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GTA: New Albion (New England)

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Epicohnoes!
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#1

Posted 06 April 2009 - 11:43 PM Edited by Epicohnoes!, 28 April 2009 - 12:13 AM.

Welcome to the fabulous land of New Albion (New England). Set in the present day, who knows what crime could be happening around New Albion next?

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NOTE: This post is heavily under construction, so, many sections say "coming soon" or something similar. Check back for updates.
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Setting

The game is set in a scaled version of New England called New Albion. The map is quite large, with 3 main islands. They are, in order of unlocking:

-Purelands (Massachusetts) - Your character starts here. On the east side, the purelands are where the woods meet suburbia. It gets more and more urban the closer you get to Hartwich. Nobody ever goes to the west, and only rednecks live there. Not your stereotypical white trash-type rednecks, but those woodsman-type guys who enjoy hunting.

-Fishwater (Maine, New Hampshire, and Vermont) - A popular tourist destination for those in the Purelands who just want to get away for the weekend. From the fresh sea air of Crappo Harbor, to the lush misty air of the Nipperchan Mountains, it's the perfect getaway for any Purelands citizen... or so they think. Those harbors in Atlantia are a favorite spot for Mafia drug traders. And there's been rumors of drug farms and serial killers to the west.

-Downshire (Connecticut and Rhode Island) - Downshire, so... different, to say the least. A Dystopian Metropolis to the East, Drug Farmers in the middle, and Industrial Hell to the West. Crime consists of mostly street gangs, snobby rich kids getting involved in mafia business, and let's not forget those drug farms!


Major Cities Include:
-Hartwich (Boston) - The city your character starts out in. A city riddled with gangs and crime underneath a guise of a historical city with many tourist attractions. Keep in mind: Baseball is taken very seriously here. Mention the Swingers, and you're dead.
-Atlantia (Portland and Augusta) - In Atlantia, trade is booming, however, seafood and cheap taffy aren't the only things being imported... the mafia also owns private harbors exclusively for drug trade.
-Clambake (Providence) - The city of Clambake, with the polluted river running through it, is a metropolis full of activity... or maybe not. The kids here are bored as hell, and have formed street gangs all over. Rich snobs here like to street race with expensive cars their parents bought them, complete with fartcan mufflers.
-Hitchcock (Hartford) - Hitchcock is the "Alderney" of this game. It's a mess of factories and blue-collar workers with nicer areas in the middle. Even in the more urban areas, it gets pretty bad. Hitchcock is the insurance pollution capital of New Albion. With all the immigrants and low-income people, you can just imagine the crime here. Still, construction site fights are pretty fun. And yes, those snobs are here, too. Just forget all that as you enter a Hitchcock casino to drink and gamble the night away, until you wake up horribly in debt next to a 300 pound tranny, wondering what the f*ck just happened the previous night.


Smaller, Minor Cities Include:
-Lynnwater (Manchester, Concord, and Burlington)
-Wiccum (Worcester)


Map

Map, Version 1

Map, Version 2:
user posted image

Plot

Coming Soon!

Features

Interesting new features include the return of planes and parachutes, dynamic weather (The season changes every 35 days, or 5 weeks, and the weather includes snow. However, the snow does not build up on the ground. It's just not possible with today's current technology.), the return of buyable properties, and restaurants you can eat at besides vendors. (I've had a hot dog from a NYC vendor before, it was quite disgusting, and it must've been sitting out cold for at least 20 minutes.). You can buy expensive cars unavailable elsewhere from dealerships and lock them up in garages, or you can just go on a test drive and hijack one (Although doing so earns you a 3-star wanted level). Car customization will return, too. Mini-games include ice hockey, hunting, poker, strip poker, racing, boating, and more. The possibilities are basically endless. This time, the goal is not perfect realism, but endless fun, mixed in with a believable plot to top it all off.

Side Missions

Taxi - Requires a taxi, which can be found in all 3 major cities of the game. Works just like it did in previous games. Deliver passengers to their destinations. It's that simple. 15 Missions completed unlock a card that you can use to get free taxi rides when shown to the driver.

