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Grand Theft Auto: Carcer City

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Allrakalla
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#91

Posted 12 August 2013 - 03:35 PM

thats a bic motherf*cking map

but seriously dude this is good story. im not great in english but i understuck most of it and its great

PJM3443
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#92

Posted 19 October 2013 - 07:19 AM Edited by PJM3443, 19 October 2013 - 07:22 AM.

Carcer City was based on cities within the Rust Belt; especially places like Cleveland, Gary, Detroit and Chicago (hometown).  And their settings in the late 80's varied greatly, from eachother and from today.  And just like in the game, a lot of the city was soaked in flourescent light, with the rest cloaked in shadow (in many parts of the city, not much has changed).  Not much of an outward mafia presence, per se; just lots of gangs, with two large families of gangs encompassing most of them.

 

And no meth back then, either (or here currently, for that matter).  Back then, it was mostly about pot, coke, crack, heroin (pronounced "heer-on") and angel dust. 

 

They're also not geographically large cities.  In comparison, Carcer City might be the size of one and a half borrows in Liberty City.


ObsydianRaven
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#93

Posted 20 October 2013 - 05:02 AM

Carcer City was based on cities within the Rust Belt; especially places like Cleveland, Gary, Detroit and Chicago (hometown).  And their settings in the late 80's varied greatly, from eachother and from today.  And just like in the game, a lot of the city was soaked in flourescent light, with the rest cloaked in shadow (in many parts of the city, not much has changed).  Not much of an outward mafia presence, per se; just lots of gangs, with two large families of gangs encompassing most of them.

 

And no meth back then, either (or here currently, for that matter).  Back then, it was mostly about pot, coke, crack, heroin (pronounced "heer-on") and angel dust. 

 

They're also not geographically large cities.  In comparison, Carcer City might be the size of one and a half borrows in Liberty City.

I was only 16 when I made this concept and was not very good at doing my research. I can assure you though that the new Carcer City concept will be much more better and realistic than this one was with it's portrayal of a Rust Belt City.


Big_Balls_T
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#94

Posted 20 October 2013 - 10:56 AM

Right- GTA V is clearly a masterpiece, it's an amazing game, but I found it boring. I think Rockstar needs to quit basing its GTA's in the USA and start somewhere fresh. Yes I understand that GTA mimics American capitalism and so on but so what, these are all transferable skills. I think the next GTA should be set in Russia, it could be epic. A modern day Moscow-esque city, full of corrupt billionaires, politicians, vice. I also think Rockstar could do a fantastic job in making a Russian city whilst pointing fun at Russian society, we got a small taste of this feel in GTA IV so why not? 

 

It needs to be kept fresh and GTA V simply felt tired and it wasn't the game I thought it would be. Forget the USA, give it a break, though I do love the Carcer City idea (only if it's based on Detroit though, not 'down the road' from Liberty'

 

PS: Why is it that everyone wants GTA to be set in the USA, is it because you all live in the USA? I live in London and I certainly don't want to see GTA ever set in London...again! 

 

:beerhat:

 

D- Ice
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#95

Posted 25 October 2013 - 04:09 PM Edited by D- Ice, 26 October 2013 - 11:05 AM.

Wanted Level System.

 

The wanted level system will be completely overhauled from previous renditions of the title. It will now feature Police Sieges after three stars, complete with an interactive negotiation mini-game. Police tactis and strategies will also be far more realsitic than previous games - they wont just keep charging towards you like lemmings.

 

 

Wanted Stars.

 

One Star: Obtained by committing minor crimes - from selling drugs on a street corner to murder. Patrol Officers in the area will be dispatched to your Last Known Location. On foot, police will only use non-lethal force; nightsticks, pepper spray, tasers and attempting to tackle you to the ground. Police Cars will give chase. Police will only enter a building if they see you entering it - otherwise they will not enter buildings in the area.

 

Two Stars: Obtained by committing violent crimes, where you are designated an active threat to society. Police Backup is called in to assist from around the area. Police will open fire with .38 Revolvers and Basic Shotgun. Police cars will chase you aggressively with pit maneuvers. If in the water, police boats are called in to chase you, with officers shooting at your boat when they get close. Police will carry out searches in all buildings in your last known location.

