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PostPosted: Thu Feb 07, 2013 9:05 pm 
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Hitman

Joined: Sat May 19, 2012 6:12 pm
Posts: 108
Location: Holland, AKA The Netherlands
Well, i've been working on this thing on and off for months now, and i'm slowly but surely running dry on ideas and inspiration. So i'd figure i'd make this topic and get some extra input and ideas. Mind you its not yet complete and wont be released untill it is.

Status: Still in progress! Plenty of bugs to fix, as well.
Amount of missions so far: 21

How it works:
Plays like the regular maps with a few differences.
Lives is set at 99. Missions are only triggered via blue phones or occasionally via peds, the exception being some Stores which activate in different manners. Speaking of Stores, those are there too: the Clothes Shop that allows one to change their remap permanently for $5.000. The Blocked Metro Station where one can buy guns at various prices. And the Black Market that sells almost everything.
The amount of money given from missions is somewhat lower then the standard levels, though things are cheaper, and saving, if possible will be designed to cost roughly $5.000, not $50.000.
Any coloured phones will typically only serve as instruction phones, minus the Red Phone at the centre of the map that will be used in the future to find the player the easiest/nearest mission they havent yet unlocked. There's also no Gang Respect to earn or lose, would be too hard anyway to implement when there's probaly going to be over 3 groups/gangs. Oh, and all missions except the tutorial can be repeated, at most this changes some text, but the rewards tend to stay the same.
Oh and the maximum Wanted Level is set to 5.

The goal is to have atleast 30 missions! Though if possible i'd like to have up to 40. And to make those missions as unique and varied as possible, and fun and/or challenging, of course.

Images:
The city Part 1.
http://imageshack.us/photo/my-images/52 ... mnew1.jpg/
The city Part 2.
http://imageshack.us/photo/my-images/6/customnew2.jpg/
The city Part 3.
http://imageshack.us/photo/my-images/20/customnew3.jpg/
Overview of map.
http://imageshack.us/photo/my-images/13 ... mnew4.jpg/
Some more random images from the editor:
http://imageshack.us/photo/my-images/38/customnew5.jpg/
http://imageshack.us/photo/my-images/58 ... mnew6.png/
http://imageshack.us/photo/my-images/17/customnew7.jpg/
Kind of a 3D isometric overview of the map.
http://imageshack.us/photo/my-images/29/customnew8.png/

The Missions (Using mis tags because i cant get Spoiler tags to work correctly here...)
Warning: Obvious Spoilers of whats to come.
Syntax: [ Download ] [ Hide ]
Using GTA2 Script Syntax Highlighting
No Faction:
Tutorial! (wsd_tut) Requires: Nothing.
Mission: A simple tutorial.

Stores:
Clothes Store (wsd_st1) Requires: $5.000 to use.
Function: Allows you to change your remap, and uh, form.
Allows for Dummy, Gang and Emerg remaps. Also removes one's
Wanted Level, much like a Spray Shop would.
Note: Should probaly implement a counter. And fix it a little.

Blocked Metro Station (wsd_st2) Requires: Nothing to enter.
Function: You can buy guns here. Entry via trains, exit by trains or death.
Note: Do NOT piss off the guards.

The Black Market (wsd_st3) (Requires: ???)
Function: Sells every gun and almost every powerup. Also some
weapon-equipped vehicles, too.
Note: WIP - Not made yet.

-------------------------------------

General Missions

Loonies:
Grand Theft Ice Cream! (wsd_as1) Requires: Nothing.
Mission: Steal (spawned) Ice Cream vans!
Difficulty: Pretty damn easy.

Grand Theft Weapons! (wsd_as2) Requires: AS1.
Mission: Steal a guarded Van. Escape alive.
Difficulty: Easy.

Assaulting the Ice Cream Factory! (wsd_as3) Requires: AS1, AS2.
Mission: Stealth (kill) yourself past guards and destroy generators.
Difficulty: Normal.
Unlocks: The Ice Cream Factory and its missions (below).

