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Tyla
  • Tyla

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#961

Posted 26 February 2014 - 02:02 PM

I haven't really fleshed it out yet but I'm thinking of maybe expanding the setting to not just the Boston Metro-Area but the Greater Boston area which includes other iconic Massachusetts cities like Lowell and Lawrence as well as out state  locations such as the New Hampshire cities of Nashua and my hometown of Manchester, not to mention the Rhode Island city of Providence which has it's own Italian American crime family.

 

I might also make a DLC concept for GTA: Carcer City.

 

Aha, I know Manchester. Lovely place. Fond memories of the accent. Not a place that comes to mind as the backdrop for a crime spree, but it would make a nice change of scenery. I'd like to see you do the nightlife and a healthy dose of vice to go with it. Maybe some light on under the table gambling and seedy pornography? Kind of like how I balance out my London setting with the sands and casinos of Southend - can be ugly, but ultimately harmless. Either way, I'm stoked for this map hearing you're including Providence and NH as well as Boston and the wider Massachusetts area. Lots of promise.

 

 

I'm stuck. Exactly how many missions do I need for EC79 to make it okay? From what I hear, V had 69 missions and they were too little in quantity when it came to each protagonist. So how many missions do I need per protag? 30? 45?

My honest opinion is GTAV may have had 69 missions but I can count the ones that made an impact on one hand. I echo what TheUnholy said: do as many as you need to develop each protagonist. Any number is fine as long as you balance each character. Not counting asset missions I think Vice City had about twenty missions from beginning to end, and that was a great story. It cut the sh*t and developed the story further with each mission. That's what you should aim for! :^:


Pooyan Cyrus
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#962

Posted 26 February 2014 - 06:31 PM

I'm here just to say I'm alive! :lol:

Well, I have an idea for first mission of "Black Mob Story", fifth episode of GTA:U. Here we go:

 

Spoiler

 

How is it?


universetwisters
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#963

Posted 26 February 2014 - 08:03 PM

If a group of bank robbers decided to rob a bank that went under sewer and made their escape through blowing a hole through the vault floor and through the sewers, out of the sewers, and into a waiting getaway car, would the police still chase them through the sewers or not be aware that they even escaped? And if they knew the bank went over a sewer, would the cops be able to know set up some kind of blockade at the sewer's exit?

The closest to this happening I could find is some dude by the name of Albert Spaggiari, and he dug into the vault, starting at the sewer, and made his way out without getting any attention

http://en.wikipedia....lbert_Spaggiari

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#964

Posted 27 February 2014 - 04:37 AM

A sewer escape is actually a pretty cool idea. But I would say that the police probably wouldn't expect them to escape out there, but do what you want... It's only fiction.

My idea for a bank heist basically plays out like this: There's a closed pizza point behind the bank (which was somehow shut down by the protagonists), and Robert and two others get into the vault by blowing a hole in the wall of the shut down pizza place. They steal the money and escape back the way they got in. By then the cops have set themselves up outside and you must fight your way through the cops. You then switch to Wei, in a stolen military tank, and blow your way through the cops to pick up the guys. Next thing Felix uses a Cargobob to pick up the tank for an easy escape. While the tank is being flown mid air, you must use canons to shoot down persuing police helicopters.

I know it's a bit over the top, but the majority of my game is pretty grounded so I feel like I can get away with it.
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MythicalCreature
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#965

Posted 27 February 2014 - 05:16 AM

If I had an idea for a heist, it could be something like this.

 

It happened last month, coincidentally in my hometown, and strangely also in the same block where I live! It's pretty ingenious when you think about it, or maybe the bank officials and law enforcement wasn't that strong. I wouldn't give it two years though, at best a week.


universetwisters
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#966

Posted 27 February 2014 - 09:33 PM

A sewer escape is actually a pretty cool idea. But I would say that the police probably wouldn't expect them to escape out there, but do what you want... It's only fiction.

My idea for a bank heist basically plays out like this: There's a closed pizza point behind the bank (which was somehow shut down by the protagonists), and Robert and two others get into the vault by blowing a hole in the wall of the shut down pizza place. They steal the money and escape back the way they got in. By then the cops have set themselves up outside and you must fight your way through the cops. You then switch to Wei, in a stolen military tank, and blow your way through the cops to pick up the guys. Next thing Felix uses a Cargobob to pick up the tank for an easy escape. While the tank is being flown mid air, you must use canons to shoot down persuing police helicopters.

I know it's a bit over the top, but the majority of my game is pretty grounded so I feel like I can get away with it.