 

Three Stars and Above: From three stars and above, police officers will no longer come to where you are and shoot you - you are too dangerous for that. They will instead form a perimeter by surround the area around you, staying in cover behind their cars. Various different types of helicopters are also called in. Each wanted level has two phases:

 

Negotiations: Each wanted level will begin with the word "NEGOTIATION" in green above the wanted stars. This is the negotiation phase. No law enforcement (including helicopters) will fire at you. A specialist negotiator will be called in, who will speak with you via a Throw-Phone. Answering it will start a Negotiation mini-game. Depending on your skill, you can have any combination of the available options (best outcome is all of them). They higher your wanted level, the more options you have.

Firing on cops, escaping the area on foot, being inside a vehicle, or turing down/failing all negotiations will go to the Raid phase below.

 

Raid: During this phase, the word "RAID" in red would appear on top of the wanted level. Specialist four-man teams will raid your place (if in doors) or come to attack you (outdoors). They will always work together like a tactical entry team. If you are in a vehicle, the raid teams will come after you and attack you in their vehicles. The higher your wanted level, the more difficult they become.

You move onto the next wanted level if you defeat the raid team(s).

 

Three Stars NEGOTIATION: Negotoations are with the Police Chief. Option available for negotiation is to not retain any police heat (different from wanted level) after you are busted. There are three rounds of negotiations that you can take part in. Helicopter is Police Maverick, without any sharp-shooters.

 

Three Stars Raid: You are raided by a single team of four regular cops. The Maverick will chase you overhead without shooting. In vehicular pursuit, the raid team will chase you in a normal police car, but will shoot out of the windows at you.

 

Four Stars NEGOTIATION: Negotiations with specialist Police Negotiator. A second option added is to not lose your guns after being busted. There are five rounds of negotiations. Helicopter is Police Maverick with SWAT sharpshooters.

 

Four Stars Raid: The building your in, or your location (it is unlikely you will survive the previous raid if outdoors) will be raided by two SWAT Teams. Helicopter sharpshooters will engage if they have line of sight. In a chase, SWAT Enforcers will spawn in front of you and ram your vehicle head-on (like the NOOSE Patriots in GTA IV but far more devastating). Road-blocks will have special SWAT anti-material shooters.

 

Five Stars NEGOTIATION: A specialist FBI/FIB Negotiator is called in for negotiations. You now have the added option of not having to pay any Bail/Bribe money after you are busted (a much higher amount in this game, with bail-bonds involved if you cannot afford them). If you manage to secure the best deal, you essentially spawn outside a police station after surrendering without losing a single thing. There are ten rounds of negotiation available. A Maverick is called in, complete with an FBI/FIB HRT Sniper.

 

Five Stars Raid: You are raided by three teams of FBI/FIB HRT Specialists. The Maverick sniper will shoot at you if you are in line of sight. In vecular chases, you are chased by FBI/FIB Cars, who will use extremely aggressive tactics. The special agents inside will also shoot out of the windows at you. Road blocks will have concrete blocks and HRT machinegunners.

 

Six Stars: Law enforcement has completely failed to contain you, with at least 24 law enforcement units (mostly special tactical units) dead. As soon as you get six stars, all law enforcement will retreat - they will literally run away or get into their cars and drive off.

You will get one of two possible versions of the Six Star Wanted Level, chosen completely randomly each time.

 

CIA/IAA: As soon as you get this wanted level, a black-marker-effect will draw a thick black lie covering your six star wanted level, with the word "REDACTED" appearing over the black line in white. Radio chatter mentions leaving the issue to "our friends at Langley". The US government decided that it is best to take you out secretly, quietly and at arm's length - time is not a factor. The wanted level black marked effect will slowly fade away, and life starts to return to the city - peds, civilians cars and ambulanes and/or fire engines to take care of the chaos you created.

But don't be fooled - things are definately not all back to normal. Your wanted level has esentially been wiped, but you have incured Maximum CIA/IAA Heat (see 'Heat' section in next post more details).

Units sent after you will include:

- Mafia Death Squad.

- Mercenary Death Squad.

- Regular Sniper.

- Advanced Sniper.

- Regular Assassin.

- Advanced Assassin.

- Elite Assassin.

Units sent to kill you will be chosen by random. This will be covered in the 'Heat' section in the next post.

 

Military: As soon as you get this wanted level, a red stamp effect with "ENEMY OF THE STATE" will appead on top of your six star wanted level. Radio chatter talks about the implementation of martial law with an indefinate curfew for all, and a military invasion. The US Government has decided it is best to take you out as quickly and with as much force as possible - lack of secrecy and the whole thing being high-profile is not an issue. The city streets will be completely empty, with abandoned cars lining the streets. Your search radius will go, as Military Intelligence has far better ways of tracking you down.