Junkjard Trouble! (wsd_if1) Requires: AS1, AS2, AS3
Mission: Take down all enemies at junk yard and loot it, return with loot.
Has some optional stealth elements to it, as well.
Difficulty: Normal-ish.

No Tanks! (wsd_if2) Requires: AS1-AS3, IF1.
Mission: Track down and persuade (punch) engineers to come with you.
Taking last one sends out deadly RC cars.
Difficulty: Normal-ish.

-------------------------------------

Rednecks:
Beer Brawl! (wsd_rn1) Requires: Nothing.
Mission: Take the suitcases. Expect resistance.
Difficulty: Easy-Normal.

Drunken Invasion! (wsd_rn2) Requires: RN1.
Mission: Defend generator 1 from incoming waves of enemies.
Then drive in time limit to another and defend it. The enemies vary:
Rocket Guy: Wears green vest. Only attacks if provoked(hit).
Bomber: Ignores you completely. Explodes if at Generator.
Assault Guy: Only attacks you, comes with various weapons.
Difficulty: Normal-Hard.

Portable Power! (wsd_rn3) Requires: RN1, RN2.
Mission: Sneak (or fight) into the Power Plant, return briefcase in time limit.
Difficulty: Normal-ish.

Dirty Politics! (wsd_rn3) Requires: RN1-RN3.
Mission: Kill 3 Politicians. First one is easy. Second guarded by
2 FBI cars, last one by TONS of FBI. To be sniped with a Rocket.
Difficulty: Hard.

-------------------------------------

The Deathmatch Dome:
VS Police (wsd_dd1) Requires: Nothing.
Mission: Kill all enemies. Boss is immune untill a certain amount
of bullets have hit him. Electro-gun also works.
Difficulty: Normal-Hard?

VS Rednecks (wsd_dd2) Requires: DD1.
Mission: Kill all enemies. Boss is immune to anything but Flamethrowers.
Flamethrower units will be sent in much later that guard spots.
Difficulty: Normal-Hard.

VS Russians (wsd_dd3) Requires: DD1, DD2.
Mission: Kill all enemies. All enemies are immune untill punched.
Boss takes several punches, swaps to different weapons during this.
Difficulty: Hard!

-------------------------------------

Zaibatsu:
Pills Here! (wsd_zb1) Requires: Nothing.
Mission: Find a truck cab on street or guarded. Steal tanker.
Difficulty: Easy-Normal.

Explosive Delivery! (wsd_zb2) Requires: ZB1.
Mission: Krishna blocked the docks, use tankers with Car Bombs
to blow their blocking Tankers up. This is done by triggering
the Car Bomb while a trailer is attached, only it will explode.
Difficulty: Normal.

Escort Ambush! (wsd_zb3) Requires: ZB1, ZB2.
Mission: Use your Mine and Car-Machine-Gun equipped car to defend
a transport as it passes various ambushes and blockades.
Either blow up the offending blockade or take out the ambushing enemy.
Difficulty: Normal-ish.

-------------------------------------

Scientists:

For Science! (wsd_ac1) Requires: Nothing.
Mission: Steal 3 vehicles which are increasingly harder to get.
From simply driving off rapidly to trying to intercept an APC with
an rapid-firing turret on top.
Difficulty: Normal

Technological Troubles! (wsd_ac2) Requires: AC1
Mission: Fight your way into a heavily-guarded storage depot,
with enemies throwing explosives behind cover and pull out guns
when harmed or approached.
Difficulty: Normal-Hard

Power of Science! (wsd_ac3) Requires: AC1, AC2
Mission: Use the semi-invulnerability-granting machine to get
rediculous amounts of health and retrieve the APC from the even
heavier guarded Army Base. If you get flamed visit the Fire Truck
to cool down and retry.
Difficulty: Normal
Unlocks: Ability to buy several-minute-long semi-invincibility.
(Note: Health resets to 0 when effect is lost; not lethal.)

-------------------------------------

User-made missions:
My Favourite Car! (CarThief: wsd_ct1) Requires: Nothing.
Mission: Steal 6 Bensons while police get increasingly agressive.
Difficulty: Normal-ish.
Unlocks: The phone to repeat this mission.