 

I'm kinda a realism nut, so yeah. I guess I can overlook realism for gameplay fun, though!

I'm liking your plot, but one thing's confusing me. If the tank is picked up by the helicopter, how can it move it's turret? Assuming the cargobob is picking up the tank from it's turret, any attempt to spin the turret would just make the bottom half of the tank spin. HOWEVER, don't forget tanks have machine guns these days :p

 

050330-N-6501M-003.jpg


Budweiser Addict
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#967

Posted 28 February 2014 - 12:26 AM

Oh well, that's something I didn't think of. I guess I can simply say that the tank is too heavy for simply one hook to grab, so the three robbers must attach four hooks around the sides of the tank (similar to how the Skylift was transporting the APC during Caught With Your Pants Down in TBOGT)
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universetwisters
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#968

Posted 28 February 2014 - 01:51 AM

Oh well, that's something I didn't think of. I guess I can simply say that the tank is too heavy for simply one hook to grab, so the three robbers must attach four hooks around the sides of the tank (similar to how the Skylift was transporting the APC during Caught With Your Pants Down in TBOGT)

That makes sense. Hell, it'd give the player a reason to be careful as not to snag the cannon on the wires or worse, blow the wires off!

 

And didn't you say your concept took place in the '70s or am I thinking of another concept? Hell, they could steal an old, lightweight tank from an army museum.

 

Sherman_Tank_WW2.jpg


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#969

Posted 28 February 2014 - 04:11 AM

Hey my concept is in the 70's. Haven't had an opportunity to work on, or even post it, (got some of it written up in a Word document) since I've been very tied down lately.

And actually the idea of one of those old tanks is brilliant. Beats having one of those bulky son of a bitches straight back from Vietnam haha
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MythicalCreature
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#970

Posted 28 February 2014 - 05:02 AM Edited by bengalboy_0701, 28 February 2014 - 05:03 AM.

First 2 missions of EC79 are now live!


ObsydianRaven
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#971

Posted 28 February 2014 - 09:17 PM

I'm trying to think of a soundtrack for GTA: CC and so far the only four stations I have are an late 80's Pop Station, Golden Age Hip Hop, an Industrial station, and a Rock station. Any ideas guys?


universetwisters
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#972

Posted 28 February 2014 - 10:41 PM Edited by universetwisters, 28 February 2014 - 10:41 PM.

I'm trying to think of a soundtrack for GTA: CC and so far the only four stations I have are an late 80's Pop Station, Golden Age Hip Hop, an Industrial station, and a Rock station. Any ideas guys?

How about some old 80s Detroit House music? You know, Derrick May and stuff.

 

 

Also, I got started on a bank robbery mission I've been talking to Tyla about over PM's and stuff. I stopped writing once they lost the police due to writers block, but hell, could be a good time to reflect and see what's to be done. Long story short, Lis (the protagonist) and her friend Trey are being blackmailed by a cop, Jane, to rob a bank in order for Jane's department to receive more funding from the state. Henceforth, Trey is playing the "Lester" bit, doing all the computer work and whatnots, Neil and Kane, two friends of Lis, were enlisted to rob the bank with them because the two of them know Spanish (they use Mexican bank robbers as a disguise), and Lis is the getaway driver. Of course, everything goes wrong.

 

 

Lis walks up to Trey's house and finds Neil and Kane, dressed in suits and talking. At the end of their conversation, Neil notices Lis

Kane: ...so yeah, pays pretty good, even though it's basically the same thing.

Neil: Right, but remember that driving a forklift pays chickensh*t if you're fixing to make a career out of it. Hey Lis.

Lis: Yo, amigos, nice suits.. So, Trey tell you what's going down?

Neil: Yeah, that pig got you between a rock and a hard place.

Lis: Yeah, that makes about right. Trey around?

Kane: He had to go in for something-

Just then, Trey exits his house, cursing to himself

Trey: f*ck this f*cking f*cksh*t!

Kane: Hey, what's the matter?

Trey: I heard on that scanner app on my phone that the Sheriff's got the sewer exit locked down-

Neil: What?

Trey: Yeah, I-I guess they found a body in there, or something, f*ck. The thing's blown.

Lis: No it isn't, we just gotta rethink it. I mean hell, if any time's the time to rob the bank, it's gonna be now, lemme think.

Lis walks around for a few seconds thinking as Neil and Kane look at each other

Lis: Alright, so the bank's still open, right?

Trey: Right?

