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[Missions] Codename: Zulu

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Mattatatta
  • Mattatatta

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#1

Posted 26 February 2010 - 01:57 AM Edited by Mattatatta, 23 December 2010 - 10:50 PM.

Codename: Zulu Mission Pack

Download V1.16.1 FINAL from HERE Don't forget to comment and rate!

Current Version Available for Download: V1.16.1 FINAL (Acts I through IV (Bug fixes and improvements, Final release))





You are a new agent in a secret organisation, the Falling Angels. Headed by Toreno, the Falling Angels are tasked with top-secret and often dangerous missions on U.S. soil. You are Agent Zulu in the F.A.T.F. (Falling Angels Task Force) division, this division contains solo operatives who do almost everything: Sabotage, Assassinations, Espionage, Rescues and the list goes on and on. The second division, known as F.A.A.R.S. (Falling Angels Armed-Response Soldiers) is a large force that provides extra muscle in raids and firefights, however, the F.A.T.F. is the most active - and dangerous - division.

You follow Agent Zulu through his short-lived career in the Falling Angels Task Force. After quickly earning his wings through the first few missions, Zulu finds himself in the middle of a struggle between national security and nationwide chaos. Agent Zulu, a veteran SWAT member prior to joining the Falling Angels, finds his skills being put to the test against arms dealers, smugglers, and the fearsome terrorist group the Sons of the Soviet Union.

This DYOM series is nothing short of incredible, with an original story and plot and 22 challenging missions spread over four acts, Codename: Zulu offers you something that cannot be topped easily. Prepare to see DYOM at its best.


All Missions

Act I:
Cargo Op - Trial by fire for Agent Zulu
Nines, AKs, and Plutonium - Spy on a meeting before shutting down an arms ring for good
Scoped OUT!!! - Rescue the VIP from assassination and find out what he knows
Moths to a Flame - Drive the decoy vehicle to ensure the VIP escapes to a safehouse!
Callsign Indigo - Rescue Agent Indigo, and evade murderous Russians and arms ring members
Bleed Your Heart Out - Storm a Meat Factory where a smuggling syndicate is meeting with the Russians
Coma - Coma

Act II:
Beseiged! - Survive an attack on your safehouse and protect the VIP until reinforcements arrive.
Sons of the Soviet Union - Lead a two-pronged raid on the SSU's stockpiles.
The Badlands - Bug two transport trucks and then capture the remaining stockpile at the farm
Battle On The Bridge - Track the trucks to the SSU's Headquarters.
Where It Hurts Most - Raid the SSU's Headquarter's.

Act III:
Countdown To The Apocalypse Part 1 - The S.S.U. have the world at ransom, can Zulu stop them?
Countdown To The Apocalypse Part 2 - The second part of the mission
Die Hard - Defuse several car bombs around Los Santos
Framed! - Zulu is on his own, or is he?
Person Of Interest - Follow a lead that wasn't investigated
Biological Terrorism - Indigo's perspective of the final hours of "Person Of Interest"
Some Dreams Should Not Come True - The end of Act III

Act IV: Released!
A Fallen Angel - After you're betrayed by your leaders, your countrymen, who do you fight for?
Life Is A Gamble - The fall from hero to lethal criminal is complete.
*Spoiler Title*
Codename Zulu KIA - The end of the story - Finished!

The series is now over! All missions have been completed and are now available for download!

Mission Details
Total Missions: 22
Longest Mission (based on user's feedback): "Callsign Indigo"
Shortest Mission (based on user's feedback): "Coma"
Mission With Most Objectives Used (98 Objectives): "Codename Zulu KIA"
Mission With Most Actors Used (100 Actors): "Sons of the Soviet Union"
Mission That Took Developer Longest To Make: "Countdown To The Apocalypse: Part One"
Most Annoying Bug: Parachute Bug
Number of Missions Played as "Zulu": 19
Number of Missions Played as "Indigo": 3
Number of Missions That Are Awesome: 22

Thanks to all the support I've had from the community, I couldn't have done it without you.