 

Your place will come under constant attack my Military Squads (similar to previous GTA games where your building is constantly being raided). If they cannot get to you, they might decide to demolish the building you are in, in which case you will get plenty of warning over radio chatter. Military Buzzards will fly over-head, firing machine guns and rockets at you if you are in line of sight. In vehicles, you will be chased by fast and nimble Military Mesa Grandes. Road blocks will be set up with Rhinos which will fire their cannons at you (similar to GTA 2).

 

 

Law Enforcement Units.

 

Police Officers: Pic 1 Pic 2

These are the regular police officers that make up the bulk of the Carcer Police Department. They carry out patrol duties, answer initial emergency calls and form the back-up called if other officers are struggling. They are also responsible for setting up police perimeters in siege situations, and form the majority of road-block units.

Weapons: Standard issue .38 Revolver each. Foot patrol units also have a police baton/truncheon. One officer in every car will also have a Pump-Action Shotgun.

Armour: None.

Special: Tackling attacks to bring down protagonist at one star. Foot patrol officers can fight with baton. Form perimeter at three stars and above. Police raid squads work in groups of four like all other raid squads below. They can kick down doors, allowing them to get through locked doors; reinforced doors and above can keep them out.

 

SWAT Teams: Pic

Classic 1980's style SWAT Teams, wearing classic blue overalls and bullet-proof vests. They lacked many modern equipement like helmets, knee pads and hip holsters.

Weapons: Back-up tandard issue .38 Revolvers each. Raid teams will have either Uzi SMGs, Pump-Action Shotguns and Advanced Assault Rifles. Raid units will each carry Tear Gas Grenades. SWAT units at road-blocks will have the Anti-Material Shotgun. SWAT sharpshooters in the helicopters will have the Sniper Rifles.

Armour: Regular Kevlar Vest, in black colour.

Special: SWAT raiding squads can shoot locks open, allowing them to get through hardened doors; armoured doors and above keep them out. They make good use of their Tear Gas Grenades, but this can backfire - especially if the protagonist throws them back, or is wearing a gas mask (1980's SWAT often lacked gas masks).

 

FBI/FIB HRT: Pic

This the America's answer to elite counter-terrorism on a national level. The unit's creation in the 1980's is part of the Western trend of setting up similar elite units to fight the growing number of terrorist hostage plots perpetrated by left-wing urban guerillas. In the game, these will be by far the best equipped and trained tactical units you will face.

Weapons: Back-up Advanced Pistol each. Raid teams will have Advanced SMGs, Advanced Shotguns and Advanced Assault Rifles. Raid units will each carry Flashbang Grenades. Road-block units will have Machineguns. Helicopter snipers will have Advanced Sniper Rifles.

Aromour: Heavy Ballistics Vest, in Urban Camo. Heavy Ballistics Helmet (with face visor, head-shots impossible). Special Gas Masks underneath visor (won't be affected by tear gas).

Special: HRT raid squads can breach armoured doors using breaching charges; only special vault doors can keep them out. They can also arrive by helicopter and repel into the area, entering buildings through all available entrances (ie balcony doors). They make good use of their Flashbang Grenades to disorientate.

 

National Guard and Military:

When all else fails, and major resources are desperately needed, the National Guard is called in. These guys are usually called for natural disasters, when all other infrastructure collapses. They were also trained to be America's final defence against Soviet invasion and post-nuclear-apocalypse peacekeepers during the Cold War. Not sure how much training the received to deal with a mad super-villian who defeated all other law enforcement...

Weapons: No back-up weapons. Two different weapons sets. Riflemen have Advanced Assault Rifle and Grenades. LAW Soldiers have Rocket Launcher and Uzi SMG.

Armour: Regular Kevlar Vest (like SWAT), in green colour. Some will wear Regular Ballistics Helmets (head-shots possible, but more difficult).

Special: Military raid squads can breach armoured doors by using the Rocket Launcher. They cannot breach vault doors, but can release poisoned gas into the building's circulation.

 

 

More to come about the Heat System and Units - including those listed in the CIA/IAA Section.

Also more information on different Bullet-Proof Vests, Gas Masks and other Accessories to help in your daily life of crime.


PJM3443
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#96

Posted 01 November 2013 - 04:06 PM

 

Why is it that everyone wants GTA to be set in the USA, is it because you all live in the USA? I live in London and I certainly don't want to see GTA ever set in London...again!