Things most disliked! (CarThief: wsd_ct2) Requires: CT1.
Mission: Kill a group of heavily armed Muggers, then Carthieves.
Then blow up 3(?) Fire Trucks.
Difficulty: Hard.
Unlocks: The phone to repeat this mission.
Parsed in 0.040 seconds, using GeSHi 1.0.8.10

I guess this isnt too much information so far, i could always post more screenshots or other things on request if anyone's curious.
Also accepting any ideas, as stated above i burnt through almost all of mine by now.
Dont mind either if anyone trustworthy wants to make a user mission for the map either, kinda what i made an user-mission section for, if anyone's interested (one at a time though, if this is the case, or things get messed up). It should help greatly in the attemp of achieving atleast 30 missions.

Edit: Oh, if this ever gets finished at all, i do intend to make it coop-friendly as well if i can push that much out of GTA2. :P
Ah, would be hard given the endless bugs this project gave me so far though, had some of the craziest destabilizing and crashing bugs ever.


Last edited by CarThief on Wed Apr 10, 2013 6:59 pm, edited 5 times in total.

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PostPosted: Fri Feb 08, 2013 2:41 am 
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CarThief wrote:
I do intend to make it coop-friendly as well if i can push that much out of GTA2. :P

Awesome! Multiplayer is so much more fun than single player, imho. You could just declare 6 PLAYER_PED but only write proper code for p1, to make a start.

That would let you test the level with other players, like spectators. Some types of AI will still interact with them of course...it would just be for gathering feedback.

Some good architecture, in fact you've made one of my least favourite texture sets look great. At least as good as the original level, for sure.

Beta download plz!

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PostPosted: Fri Feb 08, 2013 2:30 pm 
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Hitman

Joined: Sat May 19, 2012 6:12 pm
Posts: 108
Location: Holland, AKA The Netherlands
Think for coop i'll just rewrite a few scripts to allow for functions such as a 'prison' for when a player dies, he will have to wait it out. Obviously if all players die and get sent to prison, the mission should fail, and perhaps i can script in a mission-friendly get-to-the-backseat function of some kind for cars that arent designated to be parked in a garage.
Hm... Should make an actual prison while i'm at it, good thing Residential has prison textures, heh.

A beta now would be a bad idea though, there's still a fair share of missions that crash under certain conditions that might have worked properly before, i keep having to find and fix such bugs over and over due to that. Some missions really need some fine-tuning as well, there's still tons to do before its beta-ready, though i think i'll hold off untill it gets a decent amount of missions.

Any chance you got any ideas you'd like to see in there, or even add them in yourself? Its a large project after all and i'm kinda running dry on ideas. :P


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PostPosted: Mon Feb 11, 2013 7:15 pm 
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A free roam multiplayer mode with unlimited scripted weapons would be a good way to review the terrain.

You can use [img] tags to display a couple of your pictures in the first message. Imageshack can create thumbnails with the forum code for you, IIRC.

The sequence of Zaibatsu missions looks good.

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PostPosted: Mon Feb 11, 2013 10:13 pm 
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Hitman

Joined: Sat May 19, 2012 6:12 pm
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Location: Holland, AKA The Netherlands
Hm, free roam as in, not tied to any story-mission content, just you, the map, the police and an infinite supply of weapons? (And perhaps of course the singleplayer layout of generators and cars to see where everything is, i suppose.)
Or more like a infinite-weapon mode while retaining the missions and other similar elements? Though for testing that will probaly be enabled one way or another anyway.

Hm, not that testing will happen anytime soon i'd imagine, still a bit low on missions and i havent yet gotten to making any of the 4 ideas i got floating around. And i'm quite starting to run out of somewhat new gameplay ideas (to keep some variation, not just go to spot X and shoot guy(s) Y).

Oh, i hope you dont mind that i sort of copied some code what you did for Army Base to actually let my damned army base spawn only soldiers, not also civillians? Suprisingly they're quite annoying if given shotguns, they'll jump over your car half the time you try and drive over them, but should be easy enough in normal combat.
Hm, strangely the original code i used for the army base did work just fine for the prison inmates, but strangely not on soldiers... Perhaps a hardcoded game thing, given that Residential has a prison gang?