Lis: And since the cops're all down at that sewer thing poking at that body, that means we got the bank to ourselves.

Kane: At least until the cops show up.

Lis: But that won't be a problem if Trey can break the security system, like hack it or something.

Trey: I'll see what I can do.

Lis: Right. So it's simple. Trey, you do whatever you gotta do to keep the cops away from the banks, at least for a few minutes. Kane, Neil, I'll drive you to the bank, you guys get the money, I'll pick you up, and we'll all meet back at the club, like the original plan, right? Any questions?

Nobody asks any questions

Lis: Right, let's get a move on. We're burning daylight.

Lis, Kane, & Neil walk over to the Rancher as Trey walks back to his house, calling out to them

Trey: Good luck, amigos!

The player gains control of Lis. The player is instructed to drive to the bank. During the drive, a conversation erupts

Lis: Right, got your masks and general knowledge of the Spanish language?

Neil: Yep.

Kane: *Same time as Neil* f*cking hell yeah I do! Let's go rob some sh*t!

Lis: Right. Neil, please tell me the generation gap between us won't have anything to do with how you pull this off.

Neil: I know enough about robbing banks from the movies and those games I watched you guys play.

Kane: sh*t, Lis, do you know if this bank has dye packs or no?

Lis: What-how the f*ck am I supposed to know that?

Kane: Because if we take a dye pack, the whole take's ruined, you f*cking knob!

Neil: Depends. Do they have dye packs in the vault?

Lis: Yeah, Kane! Use those f*cking bombs Trey gave you to blow the vault open-

Kane: What bombs?

Lis: The bombs Trey gave you, the PE4-

Kane: I didn't get any bombs.

Lis: Ficken Schwanz! *f*cking cock!* You know how much trouble I went through to-

Neil: *Interrupring Lis* I got the bombs right here, Trey gave them to me.

Lis: f*ck! Alright, you all should know the plan by now, and if you don't, so help me god I'll run us up a tree! Or into an oncoming truck! Or whatever the f*ck will convince you guys to not f*ck this job up! This job that's got our freedom on the line! Alright!?

Kane: I won't f*ck anything up-

Lis: *Interrupting Kane* Halt den Mund! Halt die Klappe du verdammte Schwuchtel! *Shut up! Shut up you f*cking fa**ot!*

The player parks across from the bank and the car automatically stops. A brief conversation between the trio erupts as the car remains parked

Lis: Alright, you don't need me to yell at you again, right? You guys know what to do.

Neil: Yeah, we got this, right Kane?

Kane: Yep, gonna kick ass!

Neil: Alright. Ahora vamos a robar ese banco. *Now lets rob that bank.*

Kane & Neil exit the truck with their masks on and enter the bank. The player is then instructed to wait in the Rancher, parked across the street. While the player is waiting, a group of police cars quickly drive by and pass Lis. Lis then automatically calls Trey

Lis: Was that you?

Trey: Was what me?

Lis: Like, five cop cars just passed us by the bank.

Trey: Ah, yeah. I told them that some crazed nutter was shooting up the school.

Lis: But...but it's summer.

Trey: Summer school, don't forget about that.

Lis: Ah, good one.

Trey: What's Kane and Neil's ETA?

Lis: What's an ETA-oh, yeah. I don't know.

Trey: You feel any explosions?

Lis: I didn't feel nothing. Either the bombs you told me to get were either sh*t bombs or they didn't even use them.

Trey: Nah, PE4's pretty quiet for the most part, even more so when you're in an underground vault-

Lis: Well for f*ck's sake Trey, I'm sorry I'm not such a bomb expert conspiracy nutter like you are!

Lis hangs up the phone, triggering an automatic cutscene

Neil and Kane run out of the bank wearing dufflebags. Kane yells out at at the bank as he runs from it and single-handedly fires his shotgun at it while yelling out in Spanish

Kane: Te dije coños no golpear esa alarma, hijo de puta! *I told you c*nts not to hit that alarm, you c*nt!*

Kane and Neil enter Lis' truck as Lis yells at Kane

Lis: What the f*ck happened back there!?

Neil: Just shut up and drive!

Lis shrugs as she puts the truck into gear

The player gains control of Lis. The player is instructed to escape a three-star wanted level. While doing so, police cars move in to box her truck in from it's original position as a conversation erupts

Neil: Go! Go! Go!

Kane: Aw, f*ck! How'd that happen!?

Neil: I don't know, maybe when you took the bank manager hostage?

Lis: Wait, you took a manager hostage!?