Narcis_speed6
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#2

Posted 26 February 2010 - 10:58 AM

there's a special section for the dyom users, here
and here's the official website were you can upload your missions and play others icon14.gif

Mattatatta
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#3

Posted 27 February 2010 - 04:20 AM

QUOTE (Narcis_speed6 @ Feb 26 2010, 10:58)
there's a special section for the dyom users, here
and here's the official website were you can upload your missions and play others icon14.gif

Ah cheers, if an admin is reading this, move this thread if you don't mind.

Anyone had a go with these missions yet? I want to make sure they work and also get some opinions on my first attempt at DYOM

Mattatatta
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#4

Posted 13 March 2010 - 08:49 PM

Bump, and a short update:

I am now back working on this mod and making new missions. I would appreciate suggestions from those who download and try the first three missions

nerner
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#5

Posted 15 March 2010 - 07:37 PM

Don't upload onto GTAGarage as other people can rip them off... Only upload them to the official site.

Mattatatta
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#6

Posted 23 April 2010 - 04:15 AM

Okay, so news time I guess. My computer was attacked a couple of weeks ago and the original DYOM files were lost. So now I have started over fresh. The three missions that are already up are the old ones, but because they are locked they are of no use to me. I have left them up anyway so that people can try them out, but once I get the ball rolling again and create a good amount of missions I shall release a new pack for people to test and give feedback on.

I have plans for this mod. I aim to make a great action pack out of this mod telling a simple story through 20 missions. I'm hoping that what I am envisioning will not cause computer problems, because I aim to have a few missions loaded with actors and explosions.

This is my first ever DYOM mod and project, and I aim to immediately push the limits of DYOM by making something truly remarkable and worth every bit of bandwidth used downloading it. I've played many DYOM missions and some have been fun, others not so fun. I hope to make this pack a very fun pack.

Please download the old missions and offer your feedback, the missions are being redone, but I can always use suggestions.

@nerner: All my DYOM files shall be published DYOM missions with my name placed in them, I doubt anyone shall be to steal them.

AznKei
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#7

Posted 23 April 2010 - 04:46 AM

QUOTE (Mattatatta @ Apr 23 2010, 04:15)
This is my first ever DYOM mod and project, and I aim to immediately push the limits of DYOM by making something truly remarkable and worth every bit of bandwidth used downloading it. I've played many DYOM missions and some have been fun, others not so fun. I hope to make this pack a very fun pack.


Heeeh..... I would really like to see a mission that push the limits of DYOM. Not many people does it because it can crash the whole mission.

But honestly, I had the same vision as yours when I made some of my missions. I wish you good luck ^_^.

Mattatatta
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#8

Posted 27 April 2010 - 02:31 AM Edited by Mattatatta, 27 April 2010 - 03:14 AM.

QUOTE
Heeeh..... I would really like to see a mission that push the limits of DYOM. Not many people does it because it can crash the whole mission.

But honestly, I had the same vision as yours when I made some of my missions. I wish you good luck ^_^.


I made a just for fun DYOM yesterday to test the limit of DYOM before a total and complete crash; Zombies! Tower of Doom (Link). I found that I must not, under any circumstances have more than 40 actors spawn at once, and think about it; games like COD:4 very rarely have so many enemies at once, they usually hover at around 20 or 30, and very rarely have more than 40 actors at any time. COD:4 is a deeply action-packed game, and the firefights with 20-30 enemies are extremely hard and vicious, so a DYOM with around 20 enemies at any time would work fine. I haven't hit a wall with density of actors during gameplay, only while editing a mission (which is probably due to all the actors being loaded at once, meaning plenty of textures to load and plenty of lag). Most crashes in DYOM occur AFTER passing the mission too lol.

So far only the first two missions have been remade, I am going to begin working on the third mission soon, but I must first worry about my schoolwork. (I'd rather spend my time making this DYOM, as half the time I don't even get any work at school). Don't worry, I'll get the remakes done and then make new missions. I shall be releasing the remakes once they are done on GTAGarage and on the official DYOM website like I have with the BETA levels.

Do you how to add extra subtitle text without the use of a cutscene? in another DYOM, 'The Survivors - Nightmare School' (Awesome series) the author made two characters speak to eachother without using a cutscene or a visible objective marker. I doubt he made an invisible marker though, because would it not make the text change really fast as each 'objective' is completed instantly?

james227uk
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#9

Posted 27 April 2010 - 05:02 PM

This belongs in the DYOM section. Simply report your opening post and ask for a move to the DYOM section

Mattatatta
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#10

Posted 30 April 2010 - 04:50 AM

Okay, here's an update many of you will love to read: I am going to be releasing the remade missions somewhere between tomorrow and Saturday!

