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Infection; The Tale of Mark White

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Mattatatta
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#1

Posted 10 January 2011 - 04:28 AM Edited by Mattatatta, 12 February 2011 - 07:45 AM.

Infection; The Tale of Mark White

Version 1.0 is available for download! Act I is now fully complete and available for play!

GTAGarage Page:
http://www.gtagarage.com/mods/show.php?id=14805

"The disease is fast, but to keep my lover safe... I will be faster."

Mark White isn't a hero, he isn't a one man army. He isn't after an evil supervillain, or looking to save the world from zombies. The only thing he is staying alive for is to get home to his love, Rose Merkling, before the disease gets there first.

From the Creator of the Codename: Zulu series, comes a brand new mission series: Infection

Guide Mark as he tries to find a way across San Andreas to his home and his love, all the while fighting off hordes of infected beings, negotiating with clans, and battling his biggest fear - that he will not make it.

This is the story of a human being, with human strengths, and human faults. Living in a world fast descending into one where the dead humans become monsters, and the living humans lose themselves to insanity, desperation, and murderous instinct.

This will not be your usual shoot-em-up zombie apocalypse series, nor will it be anything you've ever expected from DYOM...


Mission Index:

Green = DONE
Yellow = WIP
Red = Not Started, but soon to be
Orange = Placeholder, not even close to starting

Act I; The Beginning

Teaser Mission: "Prologue" - A business trip to Los Santos soon spirals into a nightmare... Download Link
The Greater Good - After the mayhem of the previous night, Mark runs into unlikely rescuers
Hunter-Gatherer - With danger growing in the city, a mass evacuation must be prepared.
Into Exile - Mark must help defend the survivors as they escape to a safer part of the city.
Stepping Into Harm's Way - Mark chooses between safety, and beating the infection to Bayside
...Do We Need Milk, Too? - A group of people want to escape Los Santos like Mark, but they need certain supplies too...
Breaking Out - The Army will not stop Mark from escaping Los Santos!

Act II; Zombies, Politics, and Agriculture

Ol' Bessie and the Fisherman
The Red Farmers
Pest Eradication
Montgomery
Operation: Airborne


Act III; Wasteland

Road Warriors
Help Us To Help Yourself
Approaching The Last Hurdle
The Journey's End
Last Fight
Epilogue
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Chimpso
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#2

Posted 10 January 2011 - 04:40 AM

Damn man! Loved the first mission. Can't wait for the rest! Love it how you spelled "Infection" with objects.

TonyCJ
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#3

Posted 10 January 2011 - 01:02 PM

infection was nice at the end keep up good work icon14.gif cool.gif

maliksusanto
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#4

Posted 10 January 2011 - 03:27 PM

Infection is word for a mission and me are zombie mission fans.please complete this mission.you are best mission makker.at mission please add another survivor and in the street there is many car(add police car and ambulance in everymission)

JOJOXX
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#5

Posted 10 January 2011 - 05:28 PM Edited by JOJOXX, 10 January 2011 - 08:09 PM.

Hm...That's exciting.I'm going to play them,then I will back with my feedback. wink.gif

EDIT: It was a cool prologue.Enjoyed it.Keep up and good work! icon14.gif

Mattatatta
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#6

Posted 11 January 2011 - 03:21 AM

Thanks for the positive replies smile.gif

I've finished the second mission now, I aim to get the others done soon enough. The complete pack of Act I should be done before the 17th Jan, but I've set that as my deadline just in case of any problems, delays, or whatever.

You may notice the short list of missions, compared to my last series. Well I'm certain that I don't have to split any missions up this time, and this story is only following one playable character instead of two. So there are no 'meanwhile' missions.

Rest assured, though, this series is going to be much bigger on story than the last one, and if you aren't in anyway, shape or form, affected by the story's outcome, then you are probably a soul-less infected yourself tounge.gif

Chimpso
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#7

Posted 11 January 2011 - 05:19 AM

Do you actually write a full synopsis for the story before you make the missions? Like a movie biggrin.gif .

