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Mattatatta

[Missions] Codename: Zulu

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AznKei

Alright, review time...

 

- Writing: As mentioned in my last review, they're excellent. I saw you putted some colons ( : ) in your dialogs, so it's another improvement.

- Presentation: They're excellent as mentioned in my last review. Everything is done with accuracy. I like the cutscenes with helicopters flying around.

 

Moths to a Flame:

- Length: Excellent length, it can be done in 10 minutes. The player Zulu has been tasked by Toreno to help the detective to get away from the russian mafia.

- Difficulty: Hard. This is a kind of mission that doesn't let you screw up your driving in order to pass the mission, especially when the vehicle that Zulu is driving is low on health (1000?), doesn't have a bulletproof option and have to survive. There's a lot of Russian mafia that follows Zulu on vehicles and trying to gun or run him down badly. Oh yeah, a good deal of enemies have also a strong accuracy.

- Variety: Good variety. The player is been chased by enemy cars and motorbikes, enemy caries pistols, sub-machine guns and even rocket launchers.

- BUG!: - At the beginning cutscene, the detective wasn't able to reach inside the Torino's ranch. It happened a good amount of mission tries. It's like Torino is talking into a invisible person.

- You should put the marker near the entrance of the cabin after the player got rid of the first Russian mafia pursuing waves, because it can confuse some people when they play this mission and might actually go to north-east Los Santos by accident.

Callsign Indigo:

- Length: Long, I'm not kidding, it can take a least 15 minutes. The player Zulu has to help a friend called Indigo to escape against the Russian mafia. The traveling takes a large portion of time for this mission.

- Difficulty: Hard. Requires accurate driving + Many enemy cars shooting and running you down + Player car low health, no bulletproof option and must survive + Random traffic = Insanity.

- Variety: Excellent variety. Many guns, many vehicles and many enemy models. The mission involves gun fighting and escaping by car.

 

Bleed Your Heart Out:

- Length: Ok length, it can be done in 6 minutes. The player Zulu has been tasked by Toreno to raid down the enemies inside an abattoir. There's a shocking event at the end but I won't spoil too much.

- Difficulty: Hard. Having your allies with low health with a must survive option, a raid room full of explosive barrels and enemies with strong accuracies can make this mission a whole mess. Your allies could be easily killed by a few enemy shots and there's no way they could escape an explosion from the explosive barrels. It's a good thing you could hide your allies in a safe spot and raiding the room solo.

- Variety: Excellent variety. Many guns, many enemy models and many objects, particularly explosive barrels. The mission involves snipping and gun fighting.

 

Coma:

- Length: Short, but since it's an epilogue mission, it's alright. It can be done in 2 minutes. You play as Zulu inside his own dream or death? with some appearing and disappearing actors inside a shopping mall.

- Difficulty: Easy, just follow the objectives and avoid some random explosions by running away.

- Variety: Decent variety, but then again it's an epilogue mission, so it's ok. This mission have some random explosions and some appearing and disappearing actors.

 

It's excellent as usual. Difficulty should be toned down a little bit by adding more health into the player car or his allies. Less explosives barrels because those things can be more annoying than fun for most people. Otherwise, you did a very good job. Keep up the good work! icon14.gif

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Mattatatta

Mission Developer's response

Moths To A Flame

I will admit, even I have trouble with Moths To A Flame lol Which is funny, because originally it was going to be a flying mission. But after I created a Beta for it and played it, I found it too hard and boring for what it was. I actually thought this official version was a slight failure because of the complete change in events. Obviously it is not, but it borders on being infuriating for other people.

 

I'll change the marker so that it appears on the porch so players will not be confused by the green marker on the minimap, I'll go back and give the decoy car 2500HP (it was on 1000, to be slightly realistic), I'll change the enemy accuracies to about 25 - 50% (most, if not all, are on 75%, 100% is insanity to me), and I will alter the actor spawns so that the walking detective is right where Toreno is during the opening cutscene (When I play the mission, Toreno starts speaking a few seconds after the Detective enters the house, but has another 10 feet to traverse, which seems realistic enough, the only time Toreno speaks to himself is when I skip scenes).