Edit: Kinda bored but also low on time, so i'd figure i upload 4 more images of the map. Some spots still need a bit of improvement i suppose...


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PostPosted: Tue Feb 12, 2013 11:41 am 
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30 missions, sounds cool, I hope you can make them all evenly interesting.

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PostPosted: Tue Feb 12, 2013 6:17 pm 
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I hope you'll use the save game feature if you have this many missions; you'll need it!

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PostPosted: Tue Feb 12, 2013 9:33 pm 
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Hitman

Joined: Sat May 19, 2012 6:12 pm
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Location: Holland, AKA The Netherlands
Yeah it'll probaly get used, its been mentioned in the main post after all. Though i planned it to work like the following: There's multiple save churches placed around the map, each most likely being while-loop activated with a $.5.000 cost to each of them per save. Mostly to make sure the player is in or out of the church to toggle the states correctly.

Though i havent tested saving yet, i wonder what happens if you use different save spots, hm... Would one simply spawn at their player spawn point or somehow get thrown near their latest save? Probaly the earlier one if i where to guess, which is ideal. (Of course its easy enough to script a instant teleport upon loading the map to the latest save destination, hm... If there is demand for that.)

Also happen to have any mission ideas you'd like to see in there? I'm only at 18 missions and i roughly got 5 ideas floating around that could work for 3-4 missions extra at best. Hm, really should get to making that 4th Zaibatsu mission, sort of got things planned, just to try and start working on it.


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PostPosted: Tue Feb 12, 2013 10:24 pm 
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I believe the save game feature code, when used, always takes $50,000 and does its own check to see if the player has enough money or not (and on a mission), but need to double check.

Not sure what would happen with multiple save points as I've only experimented with one and got a tutorial on it too (see here).

Got an idea for a mission for you:

Toy Car Madness

The player needs to stop an opposite gang from sending out miniature remote control cars to blow up their gangs vehicles and/or property. Can start off pretty easily by pointing an arrow to a single, slow moving miniature RC car and told to blow it up then it can work its way up with faster RC cars and/or multiple of them making it more challenging.

Once you destroy enough enemy RC cars, you get told that they have found the person who is remote controlling the enemy RC cars and you are told to use a friendly RC car to blow the enemy up. The enemy, parked in a van, is surrounded by miniature RC vehicles and you blow your RC car up to set off a chain reaction blowing the enemy van up to complete the mission. Rewards either cash or unlocks some RC vans for some fun later on.

Not sure where this would fit but I imagine this missions difficulty can be scaled on the number of mini RC cars and how fast they travel to the target but I think this mission is a nice reversal on the classic GTA1 remote control missions to blow up stuff with an RC car but instead you have to stop someone else doing it before blowing them up too :P

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PostPosted: Tue Feb 12, 2013 10:49 pm 
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Hitman

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I believe there is some kind of SAVE_GAME command thats not really tied to anything other then saving the game, so it shouldnt interfere with the game too much other then doing what its supposed to do. One just has to wonder if while loops are able to support such an unusual command as SAVE_GAME, though. Ah well if that fails i'll have to set up a bunch of thread triggers instead. Curiously despite the documents saying the limit's 30 or so of these thread triggers, i didnt have any trouble so far when testing to see if it worked over the limit.

And i guess that idea might work out, not entirely sure how the chain reaction on van idea is supposed to work though, i also had a little thing of my own in mind, which is a tad simpler. The van could also be explosion proof and guarded by several RC cars, and one has to destroy or bypass the guards and suicide bomb the van to finish the mission. Or something like that atleast, seems a bit less gimmicky then a chain reaction of explosions, perhaps that'd work too?
As for the things to defend, i'd guess they be generators and moving cars, most likely in a time limit kind of way, as if the RC car had to prepare its bomb/weapon of sorts when chasing a car.


