumb to the infected, bandits, starve or die of thirst there are incremental respawn points throughout the mission and you return to the game with the loadout you die with. The basic arma revive system is also in place and stamina is disabled. Do yourself a favour, subscribe to Arma enhanced movement and set it up. Climbing on to the roof of buildings and over walls will help you avoid zombies and negotiating towns with faction Ai hunting you is much more fun when you can get over that wall or climb through a window. However, AEM is not a requirement for this scenario. You will need to get ravage from Here Cup weapons and RHS weapons will show up on bandits if you have the mods enabled, though once again they are not required. No other mods are supported with this scenario and they will almost certainly disrupt its effective usage if enabled. My Thanks to Daz, Kodabar and Jimmakos for help in both creating and testing Bib. Thanks also to the arma community for all the great tutorials out there. And of course the biggest thank you to HALEKS for creating RAVAGE. YUKi.
  4. current version V.0.0.4Z release 14/12/2015 Introduction: ROADZ is the "Zombie" version of ROADS, the survival mission inspired by the RAVAGE Showcase. After the White Plage Pandemia and the World Wat that followed, Altis is a ravaged and hostile land covered by bandits of differents sidesn renegades and survivors. On the very early hours of this cold morning of december 2041, you were trying to rally a survivors camp with a friend of yours when your truck was ambushed on the small ROADS of Altis. The truck is on fire, both of you left dead in the picht black night..... dead ????? ... maybe not so dead..... what is ROADZ ROADZ is survival oriented, single player, semi randomized and open to the whole world of Altis. Made exclusively for RAVAGE mod, ROADZ, as its previous version "ROADS", is made to be mod friendly with listed recommanded mods below. You'll be able to enjoy all of the RAVAGE functionalities and some exclusive functions brought to RAVAGE by ROADZ. RAVAGE offers: - post-apocalytic world and atmosphere - infected humans - bandits squads - renegades - survivors (may join you on demand) - abandonned vehicles you'll need to repair and refuel is you find the required items to. - radiations zones - survival system to survive (need to eat, drink, heal yourself ) - Loot system to find what you'll need (or not...) - animals hunting to survive (WIP still Arma 3 updates broke AI animals functionality ) ROADZ offers: - 1x time factor (defaut RAVAGE is x4 ) - Random gear, uniform and weapons on spawn (exclusive for ROADZ, not available for ROADS) - Random spawn points (14 aeras to spawn on the whole Island) - camps, bases and seized towns by Bandits where you can find assets if you're not killed. - Survivors customized QuadBikes (random spawn) with condition depending on RAVAGE vehicles module. - SFX atmosphere : dust storm that reduce visibility - SFX NVG: altered NVGs (if you find some) as Radiations damaged NVGs tubes, cannot aim any standard rifle scope with NVG (but you might find NVG Rifle scope if lucky enough) - enlarged gear, uniforms, weapons and accessory list for several friendly mods (see list below): wil spawn all AIs with customized gears, uniforms, accessories and weapons - specific ROADZ loot system in addition of RAVAGE's one for extra weapons, uniforms and items in Trashpiles and crates : searching into a aera once, maybe twice till it is empty and no more searchable - reaming function for your armed car (if you seize one) from another armed car DOWNLOAD LINKS GOOGLE DRIVE V.0.0.4Z ARMAHOLIC V.0.0.4Z REQUIRED MOD: RAVAGE by HALEKS (require CBA_A3) recommanded mods the gameplay can/will be highly upgraded with a few mods I recommand. none of those mods is required, there is no dependency to any of them. you might choose the ones you want for your favorite weaponry. not required but can't do without for a real good experience: Enhanced Movement improved movements to climb, jump... but also enhanced NVG SFX to improve the specific effect made for the mission (damaged night vision ) Incognito by RYDYGIER (winner of MANW contest with PILGRIMAGE) will allow you to stay incognito in some specific occasion... and maybe to be stealth enough for some actions MOCAP hand to hand close combat, takedown.....will help with Incognito to be close enough to bandits and to kill them with bare hands when you have holstered your gun of left it behind you. TRYK's Uniforms custom uniforms to improve the atmosphere of RAVAGE recommanded. Nato-Russians SF Weapons by Massi USSOCOM-75th Rangers-DEVGRU by Massi UK Special Forces by Massi Italian SOF by Massi Russian GRU OMON Spetsnaz by Massi Flay Archery by Mr Flay RH Pistol pack by Robert Hammer RH Accessories by Robert Hammer M4 Super 90 benelli Shotgun by Purple Spanish Army mod FFAA by FFAA Team GPNVG-18 mod by Teeha and Warlord554 B&T MP-9/ MP-45 by Alwarren and GvsE RHARD_MK18 by Robert Hammer and ArdVarkdb see also RAVAGE's Thread "recommanded mods section" about TRYK's Uniforms, HLC mod Pack, WarfareThai mod since ARMA 3 1.54 update deeply modified Arma 3 system, it is highly recommanded to search for the latest update for all mods known issues: - a few issues due to RAVAGE WIP, most of them are fixed with RAVAGE updates. - since ARMA 3 1.54 update: - some weapons dissapears once bandits killed -- MP-5 weapon from Massi or FFAA - weapons wobble and slide away from bodies or float upon body -- HLC and FFAA - missing weapons on some spawned AIs - FPS drop in some case due to large amount of objects added on the map and/or atmosphere and weather conditions. might require some tweaking on game settings. - music will not play on mission Start . - save unavailable after intro: need to restart mission. ROADZ is directly linked to ROADS and will follow all of ROADS upgrades. Enjoy :)