Kane: Let's just say, mistakes were made-

Neil: He kidnaps the manager, takes him to the vault, and makes him open the vault for him-

Kane: Don't forget I shot him-

Neil: Yeah, blows off his damn head.

Lis: Is he the only casualty?

Kane: Not at all.

Lis: What-

Kane: Yeah, I also took out some security guards and Neil shot a guy who tried to leave while he was doing the crowd control.

Neil: It was a non-fatal shot!

Kane: Bullsh*t!

Neil: How many times do you read about people getting killed by getting shot in the groin-

Lis: *Interrupting Neil* Hey! Look, just shut the f*ck up, the two of you, alright? We got the money, we play our cards right with this getaway, we'll be able to go home with the cash, Jane'll get the funding she needs, and we can all live happily ever after, alright!?

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Tyla
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#973

Posted 01 March 2014 - 12:32 PM

I'm trying to think of a soundtrack for GTA: CC and so far the only four stations I have are an late 80's Pop Station, Golden Age Hip Hop, an Industrial station, and a Rock station. Any ideas guys?

I really think Post Punk would make a nice contrast to a late 80s pop station on Carcer's radio dial, given the setting. Sh*t, there are any number of tracks you could throw in but I really wouldn't mind the likes of these four: #1, #2, #3, #4

 

Funk too. #1, #2, #3

 

Basically, anything that inspires feelings of impending doom. Then there are your standard Adult Contemporary/R&B, Thrash, Punk and Glam stations of the day, House as UT suggested. I'm willing to chip in if you need it but I've seen your previous soundtracks and you had it down to a fine art.


universetwisters
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#974

Posted 01 March 2014 - 01:00 PM

Basically, anything that inspires feelings of impending doom. Then there are your standard Adult Contemporary/R&B, Thrash, Punk and Glam stations of the day, House as UT suggested. I'm willing to chip in if you need it but I've seen your previous soundtracks and you had it down to a fine art.

 

I know the original Midnight Club is a good place to start for all your 80's house music needs. Like the song in the intro being "Strings of Life" by the legendary Derrick May. It came out in 1987, I believe.

 


ObsydianRaven
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#975

Posted 01 March 2014 - 09:03 PM Edited by ObsydianRaven, 01 March 2014 - 09:40 PM.

Thank you for the suggestions guys. Here's what I'm going to do for the soundtrack,

  • Adult Contemporary/R&B
  • Pop
  • Thrash Metal
  • Hard Rock
  • Golden Age Hip Hop
  • Industrial
  • Glam Rock
  • Soft Rock
  • Punk
  • House/Detroit House
  • Gothic Rock
  • Darkwave

 

As for my 70's Boston concept, I've decided that I'll just be covering the Boston Metro-Area which is basically all of this,

Map-12-BRA-PUMAs.gif

 

Plus a little bit more.


universetwisters
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#976

Posted 01 March 2014 - 09:30 PM

Thank you for the suggestions guys. Here's what I'm going to do for the soundtrack,

  • Thrash Metal
  • Industrial
  • Punk
  • Gothic Rock
  • Darkwave

 

Aren't those all kinda like the same, or somewhat on the same scale? You could probably kill five birds with one stone by putting them on the same station, or make just one big heavy rock station with different sets/shows


ObsydianRaven
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#977

Posted 01 March 2014 - 09:32 PM Edited by ObsydianRaven, 01 March 2014 - 09:34 PM.

 

Thank you for the suggestions guys. Here's what I'm going to do for the soundtrack,

  • Thrash Metal
  • Industrial
  • Punk
  • Gothic Rock
  • Darkwave

 

Aren't those all kinda like the same, or somewhat on the same scale? You could probably kill five birds with one stone by putting them on the same station, or make just one big heavy rock station with different sets/shows

 

I might just can the Hard Rock station and put it on the same station as the Thrash station. I'm not 100% sure yet what I'm going to do because I'm currently focusing on gameplay and the sountrack might be the last thing I do.


universetwisters
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#978

Posted 01 March 2014 - 09:48 PM

 

 

Thank you for the suggestions guys. Here's what I'm going to do for the soundtrack,

  • Thrash Metal
  • Industrial
  • Punk
  • Gothic Rock
  • Darkwave

 

Aren't those all kinda like the same, or somewhat on the same scale? You could probably kill five birds with one stone by putting them on the same station, or make just one big heavy rock station with different sets/shows

 

I might just can the Hard Rock station and put it on the same station as the Thrash station. I'm not 100% sure yet what I'm going to do because I'm currently focusing on gameplay and the sountrack might be the last thing I do.