 

Callsign Indigo

 

I will agree it is a long mission, I made it that way deliberately to create a strong challenge. When I would play through it though, the car chase bit would fail, as I would outrun them easily and Indigo would easily mop up any gutsy pursuers (he has 100% accuracy! A desert eagle is his weapon of choice, and since he is supposed to be more 'senior' in the Falling Angels, I imagine him to be a pro). Gunfighting is easy enough, but the driving is long and requires skill. It's not boring, even when I outrun everyone, because if I lose concentration they can easily catch up. The end part in the countryside is easy because the helicopter is technically 'searching' for you, and as long as you are quick you shall finish the mission no problem. Plus, the heli's accuracy is low, and means easy escape for moving targets.

 

I don't want to, but I shall find a way to increase the resilience of the getaway car, I will not increase the HP from 1000 to 2500, but I will probably add collision proof for those who get rammed a lot. I mean, if you're supposed to be shot at during the car a chase, then it kind of kills the excitement rolling in a bullet proof car, right? Everything else in the mission is fine i my opinion and I suppose in AznKei's opinion.

 

Bleed Your Heart Out

 

It is a short mission compared to the last few missions you actually play, I actually extended gameplay as much as I could by including a sniping segment, and a short battle outside. The indoor raid is the main feature of the mission, and I made it in such a way that it becomes easy to fail the mission. To prevent enemies or friends from accidentally failing the mission, they all have 100 or 75% accuracy, yes that is insane, but the secret to this mission is to have patience and use walls and objects for cover, and pick off targets one by one. I wanted this mission to test a player's skill and patience by having innocent hostages in the building (This building is being used by a smuggling ring that specialise in weapons AND human trafficking). The combination of explosives and hostages makes the mission intense, and when the cutscene plays at the end, it is supposed to make the player celebrate for getting through this tough level. The end of this mission sees a twist in the story, this too, was a main feature of the mission, and it is very hard for me to balance good, strong missions with the important areas of the plotline. This mission is 10% add-on (sniping and outdoor battle), 65% deadly indoor firefight, and 25% plot advancement.

 

I shall increase the health of your buddies inside the building, since GTA SA has the dumbest friend AI ever (My latest mission, Besieged! (still under development) saw my buddy run up to a burning car and shoot it more, and then get blown up.). The buddies should be 'must survive' because they appear in several cutscenes, if they are not on that setting I shall sadly have to make it so, which may upset users who get them killed accidentally, but hey, they'll have more health, maybe 2500HP to be extra nice smile.gif

 

Coma

This is an epilogue mission, it kind of leaves the player guessing and leaves a cliffhanger at the end of Act I. It will also reveal itself to be more involved in the plot than previously thought in later missions. AznKei has the right idea, it is a sort of dream/death segment. The disappearing actors are deliberate, as it is not the real world, and the actors are a combination of ghosts and memories. The explosions are very important in a SYMBOLIC way. As later missions shall explain...

 

No need for improvements here, I made the mission as foolproof as I could, but left the chance of failing it to not make it seem so pointless.

 

 

The Future

 

Act II shall tie a few loose ends left from Act I, but since Act II is only half of the story, it will leave some questions unanswered and also create some new ones. Act II has only 5 missions, but they will have a good length and contain enough action and plot to safely call the set a complete Act.

 

I will first work on Act II's missions, and then, once I feel they are stable and edited properly, I shall perform bug fixes and improvements to Act I. Then there shall be a release. I estimate that it shall take me roughly a week to do this, on top of my last week of school (graduating now smile.gif ). I hope people are beginning to discover this series and are watching it keenly, it is definitely going to grow and mature with time, and I hope to make it THE series that defines DYOM and pushes the limits of DYOM creation and use

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Platinum Card

I must say Mattatatta Act I is cinematically refreshing and well written. The action is very well planed out and it's full of surprises. One of my favorite missions was Coma because of the idea behind it all. There's alot I'd like to say but I want to keep it short. I can't wait for Act II. You're one of my favorites along with Jackal, LeonCJ, and Kratos.

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Mattatatta

Anyone know what time it is? And please don't say 'Tool Time' tounge.gif

It's update time!

 

Red Dead Redemption is the most awesome-est game I've ever played, which is why I've been inactive so much. But now, I'm back on track, balancing DYOM with RDR.

 

News:

 

-Act II is coming together slowly, but most definitely surely. With what I've done so far, I am confident that this Act will be least buggiest yet, I only meet crashes in development, not during playback, which is a very reassuring thing for me because that means the missions will work just fine when they are done.