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PostPosted: Wed Feb 13, 2013 11:13 pm 
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CarThief wrote:
Hm, free roam as in, not tied to any story-mission content, just you, the map, the police and an infinite supply of weapons? (And perhaps of course the singleplayer layout of generators and cars to see where everything is, i suppose.)
Yes.

SAVE_GAME command is in GTA2 mission docs but Pyro's way with PERFORM_SAVE_GAME command is how the original levels do it.

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PostPosted: Thu Feb 14, 2013 4:11 pm 
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Yeah the SAVE_GAME command is the one i plan to use, suppose they put it in there for a reason after all, so it should work.

Hm, not sure if i see the point about having a free roam option though, sure its easy to add, though the only difference to free roam and doing a normal run with cops off is that some areas might still be locked off that normally missions open up as a reward or otherwise. And the lack of infinite weapons, but thats what cops-off is for kinda, of course.
Though i do think i'll add a mode for multiplayer where everything is unlocked, as GTA2's multiplayer is pretty well known for its lack of stability, people could just start with a small budget, some weapons, and be on their merry way doing whatever mission they want, and having most areas unlocked if not all. Just in case the game decides to crash or something, let alone stays stable for 30 missions long, which is unlikely. :P

Unless the free roam has some kind of subtle PvP purpose perhaps that all unlocked mode idea might work a bit better for that.
Reminds me... Speaking of cops, the wanted level in that map is set to 5 (FBI). Might as well also add that to the main post, too.


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PostPosted: Fri Feb 15, 2013 9:22 am 
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Free roam with everything unlocked is how multiplayer works on the original city districts.

Compare bil.gmp with bil-multi.gmp and you'll find lots of small differences, such as removed fences. DOOR are generally not created in the multiplayer version, too.

The purpose is testing the layout for fun, letting people feed back on the architectural style. Also helps with looking for map bugs and unexpected tactics, such as using nearby ramps to stunt into places you shouldn't be able to reach during missions. Or using molotov push on the stairs to a footbridge to hop over a nearby wall...that kinda thing.

Also helps with checking the traffic system to see if certain respawns suffer 'car starving'.

It's hugely useful and is very important to get this feedback before you've committed too much work to things being a certain way. MultiSlayer went through 6 major rebuilds to make the layout and architecture better. Each time got smaller, btw. Less filler, more killer!

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PostPosted: Fri Feb 15, 2013 4:19 pm 
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Hm, so i guess you just mean the 2-6 player modes where people just kill eachother, huh? Guess a free roam mode specifically is handy for testing the layout when the missions are done, though i'm fairly confident about the global things working correctly, such as the spawning of peds and cars. Only had one major crashing bug related to the road layout, but i managed to find and fix that one.

But i guess a 2-6 player deathmatch mode is of course also going to be in the map, because why not? Aside from the strategic placement of weapons (which isnt a specialty of mine), i suppose. But thats for way later on.
Hm, really should continue that RC car mission, i keep getting distracted...

And i guess if you're curious or wary of potential bugs i could make a free roam version of the map and it could be tested online, better safe then sorry as they say i suppose. Especially with this amount of work into it so far.


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PostPosted: Sat Feb 16, 2013 11:39 am 
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Do it already!

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PostPosted: Sat Feb 16, 2013 1:17 pm 
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I guess i could throw you a link of a free roam mode thing for testing if i can find you in the GH at some point, with the timezones and all...
Just need to prepare the files i suppose.


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PostPosted: Sat Feb 16, 2013 6:05 pm 
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As you can probably guess, trying to make all your single player missions into multiplayer versions will be very difficult or even some missions won't 'play' properly in multiplayer.

However, using a basic multiplayer script can let people get a feel for the map before you decide what to tackle next. Hopefully you'll have interesting multiplayer missions and/or game modes rather than the classic (and rather dull IMO) free-for-all deathmatch. Plenty to pick from like team games (like team death match or team capture the flag/vehicle), king of the hill, assault and others. Nothing stopping you making multiple scripts for multiplayer with a single map :-)

BenMillard wrote:
Also helps with checking the traffic system to see if certain respawns suffer 'car starving'.