  5. current version: V.0.0.5P HOTFIX on 22th jan 2016 now for ALTIS and CHERNARUS, CHERNARUS_SUMMER and CHERNARUS_WINTER_A3 maps see below ROADS ALTIS CHERNARUS and CHERNARUS_SUMMER CHERNARUS WINTER a survival mission for RAVAGE mod by Haleks Introduction After the White Plage Pandemia and the World War that followed, Altis is a ravaged hostile world covered by bandits of different sides, renegades and survivors. On the early hours of this cold morning of December 2041, you were trying to rally a survivors camp with an another survivor in a truck on the small ROADS of Altis. You've been ambushed in total pitch black and left for dead close to the burning wreck of your vehicle.... Dead ???... maybe not..... what is ROADS ROADS is a survival oriented, single player,semi randomized and open to whole island mission based on the original showcase of RAVAGE. you'll be alone trying to find the essentials to survive. Made exclusively for RAVAGE (required) , the mission is also MODS-Friendly (at least all mods supported by RAVAGE-see below, section "recommanded mods" ) what's inside ROADS: all you find in RAVAGE: - post-apocalyptic world - bandits - renegades - survivors - abandonned vehicles (need repair and refuel ) - radiations zone - survival loot and system to survive (need to eat, drink,heal and rest ) - hunting animals to survive (need combination of specific items to achieve) ....but no Zombies (for now. see below why) and no color filter.... (zombie version of ROADS is here: ROADZ ) and more: - time factor x1 (default RAVAGE: x4) - 14 random aeras for starting points for the mission (even you spawn in the same aera when you restart the whole mission, you will never be at the same place) for ALTIS and ALL Chernarus map versions - chemlight on player system (require chemlights in inventory) -added in RAVAGE functions since RAVAGE V. - - modified places all over the map to simulate a world of survivors (more than 4000 added objects of Chernarus maps, not visible on maps- script to spawn a new world) - bandits camps, here and there - bandits bases, a few ones - seized and fortified Fuel stations on Chernarus maps - bandits patrol, everywhere - "Survivors style" quadbikes (in some places, not many of them, with low % of chance to be spawn to random them on each mission (re)start ) - SFX about atmosphere: never ending sand storm on Altis, snow fall on Chernarus_Winter. - SFX about some assets : IE -NVGs, if you find some, are mostly damaged due to radiations and will help to roam through the night but not to fight as the image will be highly altered. - NVG can't use scopes nor iron sights to aim - hours of fun enjoying roaming all over Altis for some stuff to survive... and some fight. - enlarged Gearlist for Bandits : new weapons, accessories and uniforms since ROADS V.0.0.3 - specific winter uniforms for Chernarus Winter map (will require Tryk and Massi's mods ) - new loot system since V.0.0.4 (you can search in most of trash on Altis and even in some world objects on Chernarus maps) - rearm function for vehicle from an another vehicle since V.0.0.4 - mission ported to Chernarus map for CUP terrain pack and Chernarus Winter A3 maps. - tweaked RAVAGE and ROADS additional loot system. - SMA weaponry compatibility added - Random type of patroling helos with KYO MH-47 Mod and all Special Forces Massi's mod UH-60 see changelog below and more to come: on Ravage's side as the mod is WIP: - please follow news on RAVAGE thread. on ROADS side too , as it is also WIP: - maybe a special mate..... - caching system for added objects and items to save some CPU/GPU ressources - scripted modified world - a story line - a task (for now the main goal is to survive the longer you can, see the "day counter" when you open the inventory) - several alternative ends depending of your game DOWNLOAD LINKS updated to V.0.0.5P 22th jan 2016: HOTFIX for Chernarus Pack (error related to "Xcam source deleted" fixed for Summer and Winter version ) download, copy and past into your arma directory in the "missions" folder, start ARMA3, enjoy.... V.0.0.5P ALTIS (1 pbo file for ALTIS) V.0.0.5P CHERNARUS PACK HOTFIX (3 pbo files, one each for Chernarus, Chernarus_Summer, Chernarus_Winter_A3 maps, see below for required mods for this pack) V.0.0.5.P_ARMAHOLIC HOTFIX (all 4 of the pbo files: Altis, Chernarus, Chernarus_Summer, Chernarus_Winter ) WARNING