Vigilante - In New Albion, you are once again back to the old version of the Vigilante Missions. Track down some criminals and shoot them for money. But now, criminals don't just drive around, sometimes, they drive to their hideouts and engage in shootouts with you. Triggered by going in any cop car. 10 levels completed unlock the police outfit for the city you're playing in. To get the other police outfits (7 in all: Hartwich, Atlantia, Clambake, Hitchcock, General Purelands, General Fishwater, General Downshire, that's 70 vigilante missions in total.), you have to complete vigilante missions in that specific area.

Ambulance - Drive the Patients to the Hospital. But drive carefully, and do as the patients say, or else it'll just lead to more problems. Triggered by going in an ambulance. 20 missions completed disables the medical fees you get after you get wasted and unlocks a medic outfit.

Pizza Delivery - This one is simple, ride the pizzas to the customers. Don't go too fast though, as the breeze will make the pizza cold. Triggered by going on a Well Stacked Pizza Moped or in a Well Stacked Pizza Delivery Van. Reward for 25 missions completed is a free pizza delivery service from the phone. Also gives a pizza shop asset which pays $3,000/Day.

Rampage - Ever like just randomly shooting at people and blowing up cars? Well, this is for you. Cause as much damage and kills as possible within a set time limit. The reward for 20 missions completed is a serial killer outfit and an AK-47 and Rocket Launcher that spawn at your safehouses.

Grand Theft Auto - Works exactly the same as it did in IV. Steal a specific car and deliver it to a garage for money. The reward for all 35 missions completed is that the Pay N' Sprays are now free, and the Custom Garage parts are Discounted by 25%.

Papparazi - Take a good photo of a celebrity doing something naughty, and get money. The reward for 20 missions complete is a Large Mansion abandoned by a celebrity available as a safehouse. Also, you get a TV Station asset which pays $10,000/Day

Coast Guard - The Aquatic Equivalent of Vigilante. Triggered by going in a Police Boat. Reward for 15 missions complete is a Tommy Vercetti-Style Hawaiian shirt and a Marina asset, which pays $5,000/Day.

Piracy - This was my idea. To start it, you go into a special fast getaway speedboat only available in Mafia ports in Fishwater. You, along with 3 others, rob a random cargo ship out in the sea. (One holds up the crew, and the others steal cargo and money from the ship.) Sometimes, the crew is armed, so beware. Robbing the ship earns a 4-star wanted level. You must escape the wanted level and sail the boat back to the Mafia Port. Completing all 10 levels earns you a Stereotypical pirate outfit, complete with an eyepatch and a fake parrot. You also get a Jetmax which spawns at all of your coastal safehouses.

More coming soon!


(This section will be organized and expanded later.)

Radio Stations/Music

GTA: New Albion also features a wide variety of radio stations. Here's the Station/Track List :

ARR (Albion Rock Radio) - A Rock/Alternative station, hosted by Iggy Pop, who has moved to New Albion. Broadcasts from Hartwich.

Tracklist
It's the End of the World as We Know It (And I Feel Fine) - REM
Dani California - Red Hot Chili Peppers
Riot - Three Days Grace
Pain - Jimmy Eat World
Knights of Cydonia - Muse
Pitiful - Sick Puppies
The Perfect Drug - Nine Inch Nails
Santeria - Sublime
Funny Little Feeling - Rock N' Roll Soilders
Even Flow - Pearl Jam
When You Were Young - The Killers
I Fought the Law - Green Day
Bad Day - REM

Albion Oldies 97.3 - A Classic Rock station similar to SA's "K-DST". Plays mainly rock and pop music from the 60's, 70's, and 80's. Hosted by Monty Clarke, a hippie guitarist who hates modern music. Broadcasts from Lynnwater.