 

In one way or another, it's relatable.  While a GTA: Russia would be a cool idea, most of the people buying the games have never been to Russia, let alone have any idea what goes on in Russia.


PJM3443
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#97

Posted 01 November 2013 - 04:08 PM

OP: I gotta ask, what's your plan for this?  Are you looking to organize a TC mod for GTA IV or GTA V?


ObsydianRaven
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#98

Posted 02 November 2013 - 03:54 AM

Well I'm doing a reboot of is concept with a few major changes here and there. So far it'll stay a concept thread.

PJM3443
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#99

Posted 03 November 2013 - 06:09 AM Edited by PJM3443, 03 November 2013 - 09:08 AM.

In that case, I got an idea for a GTA-style game taking place in Carcer City.

 

Carcer City, 1995; with the closing of every major industry (mills, warehouses, etc) over the last few years, 75% of the city's near 2 million residents have been leaving. While there are areas of Carcer that are pretty populated, there are also whole residential blocks that are abandoned.

 

The gangs in Manhunt are like most of the sex positions in porn: Only there because they look good on camera, but are very much far from realistic. In Carcer, there are two families of gangs operating in the city; outside of crews starting sh*t with other crews, they pretty much keep to themselves. And with the closing of the industries, the unions have disbanded, leaving little to no mafia presence in Carcer. The police don't really do anything: they ride around, use their badge to get free food at restaurants and hassle gangbangers for drugs and money. When they do answer calls, they look for any way out. Therefore, in the game, you have to commit crimes in front of them or do something really bad for them to even take notice (killing people, robbing people, stealing and possession aren't considered “really bad” in Carcer unless it's on a grand scale; gangbangers murdering gangbangers is ignored entirely). If you get arrested, you're processed and released the next morning (did I mention they don't give a sh*t? It's just like real life!). Cops won't try to kill you unless they know you killed one of their own, in which case throughout the game, if they recognize you on the street, they'll swell up on you and mercilessly beat the sh*t out of you (making it essential to never stay recognizable). Firearms aren't abundant on the street level in Carcer, so killing a gang of cops looking to f*ck you up isn't as easy as pulling a trigger (if you're on home turf, any gangbanger in the area will come to your aid).

 

Like I mentioned, firepower on the street level is hard to come by. In the beginning, you'll be able to get your hands on a handgun; however, you can hold a maximum of 3 clips, and ammo isn't readily available, so it's essential to only use it when it's necessary. Once you start climbing the ladder, more weaponry may become available to you, but ammo is still in limited quantity and hard to come by (though low-level ammo is easier to get). The easiest weapons to get are melee.

 

The main character: A late teen from a wealthy suburb in Carcer's surrounding metropolitan area. Valedictorian, captain of the football team (excellent sports strategist), and lined up to attend one of the best universities in America. His father: a United States Senator. And that's where it all begins. The main character is kidnapped by a crew operating in Carcer. Simple double-crossing kidnapping job: Hold the teen in Carcer, demand ransom, and once money is collected, kill the captive anyway.

 

He finds his way out of captivity, and kills off the crew of about 6-10. Since they are operating under the noses of the gang they belong to, there are no consequences. At the beginning, the player's attacks and weapon use are sluggish and clumsy, but get better with each fight; by the end of the first act, he's confident in conflict.

 

The player steals clothes from the house he was held in and sets his sights on making his way home, only to realize he's in one of the worst neighborhoods in Carcer. Both gangs learn of his actions, and various crews offer him small pockets of help in return for respect (muling heroin or cocaine, stealing information, recon, etc). After a while, the player starts to get comfortable, and gets himself deeper into gang life to the point where he's lost in it.

 

The player can do favors for both gangs, but there comes a time where he has to make a choice. During the daylight hours, one of the gangs is planning to shoot up Carcer Mark Mall dressed as the other gang, so political strings are pulled and further police pressure is put on the other gang, striking a huge blow against them. The player either has to join with the attacking gang in the onslaught, primarily aiming at police officers; or the player has to get to and stop the attacking party before they could hit the mall.

 

Whatever gang they pick, the player is blessed in after the mission (already having adequately proven themselves) and become a second-ranking member of the gang. Then, the missions vary from gang to gang as they work to take Carcer, and it ends with the gang the player belongs to taking over the streets, crowning the player as third in command.