Mattatatta
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#8

Posted 11 January 2011 - 07:01 AM

QUOTE (Chimpso @ Jan 11 2011, 05:19)
Do you actually write a full synopsis for the story before you make the missions? Like a movie biggrin.gif .

Usually, when I have DYOM ideas, I write a road map of sorts down. This usually summarises the plot, details the main characters, and points out the important points of each mission in bullet-points. From there, I add to or remove from the idea parts to make it more refined. Then I make the mission, making changes as I go along. 80% of the time, I don't bother writing down where the mission even occurs, I decide that when I get into GTA SA. This is because most missions lead off from the previous, or I just didn't know where to set it.

I never write out a full synopsis, that explains everything that happens in detail. The full synopsis I included in the final version of Codename: Zulu, for example, was written from start to finish just two days before I released the final version. And I wrote it mostly from memory, and after playing the missions I had blank spots of.

Infected has it's 'synopsis' stored on my computer, rather than on paper like C:Z. And since it has been written in better detail this time, I'll be able to do the missions faster and make faster releases. Again the synopsis is just a brief summary and all the missions in bullet points, giving me the gist of what's meant to happen. This allows me to be creative while in GTA SA, I can find good places to have parts of the mission take place in, I can add in extra Objectives that I didn't previously plan but left the space for, and I can add that personal flair that only comes to me when I am pretty much making it up as I'm going along. tounge.gif

Right, so as of now, I'm now three missions in, including the Prologue. I've created two large missions in the space of 9 hours, which I'm really proud of since they are DONE and work fine, and also because it means I can get the other missions started. Perhaps I could get the first Act done by the 14th. But that's very wishful thinking...

Anyway, stay tuned, more missions are on their way!

Chimpso
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#9

Posted 14 January 2011 - 10:44 AM

Looking foreward to the 17th tounge.gif .

BDR
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#10

Posted 14 January 2011 - 10:35 PM Edited by BDR, 14 January 2011 - 10:37 PM.

First of all, I wanna say how I'm excited when I saw your name under the thread's title. As a fan of Codename: Zulu, I knew that something awesome was waiting me inside this topic. You made me very happy, thank you.

I played the prologue. It was a bit short but it was good. The chaos atmosphere was absolutely succesfull. After I got into the street, I couldn't decide what should I do next for a few minutes.

I'm looking forward to release day of the Act I. And I know you won't disappoint anyone, including me. Because I played Codename: Zulu at least 6 times. And every time I played it, I liked it more.

Thanks for making me happy with your apperance buddy. Keep doing good work. icon14.gif

Mattatatta
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#11

Posted 16 January 2011 - 08:58 PM

I am having to delay the release of the first Act due to severe problems I've encountered in the 4th mission.

I've been trying to negotiate with the bugged route-point system, getting actors to spawn and hide correctly, and also add details that are important in bringing the quality of the mission up. As of now, I have fixed the mechanics of the mission, and now have to do more testing and add a few more details before I can proceed with the next mission.

The last three missions are planned to be pretty large missions, covering long distances, peppered with deadly fights, and chock full of cutscenes and dialogue that are crucial to advancing the plot. Each mission could take me at least a day to complete, maybe more if I encounter bugs or problems.

I'm pushing the release date for Act I back for the 21st Jan, I should be ready by then to release the full Act. If I'm still not finished with the entire Act I, I'll release what I have at that point and update it later.

Sorry for any disappointment.

BDR
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#12

Posted 21 January 2011 - 06:03 PM

Today is the day. I hope you can release Act I soon. smile.gif

Mattatatta
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#13

Posted 22 January 2011 - 03:46 AM

NEWS

I have released the first 6 missions from Act I today! I ran into serious trouble with the missions so I have fallen behind schedule and wound up having to release with the last mission of Act I mission. But don't fret! I'm working on the mission, and once I have it ready I shall update the mod page with it.