Tracklist
Hotel California - Eagles (Live Version, sorry, couldn't find album version.)
Time Machine - Grand Funk Railroad
Livin' on a Prayer - Bon Jovi
Same Old Song and Dance - Aerosmith
Don't Stop Me Now - Queen
You Give Love a Bad Name - Bon Jovi
It's Still Rock and Roll to Me - Billy Joel
All Day and all of the Night - The Kinks
School's Out - Alice Cooper
Surrender - Cheap Trick
Crazy Train - Ozzy Osbourne

The Hood 106.9 - The modern Rap/Hip-Hop station of New Albion, for all you gangstas out there (and rich suburban white kids). Hosted by Hoopti Rida, a cocaine-addicted gangbanger who abuses and cheats on his wife. Broadcasts from Clambake. See if you can spot the 69 pun in the name.

Tracklist
Got Money - Lil' Wayne
My Buddy - G-Unit
Sugar (Gimmie Some) - Trick Daddy
I'm So Paid - Akon, Lil' Wayne, and Young Jeezy
Gangster's Paradise - 2Pac
Where the Hood At - DMX
Where is the Love - Black Eyed Peas and Justin Timberlake
Shot Down - 50 Cent, DMX, and Styles P (Remix, sorry, couldn't find original version.)
My Life - Styles P and Pharoahe Monch
So Seductive - Tony Yayo

More radio Stations coming soon!


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So, how's my idea for GTA: NeXt?

More will be added over time.

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Edit Log

-4/7: Created, Added descriptions of islands and cities, Added Map #1
-4/9: Editied Setting Section, Added Plot and Features Sections, Plot still Under Construction, Created Map #2
-4/26: Added a few Radio Stations (Whew, been awhile since an update, eh?), fixed Seasons (Thanks Sergi!)
-4/27: Added Hosts and Links to Radio Section, Started Side Mission Section

ObsydianRaven
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#2

Posted 07 April 2009 - 12:02 AM

Prehaps you could add some towns based on some the towns here in New Hampshire, (IE: Deerfield, Candia, Goffstown, Berlin, Raymond, ETC.) although however IIRC the last major crime we had in NH was when some guy was caught with a mobile meth lab in his car.

Mafioso86
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#3

Posted 08 April 2009 - 04:35 AM

Although I'm a diehard Yankees fan and and you here me say "f*ck BOSTON!" a lot... it would actually make a cool setting. It would be cool to play as an Irish gangster along the lines of Packie.

ScratchCard
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#4

Posted 08 April 2009 - 06:57 AM

QUOTE (Mafioso86 @ Apr 8 2009, 04:35)
Although I'm a diehard Yankees fan and and you here me say "f*ck BOSTON!" a lot... it would actually make a cool setting. It would be cool to play as an Irish gangster along the lines of Packie.

Sounds nice. Can't you make a map or something?

Epicohnoes!
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#5

Posted 10 April 2009 - 02:49 AM

Yeah, the main issue with a setting like this is figuring out a good way to incorporate crime in the story. There's just not enough criminal action going on in NE. I'll figure it out somehow, though. Like I said, the goal is not 100% realism.

BTW, I added a new version of the map I made in Photoshop. Check it out. wink.gif

Omnia sunt Communia
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#6

Posted 10 April 2009 - 03:31 PM

New England? Interesting. What sort of gangs can we expect to see?

Also, Bullsworth is in New England, maybe you could include that in there somewhere? tounge.gif

Epicohnoes!
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#7

Posted 27 April 2009 - 01:02 AM Edited by Epicohnoes!, 27 April 2009 - 01:34 AM.

Whew, this is a bit of a bump, eh? I added a few radio stations. I'll finish those later. I also promise to start the plot soon.

Anyways, feel free to leave replies. Your feedback is my motivation to continue this thread.

@Jackie Fiend: Oh yeah, almost forgot about that school from Bully. As for the gangs, the Gangstas/Chavs/Hipsters will be mainly in Clambake, and some areas near Hartwich. The Italian mafia will be mostly located in Hitchcock (Where a lot of casinos are) and some parts of Fishwater. The Irish Mafia will be all over Hartwich. That's all I can say about the gangs for now.

Sergi
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#8

Posted 27 April 2009 - 03:52 AM Edited by Sergi, 27 April 2009 - 03:56 AM.