Agreed. An easy way to get around this, like the official maps, is use a single map zone that covers the entire map and label it something like 'cityinfo' and then use local navigation zones for your real zone names. With that 'cityinfo', throw that into your script using a MAP_ZONE command and configure the basic setup from there for ped and car densities etc. If needs be you can tweak other zones later but this is good for absolute basic map control and avoids car starving like Ben said.

Edit:

CarThief wrote:
And i guess that idea might work out, not entirely sure how the chain reaction on van idea is supposed to work though


If the cars are close enough together guaranteed chain-reaction exploding :P

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PostPosted: Sat Feb 16, 2013 6:54 pm 
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Hm, i dont know, seems simple enough to make them multiplayer friendly, the only major things would be that cars meant to be parked cant be backseated, if i ever implement that at all, and the death of one player doesnt mean the others automatically fail, using the jail as a holding area till either all players died (mission failure) or the mission ended one way or another.
Hm, and if its a stealth mission all the participating players would have to stay out of sight or face whatever consequences the mission has in mind.
That and the odd teleportation areas/tricks for one-way zones or such.

Hm, i'm not quite familiar with the problem 'car starving', unless its that problem that i sometimes have when i'm playing a small map like Bot Harbor Town and all the fighting causes tons of wreckages to be everywhere and eventually, could be due to wrecks, or otherwise, the cars slowly stop spawning, hell, even the bots are at times, inable to spawn their own car somewhere so they can enter it and do their teleport thing.
I guess an explanation would help greatly on what it exactly is, how its triggered, and such.

And i am aware of the chain reaction thing cars have, but i dont see any logical reason for it to be there, and while its creative its not very... tricky, gameplay wise.


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PostPosted: Sat Feb 16, 2013 11:43 pm 
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CarThief set up a free-roam mode, which adds some max ammo instant respawn powerups at each Hospital respawn location.

Below are comments I made during the game. I took screenshots using Fraps so I could refer back to the text and the picture together. Think I'll do this instead of writing notes on paper because it works great! In "Play Alone" mode with co-ordinates shown it would be perfect.