due to "missing locations" on Chernarus maps, ROADZ cannot be updated for now (Zombies will not spawn). I have to wait for CUP guys to fix the matter. previous versions: changelog: V.0.0.5P Chernarus_Winter/Chernarus_Summer/Chernarus/ALTIS/ general mission: - due to CUP Terrains Pack latest update (V.1.0.1, _Core and _Maps) some Ravage functions might not work properly on Chernarus maps ("missing locations" error will not spawn properly bandits random squads, wrecks and more...) - re-written scripts to match new RAVAGE Update V.0.1.34 (no more LV2/LV3 uniforms) - re-arranged map (triggers, objects) - re-written spawn gear for player: now player spawn with random uniform on mission start (and two blue chems on Altis, clear nights and lights "on" in Chernarus). - re-written uniforms selection for AIs to match Chernarus_Winter map (winter uniforms from Massi's recommanded mods, Tryk mods) -most of AIs will have warm clothes, some still in summer/spring clothes - randomized anti personnal bounding mines spreading on whole map (approx 400 mines all over the map, randomly) - script to modify Chernarus maps on some specific places (more building from Arma 3 config added, bandits base and camps, fortified bandits seized fuel station ) more than 4000 objects added (not visible on map) - weapons and accessories from SMA (mod compatibility extended) - ambiant helos flights with random type of helos (compatibles with all UH-60 from Massi's mods and KYO MH-47E) - tweaked additional Trashloot system - now compatible with CUP_terrains pack classnames- extended aeras to search - places might be searchable once or twice before declared "empty " - tweaked RAVAGE loot system (percentage of chance to spawn items and weapons)
  6. RAVAGE TOURISM ESSEKER Hello RAVAGE Fans! Today I present you my personal vision of surviving the Zombie Apocalypse using the perfect framework, RAVAGE, and the perfect map, Esseker. Short overview: Title: RAVAGE TOURISM ESSEKER Version: 1.5 Author: tourist Type: SP/COOP 1-12 Roleplaying Game Respawn: Base/Markers Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable Language: English Credits go of course to all the addon creators who made this possible in the first place. All addon makers do deserve our respect and gratitude, but in this thread I'll name especially those who were most important for this particular mission: Haleks for the awesome RAVAGE Mod and mission making framework ronhillultra and the rest of the team behind the Esseker map for their dedication to create an ideal staging area for apocaplyptic missions hcpookie for his Battlebus MrHuachuca for his atmospheric music and sound collection that greatly inspired the music selection in this mission - even if I have decided to not use his pack anymore in a published mission to avoid the copyright controversies it may cause. Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System Next to credit are my fellow RAVAGERS that helped my with scripts, advice or templates: Bad Benson who not only made the Enhanced Movement addon so crucial for surviving in RAVAGE missions in general, but also offered the immersive script suite to the community that enhances SP and MP RAVAGE alike with vehicle crashsites, bandit camps, and, the most important element IMHO for immersion: The Temperature System! Bad Benson also helped me kindly with tailoring his script suite to my special needs for this mission - thanks a ton, buddy! cosmic10r for building and presenting the first Escape! Mission for RAVAGE Jimmakos for his awesome Esseker Mission that was a major source of inspiration for my own vision of RAVAGE on Esseker. Haleks himself for his continuous tips in the PM thread while testing the DEV versions of RAVAGE or in the forum when I had mission making questions And last but not least my buddy reforger for playtesting with me in MP and giving advice on mission design! What to expect from RAVAGE TOURISM ESSEKER? 11 different random start locations in SP and a spread out start for the survivor team in MP- some are better, some are worse in the sense that you spawn far away from the AI teammates in SP or far away from your buddies in MP. Random gear in MP for all but one player slot who is designed to be the SP hero of this adventure and who is a die-hard prepper Music that is part of the missions design and will be heard during the course of the mission in key locations. An open world with a lot more to discover than just an escape vehicle, if you so choose... Just read the Briefing and hints carefully! Epic fights against bandits and zombies while constantly struggling to keep your needs satisfied in a world more than one year after the apocalypse - that means ultra-rare loot (the challenge becomes even bigger the more people you are in coop - then you need in the worst case 11 times the amount of food and drink than in SP) and a total of just two driveable vehicles availble "for free" on the entire map besides the escape vehicles - and you must walk there first... Carefully crafted locations which are there to provide specific loot in logical locations or which were created to help in building