Speaking of which, here's the mod page on GTAGarage:
http://www.gtagarage...ow.php?id=14805

Hope you all enjoy the missions, I have worked very hard on them and I really hope they are bug free because of it.

Chimpso
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#14

Posted 22 January 2011 - 03:54 AM Edited by Chimpso, 22 January 2011 - 04:19 AM.

!!!

Mattatatta! You got trusted modders? Awesome. Gonna play your missions now!

EDIT: Just played through the second mission twice. I've killed everyone in the house but the game still won't continue dozingoff.gif
EDIT2: Made sure I killed EVERY zombie before I entered the house. Then it worked. MAke sure you hide the zombies you DON'T have to kill before entering the house next time smile.gif .

Mattatatta
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#15

Posted 22 January 2011 - 04:41 AM

QUOTE (Chimpso @ Jan 22 2011, 03:54)
!!!

Mattatatta! You got trusted modders? Awesome. Gonna play your missions now!

EDIT: Just played through the second mission twice. I've killed everyone in the house but the game still won't continue dozingoff.gif
EDIT2: Made sure I killed EVERY zombie before I entered the house. Then it worked. MAke sure you hide the zombies you DON'T have to kill before entering the house next time smile.gif .

I usually do that, but as I've said, I've had all kinds of bugs occur while developing the missions. I've had a problem in V5 where actors, pickups and vehicles 'forget' their spawn or hide markers, or somehow mix them up. In V6 it appears to have got much worse :S I'll work on a fix for that right now, and update the link

And yes, I'm in Trusted Modders, I earned that title several months ago, and it has been a Godsend for me. Now I can instantly release and update my mods without having to wait a few days for the files to be approved smile.gif

I hope the other missions are working fine, though I will not be surprised if there is a problem with any of them.

Chimpso
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#16

Posted 22 January 2011 - 05:46 AM

I just played through them all, and that was the only bug I encountered. So far so good. Awesome missions biggrin.gif .

BDR
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#17

Posted 22 January 2011 - 02:24 PM Edited by BDR, 22 January 2011 - 04:22 PM.

3rd mission is very hard. But I'll keep trying.

Edit= I passed third mission. But on the 4th mission, unfortunately, game crashed as I got to the checkpoint at Ocean Docks. confused.gif

Mattatatta
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#18

Posted 22 January 2011 - 05:41 PM

QUOTE (BDR @ Jan 22 2011, 14:24)
3rd mission is very hard. But I'll keep trying.

Edit= I passed third mission. But on the 4th mission, unfortunately, game crashed as I got to the checkpoint at Ocean Docks. confused.gif

Did you touch the checkpoint and crash? Approach the checkpoint but didn't touch it and crashed? Or did you touch it, read the Timeout objective that followed and then crashed?

If the first one, try:

-Playing the mission again, as soon as you load up DYOM.
-Playing the mission again, but play the missions from the beginning (start the Act over)

If the second one, try:

-Uninstalling ANY mods including CLEO scripts, vehicle, object, and ped mods. Or play a clean installation with only CLEO3 or 4 and DYOM V5 or V6 installed.
-Play the mission again, and either get to the checkpoint at the same speed you were travelling there last when the crash occurred, or very slowly drive there (there is no time limit to drive to Ocean Docks, so you are free to drive there slowly).

If the third one, try:

-Uninstalling any mods that are not required to play DYOM
-Playing the mission again
-Ignoring the crash and continue to the next mission (after the checkpoint and timeout objective, the mission is finished. I'll still test the mission here to get it to crash)

BDR
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#19

Posted 22 January 2011 - 07:04 PM

Actually I can't remember how did the crash happened. But after I loaded mission again and played it, nothing happened. Also I finished the missions; they were awesome. Good job mate. icon14.gif

Samil
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#20

Posted 22 January 2011 - 09:19 PM

Played the first 5 missions.So far, the best mission series I have played! biggrin.gif

Mattatatta
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#21

Posted 23 January 2011 - 12:27 AM

Updated to V1.0! All seven missions in Act I are now available! Enjoy!

billy7877
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#22

Posted 23 January 2011 - 01:21 AM

wow! nice to see your 2nd series missions. I am huge fan of your missions !

