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Gangland Problems [MP]

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Bender
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#31

Posted 13 February 2016 - 07:16 AM

Bada bing bada boom.


AnDReJ98
  • AnDReJ98

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#32

Posted 13 February 2016 - 08:10 PM

Will give the feedback after i finish the whole mission-pack.

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Bender
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#33

Posted 20 February 2016 - 03:57 PM

so, do other people wanna give feedback or is that it?

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Bender
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#34

Posted 21 February 2016 - 04:47 PM

Added Heisenberg's videos of my missions. check his videos out.

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Hardluck
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#35

Posted 21 February 2016 - 04:54 PM

i'd love  to play this now, but unfortunately can't due exames.

i'll reply once i'll finish it.

be patient.

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Bender
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#36

Posted 22 February 2016 - 01:02 AM Edited by Bender, 22 February 2016 - 01:03 AM.

Alright, Listen up! i found a bug in the download so i put up a fix to download. download this fix or the storyline won't read all missions!

all you have to do is replace the old story.dat with the new one.

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AnDReJ98
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#37

Posted 15 May 2016 - 10:33 PM Edited by AnDReJ98, 15 May 2016 - 10:44 PM.

Finally finished this.  As i already wrote the feedback for the first few missions, i though SL will go that way but no. Instead it went other way around. I expected missions like the stealth one (doesn't always have to be stealth) with great object placement and such. Well, what we got wasn't actually bad, it was just different. Missions mostly consists of often ''random'' assigned jobs to Suzie. When i say random, i mean this: The missions are pretty much varied and difficulty was ok but after like first 7-8 missions i think you started to lose ideas generally. It was just ''Suzie go there, Suzie go here!'' without story progression. Everything felt random. I know the story is about gangs and such but you could add at least something memorable instead of all random missions? And that's why the end was bad IMO, as well as the story. I knew once you kill like 10000 members of the enemy gangs like you used to do through the whole SL, it would be like ''ok now we are OP & none can touch us''. So predictable. No characters development at all. I played this SL for months, and i always had to replay a certain number of missions to remember what happened. And no, it was because SL wasn't memorable. No events. Only random jobs. On the other hand these random jobs that i ''complain'' about are not bad itself. As i said, missions are pretty much varied and most of them in SF part were interesting.

 

The whole SL lacks of uniques ( in terms of story) but generally the missions were well done. We had so pretty decent number of the missions types with balanced difficulty. However, i didn't like the ones where you had to search and shoot 100 enemies all over the city. The problem was, these mission started appearing much more through the storyline. Especially the longer ones with only shooting 1000 enemies. I was always like ''when will this mission end?''. And until some kind of ''change'' was to happen in the storyline, i would get bored of the missions. I was like ''oh come on, when will something new happen'' and that was moving to LV. As for missions, i think some of them could be improved by adding objects (not all but some of them) to give player at least some fresh air. After moving to LV it was more like starting all over again. Simple stuff such as beating up some thugs in the casino to destroying/stealing enemy vans and (again) killing 1000 enemies in one mission for no actual reason besides weaken them. Ambient music was a huge influence in this SL (for me at least). I don't know why so many people don't even use sound feature in DYOM. Ambient music gave this SL atmosphere where if there wasn't for AM, i couldn't find it's atmosphere since missions felt random and cutscene were ''meh''. No animations or effect whatsoever. Cutscene were simple and appeared only at the beginning of the each mission. 

 

I think this is all regarding the cons. Some more hardwork and it could turn out to be greater. I know the story isn't the strongest point in this SL and the missions did the justice along with atmosphere (feeling) of the MP. Like i said, in the middle of MP, it was like you ran out of ideas? Not for missions generally, it's just the SF part was much better than LV imo. Ending wasn't ending basically.. I mean there will always be enemies, new or old. It was like ''ok, let's give our enemies a break, we won't be killing them for some time now''. And the ending missions were boring. You know, having to kill 1000 enemies for 100th time in one missions was annoying at the end. But despite the cons, this is still better than average SLs. And it really has feeling of Triads world along with storyline feature that did it even better. It was a good idea to put this as storyline. I hope you make something better nect time and focus not only on missions, but on plot and it's development too. Keep it up!

 

8.5


Bender
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#38

Posted 15 May 2016 - 10:44 PM Edited by Bender, 15 May 2016 - 10:44 PM.

Thank you for your review. I know i'm not really strong with stories or whatever and i kind of felt too that the missions were getting repetitive. 

But oh well what can you do now


AnDReJ98
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#39

Posted 15 May 2016 - 11:41 PM

I see. Well, in my eyes it's of course above average MPs and the atmosphere was probably the best thing in SL. Too bad sound feature is not so often used by designers. I highly commend you for that one.


FRANKLINCLINTON2
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#40

Posted 10 June 2016 - 11:07 AM Edited by FRANKLINCLINTON2, 10 June 2016 - 11:12 AM.

Amazing story,I have played this MP not very much,I liked the story

Bender
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#41

Posted 11 June 2016 - 06:21 PM

http://dyom.gtagames.nl/show/42643

Thanks to andrej, a download link on the DYOM website is up.

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Martin_Strada
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#42

Posted 28 August 2017 - 11:30 AM

Awesome,this deserve a best storyline.

 

10/10





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