immersion and some more storyline Additional food sources in the form of rogue farm animals that live and thrive in the more rural areas of the map - but you must find them first since they are set to wander, not to stay put! Random spawns for the escape vehicles: if you are lucky, they are close to a place where you can find fuel and repair equipment for them, if your unlucky, well, hit the road and look for your loot! Required Mods: @AliVE: http://alivemod.com/#Download @Alive Server (for MP only): http://alivemod.com/#Download @BG21_Slaughter: http://www.armaholic.com/page.php?id=28790&highlight=BG21 @cba_a3: http://www.armaholic.com/page.php?id=18767 @cup_terrains_core: http://cup-arma3.org/ @cup_terrains_maps: http://cup-arma3.org/ @cup_units: http://cup-arma3.org/ @cup_vehicles: http://cup-arma3.org/ @cup_weapons: http://cup-arma3.org/ @esseker: http://www.armaholic.com/page.php?id=28815&highlight=ESSEKER @Frith's Ruin: http://www.armaholic.com/page.php?id=31654&highlight=FRITH @IFA3_LITE: https://forums.bistudio.com/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=58&tab=comments#comment-3239827 and SWS @POOK_battlebus:http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS @Ravage: http://www.armaholic.com/page.php?id=29638 @rhs_afrf3: http://www.armaholic.com/page.php?id=27150 @rhs_usf3: http://www.armaholic.com/page.php?id=27149 @rhs_gref: http://www.armaholic.com/page.php?id=30998&highlight=GREF @rds_A2_Civilians: http://www.armaholic.com/page.php?id=26188 @sanchez_headlamps:http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMPS @Spyder Addons: http://www.armaholic.com/page.php?id=30013&highlight=SPYDER @TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK @TAC VESTS:http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS @warfarethai: http://www.armaholic.com/page.php?id=26051 Recommended Mods: Dynasound The Blastcore suite Bloodlust MOCAP And of course Enhanced Movement, who would play RAVAGE without it? MagRepack since I don't need ACE for just this one feature... The LOW Mine Detector system to get safely through the Minefields around the Military camps... IF you decide to turn those cheap-ass red triangles off, that is. I don't force that at you. The compatibility PBO for Warefarethai and RHS that is availble, although outdated, will still make some Magazines interchangeable. YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg UPDATE 5 (the updates 1-4 were just WIP steps and never saw a release ) (Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Esseker. All works perfectly well in SP, but can still fail sometimes in MP. Have not yet found out why... Switched to AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! Basically it's like this: all of the playable slots can play „Doctor“ and do a full Revive in MP if they have FAK's or Medikit. If you have just AI with 1 player or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans in their own group. You can help the RAVAGE spawned BLUFOR Survivors though, and will receive radio messages and map markers informing you about wounded BLUFOR survivors' locations. Added TAC VESTS dependency because it's used to fix the Armor values of the TRYK vests Added a few simple quests (default A3 Task system used) to the Double Tap Gun Range and the Science Camp; will be obtained automatically on entering certain areas Added a recruitment Flag to the Double Tap Range: You can now recruit desperate survivors who have lost everything into your team – if you load @inidbi2 in SP or MP clientside, up to 11 of these recruited AI Teammates get full ALiVE persistence, i.e. their position, health, inventory and ammocount are saved and will be automatically restored upon ALiVE loading your persistence savegame. Beware: the playable slots which if unoccupied by a human player will join you upon coming into view range to their start locations are not affected by this in the same way; they only teleport to your location, but will re-load their editor set equipment. So if you want pack mules to store your loot, go recruit at the Double Tap Flag since only these units will keep whatever you gave them before saving/quitting. Also ofc ANY vehicle or crate is good for saving now with ALiVE active. (See below!) Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP. I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A. In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time. In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically. Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons... Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles. WOHOO! The Mission itself: https://www.dropbox.com/s/e59fbbd4h1t96w9/RAVAGE_TOURISM_ESSEKER_ZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0 And the version without Zombies: https://www.dropbox.com/s/hktvielmo8ju3jk/RAVAGE_TOURISM_ESSEKER_NOZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0 Also available via Steam Workshop! THE „CUP-ONLY“ HIGH PERFORMANCE VERSION IS NO LONGER MAINTAINED!!! Some Screens from my SP testing and the successful playthrough with my buddy reforger in the following post - show your screens here as well!