Scoped OUT!!!, the third mission in the series is being worked on, and is about half done. This mission is a total revamp of the original version. This new, final version features longer gameplay, further developments in story and characters, and much more action!

The old version featured sniping and sniping only, with a nice helicopter extraction and a cutscene at the end. The new version has cutscene at the start, some driving, a short flight in a plane (where Toreno's humour shall make its warm return), then a parachute onto a tall building where you shall kill numerous assassins, and protect the VIP. Then, as was originally featured in the old DYOM, a helicopter attack. The end shall see you taking a heart-stopping shot before the whole mission fails.

Did I also mention the generous ten minute time limit? After all, I don't want to be too hard on you, after this mission there shall be another 17 to go!

PatrickW
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#11

Posted 01 May 2010 - 03:11 PM

QUOTE (Mattatatta @ Apr 27 2010, 03:31)
Do you how to add extra subtitle text without the use of a cutscene? in another DYOM, 'The Survivors - Nightmare School' (Awesome series) the author made two characters speak to eachother without using a cutscene or a visible objective marker. I doubt he made an invisible marker though, because would it not make the text change really fast as each 'objective' is completed instantly?

I assume he used the "timeout" objective. At least that's the objectove that is meant to cover this sort of situation smile.gif

Platinum Card
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#12

Posted 01 May 2010 - 04:47 PM

Great missions. I can't wait for the rest. I really had a blast playing them-

Mattatatta
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#13

Posted 02 May 2010 - 01:43 AM Edited by Mattatatta, 02 May 2010 - 01:46 AM.

The Official Version has now (finally) been released! The pack still has to be processed but when you play it you shall find the first three missions completely remade! If the original missions were great then these will be completely amazing!

http://www.gtagarage...ow.php?id=10287

Reverenth
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#14

Posted 02 May 2010 - 05:40 AM Edited by Reverenth, 02 May 2010 - 05:42 AM.

Hi there.

I really enjoy your missions, and you're right, they are very unique and enjoyable smile.gif .

I'm also working on a series like this myself... but I assure you this idea was not stolen from you, a clan member of mine suggested I start a counter-terrorist series. (I planned this before I played or heard of your missions) I just don't want you to assume I'm copying off you if our missions to happen to cross paths in similarity.

For example, my next mission has to do with a cargo ship, but the whole objective is fairly different than your cargo mission, I just hope you don't think I'm ripping you off tounge.gif .

Cheers.

Mattatatta
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#15

Posted 02 May 2010 - 07:01 AM Edited by Mattatatta, 27 May 2010 - 05:38 AM.

QUOTE (Reverenth @ May 2 2010, 05:40)
Hi there.

I really enjoy your missions, and you're right, they are very unique and enjoyable smile.gif .

I'm also working on a series like this myself... but I assure you this idea was not stolen from you, a clan member of mine suggested I start a counter-terrorist series.  (I planned this before I played or heard of your missions) I just don't want you to assume I'm copying off you if our missions to happen to cross paths in similarity.

For example, my next mission has to do with a cargo ship, but the whole objective is fairly different than your cargo mission, I just hope you don't think I'm ripping you off tounge.gif .

Cheers.

Eh, I had the concept stolen already from someone else on the official DYOM site lol but they made one mission and failed at it. Besides, the new missions are so much more upgraded that only the settings and general objective of the new missions reflect to the old ones, everything else is new content biggrin.gif

I'm only worried if people steal the actual files or copy each mission and have it like an exact copy with differences. Anyone who uses DYOM will not want to spend the time doing the latter lol

I hope your series works out well, I'll be sure to look your missions up as you will probably be looking at mine too.

Reverenth
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#16

Posted 02 May 2010 - 07:25 AM Edited by Reverenth, 02 May 2010 - 07:34 AM.

I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

EDIT: I crash after taking out two guys when the pilot says that there's too many heatseekers or something. It fades to black and crashes on me.