-The first mission of Act II, "Besieged!" will make an explosive start to the new part of the story, and hopefully shall make up for the gap between releases. Expect a fierce gunfight where you are outmanned and heavily outgunned, playing defend the castle against some determined, and somewhat angry, Soviet terrorists and assassins.

-The second mission of Act II, "Sons of the Soviet Union" is simply a HUGE mission. I'm only half way through developing it and I have 30 objectives and over 60 actors being used. But don't worry, this is a very stable mission. What you should worry about is the accuracy of your enemies and the fact that you are attacking TWO different strongholds.

-This Act is a five mission Act, but after you've played through it, you will sit back and say "Bloody Hell, that took me a while to do". That's right, they are long missions.

-More screens shall be uploaded in good time to show you all what is coming smile.gif

 

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Mattatatta

New Update!

 

I am releasing the first two missions for Act II specially for the DYOM competition. I've spent a lot of time on these missions, which has prevented me from making a new mission just for the DYOM competition.

 

Also, I'm sure those who are reading this, and have played all of Act I, will certainly snap up the opportunity to advance into the storyline and find out what happens next after the shocking twist in Act I.

 

The delay has been huge, but hopefully these two missions shall explain why things have been slow from me. The second mission in particular is bloody long. And I ran out of actors lol

 

Links to Missions one and two from Act II can found on the first post

Edited by Mattatatta

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AznKei

Hello, I managed to complete the "Besieged!" mission. Here's my thoughts:

 

- Writing: Excellent! Everything is pretty much perfectly well written with the right punctuations and stuff. The only issue that I saw, especially since you used the colored text, is that they're sometimes 2 dialogues put together because one of them went a little bit too long.

- Presentation: Excellent! Nice viewing angles between different cutscenes. I like the fact that there's many enemy cars and actors that came to the player with specific route points.

- Length: Very good! It can be done in 8 minutes. The player plays as Indigo and he must protect the detective that just comes to his hideout at North Rock countryside in the north of Los Santos. You must kill many armed enemies that surround the area.

- Difficulty: Hard! This mission can be very unpredictable for the player's first try. There's enemies that just pop up out of nowhere near the player sight, while there's also enemies that carry powerfull weapons that can kill the player easily. At least most of them have an average accuracy and the player carries an Desert eagle and an M4.

- Variety: Very good! Nice variation of enemy models with many different weapons to try out. There's also a good selection of vehicles and helicopters. Very few objects in this mission though.

Very cool mission overall icon14.gif .

 

--------------------------------------------------------------------------------------------------------

 

Ok, I tried your mission "Sons of the Soviet Union". While I won't deny it's a very good mission. I found a bug that's forbids me to finish the mission. I killed all the enemies around the back of the warehouse part, and for some reason, nothing happens: no objective, no markers, no descriptions, nothing. Could you just check if this bug happens to you too? I'm going to try it again in a later time... ^.^

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Mattatatta

 

Ok, I tried your mission "Sons of the Soviet Union". While I won't deny it's a very good mission. I found a bug that's forbids me to finish the mission. I killed all the enemies around the back of the warehouse part, and for some reason, nothing happens: no objective, no markers, no descriptions, nothing. Could you just check if this bug happens to you too? I'm going to try it again in a later time... ^.^

I published and uploaded the missions without testing their published version. So for some odd reason Sons of the Soviet Union went F.U.B.A.R. I found the problem though, it was two actors that were not working correctly after the small train station warehouse. If that's where you crashed/bugged then that has been fixed.

 

If you're stuck in the first warehouse (which is an interior) you should make certain you killed EVERYONE. I had a couple of enemies in a corner there, and when I played through I noticed that they didn't really bother the player because they were on Hold and Direct as they should be. So if you're stuck in the first warehouse scour the area for anyone you missed.

 

I actually made some punctuational errors in both missions, and have since been fixed. Besieged! has the two dialogs separated, that glitch happens when I edit the text in Notepad++ and go over DYOM's character limit per objective.

 

I'm uploading the fixed missions now to dyom.gtagaming.nl

Links will appear on the first page

 

EDIT/UPDATE

 

New screenshots have been uploaded to the mod page on GTAGarage, they shall be approved in due course. The new screens shall offer a glimpse into what is to come in Act II!

 

The third mission of Act II has been completed, leaving only two more missions to make before the release of Act II!

 

Edited by Mattatatta

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AznKei

Ok, I tried the "Sons of the Soviet Union" mission:

- Writing: Excellent as usual, nothing can be said more.