 

That could work. I remember your old Carcer City concept had oodles of goth, alternative, etc. rock songs and only 2 or so stations that weren't that.


ObsydianRaven
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#979

Posted 01 March 2014 - 10:58 PM Edited by ObsydianRaven, 01 March 2014 - 11:02 PM.

 

Aren't those all kinda like the same, or somewhat on the same scale?

 

Other than they use guitars, no they're different. Also Darkwave mostly uses Synthesizers, think of a dark version of New Wave music.


universetwisters
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#980

Posted 02 March 2014 - 03:12 AM Edited by universetwisters, 02 March 2014 - 03:13 AM.

So I got around to writing one of the first parts of the bank robbery mission. Well, not first part proper, but an objective leading up to it, where Lis goes to an army surplus store to get some PE4 for the robbery and hilarity ensures.

 

I still gotta think of an ending for the bank robbery mission.

 

 

*Note - this mission is automatically available after "Surveying The Bank" at the Surplus Store*

Once Lis walks into the surplus store, a cutscene erupts

Lis enters the surplus store and walks up to the counter as the cashier talks to her

Cashier: Hey there, you looking for anything?

Lis: Yeah, I'm looking for some, eh...PE4?

Cashier: Plastic explosives?

Lis: Yeah, that's the one.

Cashier: Alright, and what'll you be using them for?

Lis: I'm just picking them up for a friend of mine, Mike Stevens-

Cashier: Mike Stevens, you mean Trey?

Lis: Yeah, you know him? Dude with long hair?

Cashier: You're not narrowing it down for me.

Lis: He, uh, he's really big into conspiracies?

Cashier: Almost everybody who shops here's into them.

Lis: Wow, uh...ah, he wears that black vest with all those buttons and-

Cashier: Oh, that dude? Yeah, I know him. Comes in every week to look at the gear and survivalist stuff.

Lis: *Chuckles* Yeah, sounds like him. Anyway, he said he had some PE4 that I could get from you guys.

Cashier: Yeah, lemme get it out of the back, hold on.

The cashier turns around and goes through a shelf as Lis looks around the store from where she's standing. As she's looking at army fatigues, the Cashier puts some PE4 down on the counter

Cashier: Alright, that'll be five hundred dollars.

Lis: Five hundred? I think there's a mess-up, I'm just here to pick it up.

Cashier: He didn't put the order in. So you gotta pay for it.

Lis: What, you can't give me a discount or something?

Cashier: No.

Lis: Can I put it on a tab?

Cashier: No.

Lis: Can I use, like, only half of it and put down 250 for it?

Cashier: Nope. Either make it do or do without.

A look of disapointment comes over Lis' face as she pulls out some money from her pocket, counts it, and hands it to the cashier as she mutters angrilly in German

Liz: Dumm Trey. Dumme Fotze Trey, was mich für das, was er mir zu sagen, um zu kaufen, f*ck zahlen. *Stupid Trey. Stupid c*nt Trey, making me pay for what he's telling me to buy, f*ck.*

Lis gives the cashier the money as the Cashier gives Lis the PE4

Cashier: Pleasure doing business with you. Also, tell Trey that his MRE's came in.

Liz: Sure, whatever.

Lis walks out of the store

The player gains control of Lis. The player is instructed to drive back to Trey's garage. During the trip, Liz automatically calls Trey

Trey: Hello?

Lis: Trey, I got your PE4, but for f*cks sake, you could've paid for it.

Trey: You know I'm strapped for cash. And even then, the money we make from this, you'll be able to buy yourself a hundred of those.

Lis: Yeah, probably. Now raises the question with what you want me to do with these plastic explosives I'm carrying with me.

Trey: Yeah, just put them in my garage on the workbench, I'll stick a timer and all that good stuff to it once I get home.

Lis: Wait, where you at now?

Trey: Out in the fields, I think I heard a helicopter land around here.

Lis: Alright, don't get yourself run over by a combine. Also, the guy told me to tell you your MRA's came in.

Trey: MRA? I didn't order any MRA's.

Lis: Well whatever it is you ordered, it's there. Later on.