And another tip, instead of using checkpoints just to have people talk, use timeouts, which are basically the same as checkpoints except instead of using checkpoints they have a timer on them that activates the speech.

Mattatatta
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#17

Posted 02 May 2010 - 07:31 AM

QUOTE (Reverenth @ May 2 2010, 07:25)
I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

I set my teleports to equip a parachute, are you saying I need to wear a parachute before I set my teleports?

Reverenth
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#18

Posted 02 May 2010 - 07:33 AM Edited by Reverenth, 02 May 2010 - 07:36 AM.

QUOTE (Mattatatta @ May 2 2010, 07:31)
QUOTE (Reverenth @ May 2 2010, 07:25)
I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

I set my teleports to equip a parachute, are you saying I need to wear a parachute before I set my teleports?


Oh wait, I also put a parachute pickup a little under my player teleport so he auto equips it too.

Btw, I edited my post above ^^

Mattatatta
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#19

Posted 02 May 2010 - 07:38 AM

QUOTE (Reverenth @ May 2 2010, 07:33)
QUOTE (Mattatatta @ May 2 2010, 07:31)
QUOTE (Reverenth @ May 2 2010, 07:25)
I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

I set my teleports to equip a parachute, are you saying I need to wear a parachute before I set my teleports?


Oh wait, I also put a parachute spawn a little under my player teleport so he auto equips it too.

Btw, I edited my post above ^^

I put a parachute pickup before the teleport, and set the teleport with a parachute pickup equiped. The bug happens whenever it feels, it doesn't matter if you have the parachute on before teleporting or have any weapons selected or even be bare-handed. It happens to me regardless, I think its an SA bug. I would go back and a pickup underneath the teleport if I hadn't accidentally deleted the editable files xP any idea how to unlock them? it has been done before...

Reverenth
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#20

Posted 02 May 2010 - 07:41 AM Edited by Reverenth, 02 May 2010 - 07:43 AM.

QUOTE (Mattatatta @ May 2 2010, 07:38)
QUOTE (Reverenth @ May 2 2010, 07:33)
QUOTE (Mattatatta @ May 2 2010, 07:31)
QUOTE (Reverenth @ May 2 2010, 07:25)
I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

I set my teleports to equip a parachute, are you saying I need to wear a parachute before I set my teleports?


Oh wait, I also put a parachute spawn a little under my player teleport so he auto equips it too.


Btw, I edited my post above ^^

I put a parachute pickup before the teleport, and set the teleport with a parachute pickup equiped. The bug happens whenever it feels, it doesn't matter if you have the parachute on before teleporting or have any weapons selected or even be bare-handed. It happens to me regardless, I think its an SA bug. I would go back and a pickup underneath the teleport if I hadn't accidentally deleted the editable files xP any idea how to unlock them? it has been done before...

Aw man, that sucks =/. I think I might have done the same thing with my older missions as well >_> crap.

And to answer your question, I have no idea how to either xD nor do I think it would be allowed to post how on this forum, lol.

I'm gonna get some sleep now, almost 3AM where I am lol, good luck mate ^^

EDIT: I crash after taking out two guys when the pilot says that there's too many heatseekers or something. It fades to black and crashes on me.

And another tip, instead of using checkpoints just to have people talk, use timeouts, which are basically the same as checkpoints except instead of using checkpoints they have a timer on them that activates the speech.

Mattatatta
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#21

Posted 02 May 2010 - 07:48 AM Edited by Mattatatta, 02 May 2010 - 08:43 AM.

QUOTE (Reverenth @ May 2 2010, 07:41)
QUOTE (Mattatatta @ May 2 2010, 07:38)
QUOTE (Reverenth @ May 2 2010, 07:33)
QUOTE (Mattatatta @ May 2 2010, 07:31)
QUOTE (Reverenth @ May 2 2010, 07:25)
I love the intro of the revamped first mission! biggrin.gif

By the way, I see you still have the parachute bug, there's a way to fix that.

First, spawn a pickup and change the pickup to a parachute, and cancel the placement.

Repeat the process, except this time move the pickup towards you, you will then equip the parachute.

Cancel the pickup, and set your player teleport in the air with the parachute chosen as the weapon he spawns with.

You should be good to go then.