  1. We really needed Flamer to fight off FBI!
  2. Grenades and Pistol are lame.
  3. I like peepholes to subway.
  4. Gate at end of fence with no fence anywhere near the other side of it looks weird.
  5. Bus works.
  6. Zebra crossings can be set to Pedestrian and traffic continues over, IIRC.
  7. If you make your own .sty you can make zebra crossinto into Junction, so cars stop.
  8. Add CRICKETS noise to open grassy areas.
  9. Picked up 2 Flamethrowers but only have 8 ammo??? That sucks.
  10. The boat barges are too short but the texture use is amazing.
  11. CHURCH_SINGING sound is a bit West of the save point church entrance.
  12. Cop Bribe in isolated areas would work well, such as the barn where I found Flamethrower.
  13. Nice little bridge supports near the save church.
  14. 99 Flamer is needed to keep FBI off for minutes at a time.
  15. Nice use of chevrons outside military looking dock warehouse. It should join into road, though.
  16. Grass with stone edge doesn't have certain variants you needed. The normal grass edge might have more.
  17. You forgot the windows in that little trailer park! (I didn't notice this but you did.)
  18. The cream and grey rectangular chequered pavement works really well with Hospital buildings. Who knew?
  19. Missed the traffic light zone near that Hospital.
  20. Millard Mall!
  21. Very nice church with tall spire and stained glass.
  22. I made one in Tiny Hidden Surprise Arena, as secenery outside the South East edge.
  23. You could connect the garage door to the car-park.
  24. The tarmac used in the middle of roads can help you avoid wiggly pavements in your car parks.
  25. You can use junction stop lines without a central line to create straight parking spaces.
  26. This texture set has central parking spaces when you have larger areas, too.
  27. You can make bigger trees by stacking up the flat lower layer.
  28. You can offset the stacked layers by 1 block to create different shapes. (Tiny Hidden Surprise Arena, by the Molotov pickup when you head towards the island with Rocket Launcher.)
  29. Why fence where the gateway tower comes down? The gateway is thin so I think it's fine to walk through it, like lamp posts.
  30. Elvis Has Left The Building by exploding a Trance-Am they were jumping over. Wewt!
  31. Pedestrian ratios are good throughout, although sometimes the malls were a bit starved.
  32. Zomg these little stalls are so cute! You could add benches. (We later found other areas which do have benches.)
  33. Remote control but can't reach it and air floor under car.
  34. Nice rooftop gardens in quite a few places.
  35. Texture edging is nearly perfect across entire level.
  36. You should use thin black line next to road kerbs instead of thick gold pavement kerb. Looks weird having double kerb, almost like there's a fence alongside the road. Much neater to let the pavement blend into the kerb which is already there, as DMA/Rockstar designed it.
  37. Really nice use of graffiti in a lot of places. Choosing different designs and they are usually in quite hidden places.
  38. You have ladders and you use the proper top piece. Great! You can slope the top piece to complete the look, added visual detail.
  39. I would like all boxes to be jumpable. You can make skill parkour routes like MultiSlayer's warehouses in North Schnellburg or the army area in Jailbreak. Boxes are filler but you can make them awesome filler.
  40. Try to avoid dead ends; GTA is all about giving the player multiple options to complete things their way.
  41. Windows are nicely arranged on every building. Like, there are a hundred builings...and all the windows have varied layouts...that takes so goddam long...wow! Well done.
  42. You could make the subway peephole in South Mall into a subway station. (I think you hit the limit but it's a more interesting location.)
  43. I didn't see a single station driving by myself. They are too hidden from the street, I think.
  44. So many well made, detailed areas dude! (This was by your clothes shop.)
  45. Car parks which don't connect to road...the original districts have some but it's weird. Make a joining road or grass it over!
  46. Wall texture from basement level of police building works great as a roof texture. Who knew?
  47. Bulwark outside Funeral Centre could be black. Nice parking angle.
  48. Inaccurate parking positions and angles throughout the script would be welcome. Just 1-3 degrees mistake makes it way more natural.
  49. Door to the Funeral Centre is a long walk from vehicles due to unnecessary fence between it and the car park.
  50. You made crosses in the graveyard and a grave in 3D...
  51. The grave almost looks like a secret entrance to a prison escape tunnel. ;-)
  52. Nice way to use The Village pavement, to create a turning head at the end of graveyard.
  53. 45­­­° corner at a 45° slope is glitchy: creates a solid cube even at ground level.
  54. North edge of your city reminds of of GTA1 Vice City. Lots of small residential areas with neat courtyards and detailing.
  55. Derelict wooden buildings are done nicely, especialy the remnants of internal walls.
  56. Ladder glitch on R.V. Opry building: both sides set to Flat.
  57. Redneck area you've made is as good as original GTA quality, for sure.
  58. Please please don't include weak weapons! They just get in the way when weapon switching at crucial moments, like being swarmed by FBI.
  59. Redneck area would work as an arena.
We played again, this time Cops OFF!