Trey hangs up

Once the player arrives at Trey's house, a cutscene occurs of Lis walking into Trey's garage, putting the PE4 on a workbench, and walking out

Mission Passed

 
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BrownBear
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#981

Posted 02 March 2014 - 11:58 AM

I've slowly been working on my GTA Turkey concept, here's what I've got so far:

 

SETTING

 

Istanbul

eminonu.jpg

The largest and main city in the game. A cultural melting pot, where people from all over Europe and Asia meet.The city is huge, one side lying in Europe, the other in Asia. It is the base of operations for the Turkish Mafia who are being challenged by Kurdish families from the east. Recently, political tensions are high and bombs go off frequently.

This is the 1980s, so the last remnants of the bright eyed hippies still shuffle round the Pudding Shop, now mostly strung out on heroin.

Beggars, street children and panhandlers of all kinds line the streets, ripping off tourists for poor quality merchandise. 

Middle class Europeans gawk at the poor people and mutter about "exploring the Orient".

Gangsters smoke cigars and drink Rakı in dimly lit gambling dens.

 

Diyarbakır 

17-Diyarbak%C4%B1r-Da%C4%9Fkap%C4%B1-Cad

The second largest city in the game, which lies to right on the Eastern side of the map (obviously this is compressed hugely, these 2 cities are nowhere near each other). Recently it has become the epicentre for the racial and political violence sweeping the country.

Bombing and gunfights break out regularly, making the city very dangerous.

It is part of the drugs road, with huge amounts of heroin coming from local towns and hashish coming in trucks from the Syrian border.

Kurdish gangster families run the roost, supplying the PKK and aiding them where ever possible. 

 

Aside from these main cities, there will also be Marmaris, a medium sized resort town on the west coast, frequented by European tourists. Another town will be a smallish Kurdish community in the mountains, a poor place filled with PKK separatists and surrounded by opium fields. Between these there will be a large mountain range, filled with bears, wolves and hiding guerrillas; a Cappadocia like place filled with crazy rock formatons and caves, drug smugglers and guerrillas hide in the ancient caves. There will also be several small villages and scrub lands, I was also thinking about doing a Black Sea style town surrounded by woodland and filled with Eastern European gangs and prostitutes.

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Loosestring
  • Loosestring

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#982

Posted 02 March 2014 - 12:30 PM

@brownbear

 

I will be supporting this thread for sure, but I want to express the first thing I expect from a 70's, 80's, 90's Turkey concept is reflecting its political situation. Like I said, Turkey was a hellhole back in that date. I mean everything cannot be simple as it was. So I'd like to see a unbiased approach when I see them. For example, the development of PKK seems not so simple. PKK was not quite powerful until the 1980 militaric coup, it started to impoverish after that, because of the militaric pressure, lots of tortures and deaths took place in Diyarbakır Jailhouse. It changed lots of Kurdish descent citizens minds, so this has led the the fierce power of PKK. Also, there are/were lots of high-ranking soldier alleged to have smuggled cocaine and hashish under the competence of their clean work. So I mean, while reflecting this decayed atmosphere of Turkey, I'd like to see an unbiased approach: not to show Eastern side, Kurds or PKK the dark side or the soldiers, patriotics the white side. During that time, everything seems quite gray. Also, you said you've planned a Kabadayı who recently gets out of the jail. Why not give him a political background? He could be a victim of the notorious tortures took place in jailhouses. Just a suggestion, of course. Also you could give PKK hashish growing houses place in your story. As far as I know, there's small, low-profit pothouses run by PKK at the first-hand. 


BrownBear
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#983

Posted 02 March 2014 - 12:44 PM

@brownbear

 

I will be supporting this thread for sure, but I want to express the first thing I expect from a 70's, 80's, 90's Turkey concept is reflecting its political situation. Like I said, Turkey was a hellhole back in that date. I mean everything cannot be simple as it was. So I'd like to see a unbiased approach when I see them. For example, the development of PKK seems not so simple. PKK was not quite powerful until the 1980 militaric coup, it started to impoverish after that, because of the militaric pressure, lots of tortures and deaths took place in Diyarbakır Jailhouse. It changed lots of Kurdish descent citizens minds, so this has led the the fierce power of PKK. Also, there are/were lots of high-ranking soldier alleged to have smuggled cocaine and hashish under the competence of their clean work. So I mean, while reflecting this decayed atmosphere of Turkey, I'd like to see an unbiased approach: not to show Eastern side, Kurds or PKK the dark side or the soldiers, patriotics the white side. During that time, everything seems quite gray. Also, you said you've planned a Kabadayı who recently gets out of the jail. Why not give him a political background? He could be a victim of the notorious tortures took place in jailhouses. Just a suggestion, of course. Also you could give PKK hashish growing houses place in your story. As far as I know, there's small, low-profit pothouses run by PKK at the first-hand. 