I set my teleports to equip a parachute, are you saying I need to wear a parachute before I set my teleports?


Oh wait, I also put a parachute spawn a little under my player teleport so he auto equips it too.


Btw, I edited my post above ^^

I put a parachute pickup before the teleport, and set the teleport with a parachute pickup equiped. The bug happens whenever it feels, it doesn't matter if you have the parachute on before teleporting or have any weapons selected or even be bare-handed. It happens to me regardless, I think its an SA bug. I would go back and a pickup underneath the teleport if I hadn't accidentally deleted the editable files xP any idea how to unlock them? it has been done before...

Aw man, that sucks =/. I think I might have done the same thing with my older missions as well >_> crap.

And to answer your question, I have no idea how to either xD nor do I think it would be allowed to post how on this forum, lol.

I'm gonna get some sleep now, almost 3AM where I am lol, good luck mate ^^

EDIT: I crash after taking out two guys when the pilot says that there's too many heatseekers or something. It fades to black and crashes on me.

And another tip, instead of using checkpoints just to have people talk, use timeouts, which are basically the same as checkpoints except instead of using checkpoints they have a timer on them that activates the speech.

I use timeouts later on, once I found out how to use them.

I did find that the parachute bug can be prevented slightly by having the parachute out and not touching any controls when in the middle of teleporting.

Strange how you crashed there, I tested the missions before I published them. Have you tried setting affinity to one CPU? That helps me sometimes. If need be I'll go back and remove the friends that show up and then add only one friend.

Also, you may need to use a default gta3.img if you are using mods, because I had 100s of crashes while developing the missions because of my modded gta3.img

EDIT: I just tested parachute methods on the original Cargo Op, I found that regardless of any item you hold when you teleport, the parachute shall be put on your back as it should when you teleport. Also, you must not touch the controls while the screen is black and loading your player to the teleport. As soon as you see your player, press all the move controls quickly. For some reason this works, I had 100% success trying that method.

EDIT (again): fixed the parachute bug in the first mission, the teleport did not have a parachute equipped, that was fixed and ALL download links have been updated. Thanks to Reverenth for finding the bug and helping out and thanks to Anon (who always delivers) for getting my mission unlocked

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#22

Posted 02 May 2010 - 05:47 PM

Oh hey Matt, I found an awesome alternative to the plane interior. It's really unique as far as I know so if you want to know about it you can hit me up via e-mail, do you have any instant messenger?

Mattatatta
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#23

Posted 02 May 2010 - 06:26 PM

@Reverenth: I have sent a PM to you.

__________________________________

I have updated my mission list on the opening post, go check it out to see each mission name and summary, as well as mission development status.

Mattatatta
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#24

Posted 04 May 2010 - 02:42 AM

Update Time
-The Mediafire links are now dead due to the files now being available on the official mod page. To get the missions, visit the official mod page on GTAGarage
-The old BETA missions are now not available from the mod page, but exist on dyom.gtagames.nl Find them by searching for 'Mattatatta' if you want to compare the old with the new.
-Updated the opening post to include the FULL mission list that is currently confirmed. Act I and II missions have short summaries while the later Acts do not, this is to prevent spoilers.
-Work has begun on the next set of missions, hopefully Act I will be ready this weekend, but that day may change depending on classwork and other things such as technical issues.
-As always, your feedback is very important to me, and tells me what to improve and also encourages me to keep up with this project.

Mattatatta
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#25

Posted 09 May 2010 - 12:57 AM

Act I nearly complete! Coming very soon!

Features of upcoming update:
-Four NEW missions, completing the first Act out of four.
-Story progression
-New characters introduced
-New mission type introduced.
-An end to the first Act that shall leave you wanting more!

Fixes:
-Parachute bug has been tweaked and should no longer occur
-Increased stability of existing missions
-Edited text of new and existing missions to include proper punctuation.

Releasing around: Sunday, 9th May - Tuesday, 11th May both on GTAGarage and Mediafire.

News:
It is very likely that once the first Act is released, I shall make a short trailer for this DYOM series.
The Fifth mission, Callsign Indigo, is currently being developed, and will be the longest of the new missions, lasting between 5 - 7 minutes.
So far, Nines, AKs, and Plutonium remains the longest mission with an average completion time of 7 - 10 minutes.