I like it except that whole seasonal changes every 7 days. Are you saying it'll be winter for one in game week then all of a sudden it's spring the next week? That seems a little too quick and forced if you ask me. I could see every 60 in game days or 90 but every 7 is pushing it. Also why does every new map have to be some sort of island? Couldn't you just show it's part of a larger landmass or connected to another area but we just can't get there? The area could just be colored black like a faded away area so you know that other land exist but you also know you can't get there.

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#9

Posted 27 April 2009 - 09:02 AM

QUOTE (Sergi @ Apr 27 2009, 04:52)
I like it except that whole seasonal changes every 7 days. Are you saying it'll be winter for one in game week then all of a sudden it's spring the next week? That seems a little too quick and forced if you ask me. I could see every 60 in game days or 90 but every 7 is pushing it. Also why does every new map have to be some sort of island? Couldn't you just show it's part of a larger landmass or connected to another area but we just can't get there? The area could just be colored black like a faded away area so you know that other land exist but you also know you can't get there.

How would you explain not being able to pass it without creating an invisible wall? They were able to do it in GTA III because you were not supposed to be able to fly the Dodo for great lengths (some people mastered it though). That's the reason for having islands, that way Rockstar can easily explain why you're not able to travel further upland, or to other parts of the country.

Sergi
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#10

Posted 27 April 2009 - 07:10 PM

QUOTE (Jacky Fiend @ Apr 27 2009, 09:02)
QUOTE (Sergi @ Apr 27 2009, 04:52)
I like it except that whole seasonal changes every 7 days. Are you saying it'll be winter for one in game week then all of a sudden it's spring the next week? That seems a little too quick and forced if you ask me. I could see every 60 in game days or 90 but every 7 is pushing it. Also why does every new map have to be some sort of island? Couldn't you just show it's part of a larger landmass or connected to another area but we just can't get there? The area could just be colored black like a faded away area so you know that other land exist but you also know you can't get there.

How would you explain not being able to pass it without creating an invisible wall? They were able to do it in GTA III because you were not supposed to be able to fly the Dodo for great lengths (some people mastered it though). That's the reason for having islands, that way Rockstar can easily explain why you're not able to travel further upland, or to other parts of the country.

And that makes no sense what so ever when these cities and states are part of the U.S meaning they are part of much bigger land masses. Is every city or state in the GTA verse some sort of island? Is the US the United Islands of America? Vice City was known to be part of Florida and was mentioned to be located in the Florida Keys and co existed with Miami. LA and California were mentioned alot in SA not to mention San Andreas was a state. IV LC showed possibly the best map since III in showing it may be connected to a larger landmass with Alderney since you could practically tell that Alderney was connected to some more land.

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#11

Posted 27 April 2009 - 08:26 PM

I'll ask again: How do you explain not being able to travel past the edge of the map or inclusion of the invisible wall?

You have to take these games with a pinch of salt, because they're just that, games. It makes a lot more sense (in the game world) to have them create a chain of island(s) for the player to explore. It allows for lots more freedom and adds (I hate using this word) realism because there isn't an invisible wall for us to run into.

Maybe a repeating landmass to replace the sea? Or simply stating that it is a island off the coast of the United States? I mean all the cities we've seen so far have been located on states on the coastlines. Wouldn't be that impossible.

Sergi
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#12

Posted 27 April 2009 - 08:57 PM

QUOTE (Jacky Fiend @ Apr 27 2009, 20:26)
I'll ask again: How do you explain not being able to travel past the edge of the map or inclusion of the invisible wall?

You have to take these games with a pinch of salt, because they're just that, games. It makes a lot more sense (in the game world) to have them create a chain of island(s) for the player to explore. It allows for lots more freedom and adds (I hate using this word) realism because there isn't an invisible wall for us to run into.

Maybe a repeating landmass to replace the sea? Or simply stating that it is a island off the coast of the United States? I mean all the cities we've seen so far have been located on states on the coastlines. Wouldn't be that impossible.