Thanks man, thats a huge help. It's quite hard for me to research it as there's not a lot of information in English and I don't speak Turkish, so I'm having to find out a lot a from my dad.

It seems you've got the same idea as me, I don't want to make it patriotic or pro Kurdish, I just want to show the madness of the time, where politicians are in bed with gangsters and guerrillas and the government is just as shady as the Mafia. I think this ould give an interesting and unique theme that hasn't been explored before in a GTA.

 

My main idea is to portray both the top and bottom of the crime ladder. At the the top will be the Kabadayı, who is involved in the mafia and politics, at the bottom will be the Irish smuggler, who will show the drug trade and work with smaller gangs and later the mafia.

It will also be quite mature at times, as I don't feel it is a situation which be portrayed light heartedly.


Loosestring
  • Loosestring

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#984

Posted 02 March 2014 - 01:04 PM

 

@brownbear

 

I will be supporting this thread for sure, but I want to express the first thing I expect from a 70's, 80's, 90's Turkey concept is reflecting its political situation. Like I said, Turkey was a hellhole back in that date. I mean everything cannot be simple as it was. So I'd like to see a unbiased approach when I see them. For example, the development of PKK seems not so simple. PKK was not quite powerful until the 1980 militaric coup, it started to impoverish after that, because of the militaric pressure, lots of tortures and deaths took place in Diyarbakır Jailhouse. It changed lots of Kurdish descent citizens minds, so this has led the the fierce power of PKK. Also, there are/were lots of high-ranking soldier alleged to have smuggled cocaine and hashish under the competence of their clean work. So I mean, while reflecting this decayed atmosphere of Turkey, I'd like to see an unbiased approach: not to show Eastern side, Kurds or PKK the dark side or the soldiers, patriotics the white side. During that time, everything seems quite gray. Also, you said you've planned a Kabadayı who recently gets out of the jail. Why not give him a political background? He could be a victim of the notorious tortures took place in jailhouses. Just a suggestion, of course. Also you could give PKK hashish growing houses place in your story. As far as I know, there's small, low-profit pothouses run by PKK at the first-hand. 

Thanks man, thats a huge help. It's quite hard for me to research it as there's not a lot of information in English and I don't speak Turkish, so I'm having to find out a lot a from my dad.

It seems you've got the same idea as me, I don't want to make it patriotic or pro Kurdish, I just want to show the madness of the time, where politicians are in bed with gangsters and guerrillas and the government is just as shady as the Mafia. I think this ould give an interesting and unique theme that hasn't been explored before in a GTA.

 

My main idea is to portray both the top and bottom of the crime ladder. At the the top will be the Kabadayı, who is involved in the mafia and politics, at the bottom will be the Irish smuggler, who will show the drug trade and work with smaller gangs and later the mafia.

It will also be quite mature at times, as I don't feel it is a situation which be portrayed light heartedly.

 

Sure, I can help. I'm a native Turkish speaker, if you feel necessary, you can hit me for any help or tips. I'm in the same idea with you, Turkey, especially in that period of time, is an unusual atmosphere and crime life, it could get a new, fresh breathe to GTA series. And it's good to hear your approach to the situation is same as mine. I think it's not fair to approach the situation with empty-brained people's bad sterotypics. 

 

Another thing is if you need any help with coming up with names, I can help. For example, at one concept thread, I saw a member of Turkish gangster named Jeton, but there's no Turkish name such as Jeton, or something close to it. "Jeton" means coins to work a machine such as snack machines or Atari games machine but not something else in Turkish. Jeton is more like an Albanian name as far as I know. I don't blame the creator of that topic because he lacks that geographical area's culture. Just giving an example, Bekir sounds like a quite good name for a Kabadayı.


universetwisters
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#985

Posted 06 March 2014 - 02:19 AM

A short one but a good one. I wrote it for that mod and it involves stealing a Rancher XL from a scrapyard for a bank robbery.

 

 

Once Lis is outside of the scrapyard, she automatically calls Trey

Lis: Alright Trey, you said there was some kind of getaway car here at the scrapyard or some sh*t? 

Trey: Yeah, one of them Rancher SUVs from the '80s. Perfect opportunity to get it, seeing as it's at a scrapyard, in a position where nobody would raise an eye if it gets stolen.

Lis: So, nothing of vaule would be lost?

Trey: Exactly. Get it, and bring it back to my place.

Lis: Okey dokes, will do.