LnDProductions
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#26

Posted 09 May 2010 - 10:53 PM Edited by leoncj, 09 May 2010 - 10:56 PM.

Great missions Mattatatta! biggrin.gif

It was fun in all those 3 missions tounge.gif Cant wait for more biggrin.gif


But how do you make that an actor could crouch and go? I played 1 mission and saw it.

Mattatatta
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#27

Posted 09 May 2010 - 11:44 PM

QUOTE (leoncj @ May 9 2010, 22:53)
But how do you make that an actor could crouch and go? I played 1 mission and saw it.

In the mission 'Cargo Op', which I think is the one you're referring to, there is a guy that crouch walks. Well, I have no idea how I did it xD I remember him being on attack direct, and having a walk route. But I do not remember how he crouch walked, he might have done it on his own since attack direct makes actors search you out immediately and when your close to an enemy he normally crouches. I may have been crouching when I was adding him, or DYOM may have made him crouch walk because I last used anim 4 on another enemy when I made that actor.

Your best bet is to experiment yourself lol

Mattatatta
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#28

Posted 12 May 2010 - 05:59 AM

Celebration Bump

Act I is now available in its COMPLETE version! I have created the next four missions for Act I and even attempted bug fixes on the first three! Hopefully now all missions will run perfectly. If there is any problem whatsoever, comment on this page or the mod page, or PM me. I need feedback anyway!

AznKei
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#29

Posted 12 May 2010 - 04:54 PM

Hello there, sorry if I'm late into this but I tried some of your missions. Here's my thoughts.

- Writing: Excellent writing, everything is well written. Nice use of coloring texts for the dialogues and for the objectives explanation. Impressive narration.
- Presentation: Excellent presentation, nice viewing angle between cutscenes. You sure took a lot of time to design those missions as you showed many different locations for each cutscenes.

Cargo op:
- Length: Excellent length, it can be done in 10 minutes. The player plays as Zulu and he has to blow up a cargo ship full of enemies.
- Difficulty: Quite easy, since the objectives are clear and the enemies have a overall weak accuracy, a good thing for a mission at this level.
- Variety: Good variety. Nice use of different enemies models and nice weapon variety. The missions involves parachuting, gunfighting and helicopter traveling.

Nines, AKs, and Plutonium:
- Length: Excellent length, it can be done in 10 minutes. The player Zulu has been tasked by Toreno to ambush the Russian mafia hideout and acquire the plutonium.
- Difficulty: Medium, I found the stealth part a little bit harder since I don't have a huge weapon selection and the enemies have quite a strong accuracy. But it
becomes easier as soon that Zulu acquires the sniper.
- Variety: Good variety. Nice use of different enemies models and nice weapon variety. The missions involves parachuting and gunfighting. Nice use of objects to break an
enemy ringleader warehouse.

Scoped OUT!!!:
- Length: Excellent length, it can be done in 10 minutes. The player Zulu has been tasked by Toreno to snipe down the enemies from a top of some buildings.
- Difficulty: Medium. While in this mission, Zulu doesn't get hurt much. He has to accomplish the mission into a 10 minutes limit and some enemies are very well hidden.
- Variety: Good variety. Nice use of different enemies models and nice weapon variety. The missions involves parachuting and snipping.

Good job for your missions icon14.gif . I see that you're a very talented mission designer as your style is focused more on detailed storylines. I can't wait to see your future missions! biggrin.gif

Mattatatta
  • Mattatatta

    Over 10,000 downloads and recognised DYOM Mission Designer

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#30

Posted 12 May 2010 - 09:50 PM

Thanks very much for your review AznKei! I am very happy that the first three missions are impressive to you. I released a complete Act I last night, its not available on GTAGarage yet, but I put a link for it on Mediafire on the opening post of this thread. The download contains the first three missions plus four new missions, these missions make up Act I of the story. The first three in this download are the same as the existing ones, aside from bug fixes.

I'd love to see what you think of the four new missions. I will admit that a couple of them are shorter, I can run through 'Bleed Your Heart Out' in under 3 minutes, but then again I can complete most of my missions in under 5 minutes lol. The seventh mission is only a short, story-progression mission, it lacks face value action, but what it does for the storyline is VERY important.




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