  1. Great power station in the desert!
  2. Maybe less fences on low platforms.
  3. Why road signs and traffic light supports in a courtyard with benches?
  4. I think the slope above stalls makes the weird collisions. The bottom part is probably slope type 63 as well?
  5. Maybe add Health up on high platform in South Mall by gazeebos, like it's a food court.
  6. Interesting zig-zag shaped car shop entrances.
  7. Neat, the sloping cables are a good touch in the rocky viewing areas inside Remove Control Arena area.
  8. Lines, arrows, potholes, road markings and kerb edges with lamp posts. You sure do make good roads!
  9. Blooked Metro Station looks interesting. Really want a way to trick myself into it, though.
  10. Elvis stage and billboard!
  11. Nice wall in an Italian-style alleyway with 2 phones.
  12. I think the central light on central pair of power lines is misaligned in .sty file.
  13. You can keep the subway at lowest level, drop the platform down there, then reverse the stairs so you go downwards. Odd to see a railway station suddenly appear, 5 metres above ground, with no visible tracks either side.
  14. Nice gentle stairs approaching South Mall from the West. Reminds me of some London paved areas.
  15. Redneck area has great use of different floor edges. Galactic Boy, watch and learn!! :-D
  16. Sloping power lines, thought only I did that. :P
  17. Mine shaft in South East cliff at edge of level.
  18. Neat way to end a road with pavement in the desert power station.
  19. Remove the kerb so you can see the doorway up to power station roof and gantries.
  20. Maybe turn the rooves above stairs into metal frames, mesh and intricate pipe so you can see inside?
  21. Cool area, for sure.
  22. Speed limit by a garage door, great touch.
  23. Hadn't seen a bright white bus before...looks like a ghost bicycle but as a bus.
  24. You can overlap barbed wire fence tops by making one side flat, the other side sloped.
  25. Better than having a gap. It's what the original levels do.
  26. Nice butt[resses] in the prison. I might steal that idea if I make another church.
  27. Electrogun could probably get Expeditious Execution in the prison.
  28. Another car park cars cannot reach is in there!
  29. Mesh porthole looking through to a secret tunnel beneath a green field. Reminded me of GTA1's San Andreas, where you find a tank in such a place.
  30. The barbed wire on lower edges of sloped rooves could be flat or slope upwards. This would let flat power lines connect to the wall underneath.
  31. Doubled sloped barbed wire below the Remote Control towers looks great, up close.
  32. Generally, fence tops should be flat or sloped so you can see them from above.
  33. Another car park cars cannot get to.
  34. Put something better than Piston in Pete's Cuban Store patio! 99 Molotovs perhaps? :lol:
  35. Mall billboard platform should use different lid tile. It blends into pavement and can't be seen when driving fast. Maybe repeat the side texture on the top?
  36. Yay 3D Motel sign, animated too!
  37. Church doorway on West side near army compound has no path leading to it.
  38. This is starting to feel like all the 'easter eggs' you can spot in Where's Wally? books.
  39. Diner with TV van outside and Silenced Machine Gun is not a movie reference...kinda thing that feels like one, though.
  40. TV Van dish only rotates once the engine is turned on. FACT.
  41. Car park under crane has no road to access it.
  42. Crane, crusher and reward system works great.
  43. Medicar at every hospital with lights already on would be neat.
  44. I saw a Cinema sign at the edge of a fenced field and really wanted it to be an old-school drive-in movie carpark! But it wasn't. Make it so.
  45. Nice use of shading and edges to make an oily parking bay on army compound blue flooring between yellow lines.
Tremendous amount of variation in the details and an interesting overall layout with some distinct districts. Most of this feedback is nitpicking; the big stuff is already done very very well!

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PostPosted: Tue Feb 19, 2013 1:00 am 
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Hitman

Joined: Sat May 19, 2012 6:12 pm
Posts: 108
Location: Holland, AKA The Netherlands
Well i guess that turned out to be quite helpfull for the improvement of the map so far, got a fair share of things to fix listed so far, also just noticed the church that has a bridge going over a small pool of water really needs some fixing too. Not quite sure what you mean about the prison area though. I dont quite like how... Inconsistent the pavement looks if you make the road side small black lines and the building side the usual thick lines, though, so i kinda held off on that.

It would also seem there's still areas you havent seen yet, unless you took a few looks on your own, never did remind myself to take you to the yellow fortress thats on the far middle-left side of the map, accesible by a path near the prison. Quite out of the way indeed. And i guess there's plenty of other bits too, perhaps handy to take a look at the map from the editor at some point if you feel like it.

And considering your opinion on the map most likely taking forever to finish due to the missions, large enviroment to keep up and whatnot, perhaps you got any further mission ideas as well? If you want i could even send the source files over and you could make the missions yourself, if you want to give it a go. Certainly doesnt hurt to have extra help on the project if anything, just these freeroams discovered alot of inconsistent things, issues and even the odd bug like that one non-solid floor.

But in any case thanks, it was quite the good timekiller and it helped me find a fair amount of potential issues.


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