BDR
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#23

Posted 23 January 2011 - 01:24 AM Edited by BDR, 23 January 2011 - 06:36 PM.

7th mission was very good! icon14.gif

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#24

Posted 25 January 2011 - 07:26 PM

This is one amazing story so far! You do amazing work man.

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#25

Posted 25 January 2011 - 07:46 PM

Awesome!!! The BEST DYOM series of all I've ever seen... And your first series are pretty good too. Can't wait for more....FOR REAL...

Mattatatta
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#26

Posted 28 January 2011 - 06:03 AM

I should make a point of posting, since I haven't been active in revently. I am really busy with work and babysitting right now, so my DYOM mission making time is really limited.

I aim to start work on Act II this weekend, but don't expect a new release for quite some time. If we're lucky, the second Act shall be completed sometime in the next two weeks. That said, I always want to try something new in some of my missions, or I make them longer than expected, and this usually brings problems with a mission's stability. So I cannot honestly give a definite date that I expect to be done by, as I may completely miss it.

I'm hoping to get this entire series done by the end of March, so don't fret, I'm not leaving this series alone for a long long time lol

Mattatatta
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#27

Posted 02 February 2011 - 10:49 PM

I have some irritating news.

I started work on "Charlie Who?" The first mission of Act II. The basic mission outline is that Mark meets the fisherman who agrees to help Mark. The mission was supposed to feature a boat chase, with Mark riding on the fisherman's slow reefer while being chased by the Army (who want to capture or kill Mark for his recent escape from Los Santos).

One major problem has reared its ugly head. For some pathetic reason, R* hardcoded into the ped AI that whenever the player boards a boat, the ped driving the boat shall immediately abandon ship and drown. Why this was done is completely beyond me, since jacking a boat isn't too hard (just shoot or punch the ped to death). But because I failed to remember this limitation before writing the mission, I now have to completely rethink and rework the mission.

The best option is to split the boat trip into segments. Each segment is separated by cutscenes showing the boat make progress, but at certain points the boat has to stop, and Mark and the fisherman team up to defend the boat from attackers. While this is really stupid, and completely breaks what I was aiming for, there is simply no other option - besides scrapping the mission and changing the story, which I am not going to do.

So, officially, I am disappointed in the first mission of Act II. I'll try to make the gameplay as interesting as possible, but the stop-start feel really goes against the more fluent and 'in-the-middle' feel of the series. In case it hasn't been noticed, I've tried to restrict cutscene usage. So instead of a cutscene just to highlight general talk and chatter, I've used timeout obejectives. This is so the player remains in control of Mark and doesn't get the 'out-of-body' experience all the time. The only I use cutscenes is when a timeout is not suitable for the scenario, like long dialogue scenes, or scenes where Mark needs to be stood still or needs to perform an animation.

So in "Charlie Who", I have to literally go: Get in boat > CUTSCENE > Defend boat > CUTSCENE > Defend boat again > CUTSCENE > Blow something up > CUTSCENE and so on. I hate doing this, but please take into consideration that there is nothing better I can do, blame R* for their stupid AI coding.

BDR
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#28

Posted 02 February 2011 - 11:04 PM

I'll play "anything" you made buddy. wink.gif

Mattatatta
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#29

Posted 12 February 2011 - 07:43 AM

Work has resumed on the project. I got distracted by other things, and I got irritated by the problems I ran into. Act II is now under development. I hope to bring an exciting chapter to this story once I have finished making it

maliksusanto
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#30

Posted 17 March 2011 - 12:19 PM

Please complete this mission,dont stop this dyom please




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