Easily. The same way you can explain having an endless ocean that goes no where. As I said it could be the same way the III map was. Showing that there is a larger landmass connected but you can't travel to that area. If you want to get over to that area it reacts the same way as having a plane and trying to go some where past the end less ocean. I haven't tried it in IV but I know in both VC and SA when trying to ride a boat or fly a plane in the endless ocean you'd hit an invisible way somewhere down the line.

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#13

Posted 27 April 2009 - 09:02 PM

gtabob had a very good idea of which instead of the city being in a n island it connects to land at one side and that land extends forever. Like, there would be an endless highway and you could see some mountains in the background, like in the movies.

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#14

Posted 27 April 2009 - 09:04 PM

QUOTE (Sergi @ Apr 27 2009, 21:57)
Easily. The same way you can explain having an endless ocean that goes no where. As I said it could be the same way the III map was. Showing that there is a larger landmass connected but you can't travel to that area. If you want to get over to that area it reacts the same way as having a plane and trying to go some where past the end less ocean. I haven't tried it in IV but I know in both VC and SA when trying to ride a boat or fly a plane in the endless ocean you'd hit an invisible way somewhere down the line.

How do we explain the fact that we can't travel to that area?

With the inclusion of helicopters and airplanes in-game, there is no area that you wouldn't be able to travel to. I prefer endless ocean to invisible walls. I mean the ocean in GTA IV was pretty much endless, I cannot remember if there was an actual wall or not. But it makes lots more sense then a sudden cut-off point where the land stops (like it did in GTA III).

Sergi
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#15

Posted 27 April 2009 - 09:14 PM

QUOTE (Jacky Fiend @ Apr 27 2009, 21:04)
QUOTE (Sergi @ Apr 27 2009, 21:57)
Easily. The same way you can explain having an endless ocean that goes no where. As I said it could be the same way the III map was. Showing that there is a larger landmass connected but you can't travel to that area. If you want to get over to that area it reacts the same way as having a plane and trying to go some where past the end less ocean. I haven't tried it in IV but I know in both VC and SA when trying to ride a boat or fly a plane in the endless ocean you'd hit an invisible way somewhere down the line.

How do we explain the fact that we can't travel to that area?

With the inclusion of helicopters and airplanes in-game, there is no area that you wouldn't be able to travel to. I prefer endless ocean to invisible walls. I mean the ocean in GTA IV was pretty much endless, I cannot remember if there was an actual wall or not. But it makes lots more sense then a sudden cut-off point where the land stops (like it did in GTA III).

As I said the same way they do with endless oceans. The oceans are really endless because sooner or later they hit the invisible wall. It should be no different with land mass as with water.

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#16

Posted 27 April 2009 - 09:20 PM

QUOTE (Sergi @ Apr 27 2009, 22:14)
As I said the same way they do with endless oceans. The oceans are really endless because sooner or later they hit the invisible wall. It should be no different with land mass as with water.

What would lie beyond the invisible wall though? At least with ocean you can just have more ocean beyond it what with land? I guess you'd just have more land, sort of answered my own questions there. tounge.gif

I agree with you though, I'd prefer to see an mainland city, as it makes more sense; I'm just trying to work out how it would be feasible. With the ocean there is the ability to just repeat it over and over again until you get bored and turn back. That might not have been done yet, but it wouldn't be hard to do.

Epicohnoes!
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#17

Posted 27 April 2009 - 09:54 PM

Enough is enough guys, stop hijacking my topic! mad.gif

An endless countryside would work, but, seeing as New England is on the coast, this is not necessary.

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#18

Posted 28 April 2009 - 04:03 AM

QUOTE (Epicohnoes! @ Apr 27 2009, 21:54)
Enough is enough guys, stop hijacking my topic! mad.gif

An endless countryside would work, but, seeing as New England is on the coast, this is not necessary.

Hijacking your thread lol? I'd say we were keeping it alive as you don't really add much when you do updates. Also fir the radio station, The Hood though lol? You honestly couldn't come up with a better name then The Hood?




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