The player is instructed to find the Rancher in the scrapyard, which is located near the scapyard's office. Once the player finds the Rancher, a cutscene occurs

Lis walks up to the Rancher and tries to open the door, only to find it locked. She rummages through a pile of scrap laying on the ground, which noisily attracts the attention of the scrapyard owner, who exits his office and yells out to Lis from the door of his trailer

Owner: Hey! Young lady! What're you doing!?

Lis looks at the owner with a piece of steel rebar in her hand

Lis: Nothing?

Owner: It sure don't look like nothing-

Lis: Well I can assure you I'm doing nothing wrong, trust me!

Owner: What's that you got in your hand?

Lis: What's what?

Owner: In your hand! What you just picked up!

Lis looks at the rebar and then back at the owner

Lis: This? It's nothing.

Owner: Hey, wait a minute, weren't you here a while ago, that guy was trying to sell me that car and you and some other guys beat him up here, didn't you?

Lis quickly looks between the owner and the Rancher before smashing the window to the Rancher with the piece of rebar, unlocks the car from the inside, and enters the Rancher. The owner yells out to Lis as he runs over to a nearby ATV

Owner: You won't get away with that! You already took one deal from me, you're not taking another!

The camera then cuts to Lis hotwiring the engine and shifting the truck into gear

The player regains control of Lis. The player is instructed to lose or kill the pursuing scrapyard owner

The player loses/kills the owner. The player is then instructed to park the Rancher at Trey's garage

The player parks the Rancher at the garage

Mission Passed


ObsydianRaven
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#986

Posted 06 March 2014 - 08:54 PM

A preview of one of the radio stations for GTA: Carcer City. This is for the Industrial station.

 

 

Now this only half of the playlist as I intend to have the all the radio stations have a playlist of at least 35+ songs.

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Tyla
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#987

Posted 07 March 2014 - 12:25 AM

A preview of one of the radio stations for GTA: Carcer City. This is for the Industrial station.

 

Now this only half of the playlist as I intend to have the all the radio stations have a playlist of at least 35+ songs.

Are you really going to go for 35+ songs per station? Or did I read that wrong?

That would be mammoth. 420 tracks.

 

Either way you go, I want to be able to remember what you use for soundtrack. Quality is always better than quantity. I like how your industrial station sounds so far. I can associate it with the Carcer City sound. Pad it out too much (25+)  and I think it would lose that.


ObsydianRaven
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#988

Posted 07 March 2014 - 01:01 AM Edited by ObsydianRaven, 07 March 2014 - 04:46 AM.

 

A preview of one of the radio stations for GTA: Carcer City. This is for the Industrial station.

 

Now this only half of the playlist as I intend to have the all the radio stations have a playlist of at least 35+ songs.

Are you really going to go for 35+ songs per station? Or did I read that wrong?

That would be mammoth. 420 tracks.

 

Either way you go, I want to be able to remember what you use for soundtrack. Quality is always better than quantity. I like how your industrial station sounds so far. I can associate it with the Carcer City sound. Pad it out too much (25+)  and I think it would lose that.

 

I want to at least have 35 songs per station but I think you're right that it would degrade the quality so I just won't put in more than 25 songs.

 

Now I'm thinking of putting in more weapons, any ideas? Not being specific but I'd like more suggestions for pistols and revolvers since GTA is really lacking in these departments.


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#989

Posted 07 March 2014 - 02:12 PM

Was it a good idea to make an antagonist out of a protagonist? I mean, you know, fifth episode is mostly about dark side of Jim, protagonist of The Escape, and life of Carl Bateson. That's where Jim becomes a bitch.

What's your opinion?

Spoiler

Also, I really need somebody who listens classic music, because I'm badly stuck in making a playlist for "Sterling Music" radio station.


Tyla
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#990

Posted 08 March 2014 - 12:51 AM

I want to at least have 35 songs per station but I think you're right that it would degrade the quality so I just won't put in more than 25 songs.

 

Now I'm thinking of putting in more weapons, any ideas? Not being specific but I'd like more suggestions for pistols and revolvers since GTA is really lacking in these departments.

Your list looks pretty damn comprehensive as it is. I tried to find a gap in it - I couldn't. More than remedies the sin of no revolver since the Python in Vice.
I would've suggested the Wildey Magnum, but I've noticed you already included that as a special. Same with the Silenced Pistol. What you could do is switch your Police Revolver to the Colt Police Positive and if you plan on including plainclothesmen in your wanted level, retool the Detective Special into Service Revolver or something. Wouldn't mind seeing a Mauser either.





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