 

Lionel Starkweather, after being disgraced by the Vinewood elite, becomes a paparazzo. Upon hearing about a Senator's son's rumored gang ties, Starkweather decides to investigate, personally tracking the son to Carcer. Starkweather secretly records the player's rise in the gang world, and every horrific death at the player's hand that followed. After getting weeks worth of intel, Starkweather contacts the player and blackmails him: $2 million, or all of it gets sent to his Senator father, who would be willing to pay even more after seeing the wreck his son has become. This snaps the player back to reality; everything catches up with him, and he starts to realize how much he's fallen from grace in the mist of adrenaline. He doesn't want his father disgraced because of his own personal failures. Because of that, the player can choose to pay Starkweather off, or tell him to go f*ck himself before tracking him down, killing him and destroying the footage.

 

If the player chooses to pay Starkweather off, Starkweather takes the money, but sends the damning footage to the Senator, anyway. Soon, gunmen appear randomly to attack the player, but are easily beaten: Cheap hitmen hired by the Senator. Then, a siege is executed on the gang's main compound with one objective: Make the player disappear to avoid a political scandal (Note: One gang's compound can offer a better tactical advantage than the other's). The player and his gang fight off the invasion, and the player is able to track it to his father. So, the player and a crew of three drive to the wealthy outskirts of the city (maintaining a low profile in the process) and launch their own siege of the Senator's (and, really, the player's) home.

 

The player comes face-to-face with his father, who claims the player stopped being his son the moment that he became an election liability, and worse, a disappointment. With tears in his eyes, the player guns down his father, and is later thrown in prison for it. While in prison, the top two in the gang disappear, with video tapes surfacing of their torture and death. With the tapes, a note: “This city is mine”. So, the game ends with the player running the gang from the inside and beginning his war on Starkweather.

 

If the player chooses to kill Starkweather, the player and a crew of three will rush Starkweather's home. Expecting an attack, Starkweather had his house booby trapped. The player wakes up and finds himself in a dark and dank room (similar to the one Cash woke up in). Soon, leaders of his gang come in, having been picked up by the cops with trumped up charges. The cops claim the player ratted on the entire gang, with “evidence” showing footage of the player at a pay phone, with an audio track suggesting that he's talking to police (the footage was actually the player talking to Starkweather). The gang decides to jump him out, and begin attacking him with the intent of beating him to death (multiple trophies for however long the player lasts).

 

During the beating, the camera pans into the two-way mirror in the room. It's a dark room, where a camera is recording everything. Behind the camera is Starkweather, breathing hard while whispering, “...Yes...”.


Sasqui
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#100

Posted 04 November 2013 - 03:10 AM

I would play the f*ck out of this game, but I would probably be depressed as f*ck afterwards. It's like TLaD when I was hanging in Alderney but even grimier.

ObsydianRaven
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#101

Posted 04 November 2013 - 04:57 AM

I would play the f*ck out of this game, but I would probably be depressed as f*ck afterwards. It's like TLaD when I was hanging in Alderney but even grimier.


Without spoiling it, one of the endings of the new Carcer City thread will be much more depressing than this or TLAD

Jeansowaty
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#102

Posted 18 November 2013 - 04:24 PM

Man, if this would be a true GTA, I would love it. Rockstar needs to do the next GTA in such a minor location like Carcer, Anywhere City, London, North Yankton, Luddendorf or possibly in something based on GTA3's Ghost Town... anyway, I love the guns! I would love to see them modelled for GTA4.

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ObsydianRaven
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#103

Posted 28 November 2013 - 03:25 AM

Yes, I do agree. There is massive potential for Rockstar to do Carcer City or a new location.


Jeansowaty
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#104

Posted 04 December 2013 - 03:53 PM

About the Radio Stations, my heart goes to Cosmic 104.5. Awesome Jungle you have there :)


ObsydianRaven
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#105

Posted 07 December 2013 - 04:19 AM

About the Radio Stations, my heart goes to Cosmic 104.5. Awesome Jungle you have there :)


I actually remember not wanting to make the soundtrack when I did this.

Jeansowaty
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#106

Posted 14 December 2013 - 10:51 AM

 

About the Radio Stations, my heart goes to Cosmic 104.5. Awesome Jungle you have there :)


I actually remember not wanting to make the soundtrack when I did this.

 

I even could mix these tunes into a radio station. Would fit awesomely when driving around Liberty Upstate and Carcer City in OmeXr's GTA3 Special Extended Edition :D


Cakelover21
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#107

Posted 22 December 2013 - 09:48 PM

Great story bro! ou should write books or something.




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