Summary
Nonstop warfare that hunts you on any map. Mortar teams, airstrikes, attack helis and enemy squads in waves, with real breaks to catch your breath.
Description
Universal Hell Mod turns any scenario into a war zone built around you. Drop it on top of your game, play like normal, and the enemy comes for you.
WHAT IT DOES
- Enemy squads hunt you in escalating waves and hit you from several directions at once, not just one side.
- Ambushes wait in tree lines, by the water and inside buildings, and spring when you get close.
- Trucks and armour roll in on the roads. Troop trucks unload a squad about 250 m short of you.
- A real enemy mortar team sets up 400 to 650 m out and walks shells in on you. Take the team out and the shelling stops for a while.
- Airstrikes come with a warning: red smoke, the jet scream and an "in hot" hint on screen. Heavy salvos can drop on you with almost no warning.
- Attack helis circle you and hunt you down. Armed Mi-8 and UH-1H gunships carry real door gunners, and they can be shot down.
- Enemy troop helis land squads close to you.
- Gas attacks show up later in a push. Yellow smoke hurts anyone standing in it on foot.
- Bombs and shells can start fires that burn out on their own.
- Night makes it worse: flares, tracers everywhere, flak, distant firefights.
- Enemies lose track of you. They chase your last known position, then search around it, so hiding and moving actually works.
- Waves escalate the longer you survive. Every third wave from level 2 is a PEAK wave: faster, bigger, with armour.
- Take an objective and the enemy counterattacks a few minutes later.
- Real breaks: after a couple of hard pushes, once most of the enemy is dead, you get a 3 minute break. No new spawns, no strikes. Stragglers still fight, so stay sharp. A rumble and a flare warn you when the next battle is coming.
QUIET AT YOUR MAIN BASE
- Your main base (the spawn points that exist at the start of the match) is a safe zone. No strikes or gas land there, and enemy troops are kept well out of it (about 700 m from the base centre).
- If every player is back at the main base, the war goes quiet. About once every 45 to 75 minutes a two man enemy team sets up far out and takes shots at the base, just so it never feels dead.
- Only the starting spawn points count. Bases you capture later are not treated as safe zones, so the fight can follow you there.
HOW TO PLAY
1. Load the mod and start any scenario. Give it about 75 seconds after you spawn, then the war starts.
2. Just play your mission. Move, fight, capture, hold.
3. Listen for the incoming whistle and watch for red smoke and flares. Get down when the "in hot" hint pops up.
4. Kill the mortar crew if you can, or keep moving.
5. When the shooting dies down for a few minutes, that is your break. Resupply, heal, regroup.
6. Want it off? Unload the mod. There are no keys or menus to set up.
ENEMY SIDE
- The enemy is the first vanilla faction (USSR, then US, then FIA) that the scenario marks as hostile to you. FIA has no gunships in vanilla, so they bring troop helis and ground forces only.
- If a scenario has no vanilla enemy faction, it still runs the effects (shells, flares, smoke, gas, flak) and spawns the best vanilla stand-in it can find.
FOR ADMINS AND SERVER HOSTS
- Runs on the server only. Players just get the visuals. One director for the whole server, so the cost does not grow with player count.
- Hard caps: up to 60 enemy AI alive at once, with limits on groups, vehicles and helis. It also eases off automatically if the server FPS drops.
- If the server sits empty for a minute it cleans up and starts over at wave 1 when players come back.
- It does not run in the main menu, the tutorial or the World Editor.
- In Game Master sessions it runs lighter, never touches the time of day, and spawns normal entities the Game Master can see, take over or delete.
- Every setting lives in the mod's config script. There are no in game options. It ships with the lighter Lite Mode preset switched off.
COMPATIBILITY
- Works with the scenario, it does not replace it. It only reads bases, tasks and capture zones. It never changes scores, capture progress, tasks or the game mode.
- Enemy troops stay out of bases, capture zones and respawn points, so they do not break your capture or your missions.
- Uses only vanilla assets and has no dependencies. One small hook on the game mode, nothing is overridden, so it sits next to other mods without conflicts.
- Works on any map. It does not depend on one map's data. Custom maps without roads, bases or tasks fall back gracefully.
- The units it spawns are normal vanilla AI, so AI behaviour and medical mods apply to them.
- Its units are kept out of saves. Not tested with the old Enfusion Persistence Framework.
- Not needed with heli AI mods. If you run one, it may fight the scripted flight of our helis.
Made by Bent Reality Productions.
License
Arma Public License (APL)