- Presentation: Excellent as usual, nothing can be said more.

- Length: Very long! It can be done in 18 minutes. The player Indigo and his allies has to storm the enemies around the warehouses at ocean docks, Los Santos. Most of the time involves gunfighting.

- Difficulty: Hard, a lot of the enemies are very well hidden around and inside the warehouses with good accuracies, forcing the player to stay alert for its surroundings. And the mission length puts in the situation where the player cannot afford to lose.

- Variety: Excellent! There's many different enemy actor models while at the same time, they're carry different weapons such as grenades, MP5, combat shotgun, desert eagles and so on. The player initially carries a silenced pistol and his swat allies the MP5.

Very good mission overall icon14.gif . I didn't think someone could make a mission this large, but you manage to do it, with less bugs too, congratulations! I can't wait what will happen in the next missions. Keep up the good work! biggrin.gif

Edited by AznKei

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Mattatatta

Very good mission overall icon14.gif . I didn't think someone could make a mission this large, but you manage to do it, with less bugs too, congratulations! I can't wait what will happen in the next missions. Keep up the good work! biggrin.gif

I did say I was set out to push this program to its limits lol I'm glad its functional too. I actually felt that this mission was enough to count as two missions. But I managed to fit it into one. I actually ran out of actors too.

 

Because of this success, I'm pretty confident about Act III. Incase you haven't noticed, there's now a Part One and Two for Countdown to the Apocalypse. This is because the first half is going to consist of lots of actors being used and massive battle going on. I fear that the second part won't have enough actor slots to make it. The second part shall have indoor fighting, and outdoor fighting, with a timer thrown in lol.

 

 

I'm pleased to announce that Battle On The Bridge is about a third of the way done. Only this mission and Where It Hurts Most remain in Act II. I sense a release to be coming soon should bugs keep themselves to a minimum.

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Mattatatta

Important Update

 

Act II release date is Wednesday, 9th June!

 

I am pleased to announce that Act II of Codename: Zulu is reaching completion. I aim to finish the last mission tomorrow and upload the files to GTAGarage the same day. Then, hopefully, the files shall be approved by the 9th.

 

Expect fixes in the first two missions of Act II, which were released early for the DYOM competition, and some intricately designed and crafted levels that you wouldn't think to be possible in DYOM.

 

 

Besieged! throws players into action as they try to protect the Detective from an all-out assassination attempt

 

Sons of the Soviet Union completely blows away once-believed limitations in DYOM by effectively merging two missions into one. This makes this mission the longest mission so far in the series.

 

The Badlands features a cocktail of stealth and gunfighting, with a shocking surprise slipped in to keep players on their toes.

 

Battle On The Bridge brings a difficult race-against-time mission that will most likely take a few tries from novice players.

 

Where It Hurts Most shall see a daring raid on the Sons of the Soviet Union's Headquarters, where the most deadliest members reside...

 

 

Get ready for an exciting installment in the Codename: Zulu story as Act II gears up to be released!

 

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AznKei
Get ready for an exciting installment in the Codename: Zulu story as Act II gears up to be released!

Yeah, bring it on! biggrin.gif

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Mattatatta

Act II has been released!

 

GTAGarage will have the files approved by a moderator eventually. Until then, you can either wait or download from the mediafire link in the first post!

 

Remember to rate the mod on GTAGarage and provide feedback!

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Platinum Card

I will start Act II once I finish the survivor mission pack-

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leoncj

You make awesome missions man! I tried your Act 2 and it was great! Can't wait for Act 3 tounge.gif

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AznKei

As requested, I tried your 3 last mission of Act II. Here's my thoughts:

 

- Writing: Excellent! Pretty much everything is well written. Some missions require the player to read carefully the instructions to avoid making mistakes. Nice text coloring to make the dialogues and instructions easier to read.

- Presentation: Excellent! Nice viewing angle between different cutscenes. Very strong storyline to keep the players motivated to know what's happen next. Clever use of objects that plays a major role of your missions gameplay.

 

The Badlands:

- Length: Excellent, it can be done in 10 minutes. The player plays as Indigo and he's instructed by Toreno to occupy the S.S.U. armed base at Leafy Hollow. As the player can get a sniper rifle at the beginning of the mission, most of the mission involves sniper killing with some gun fights.

- Difficulty: Medium, the enemies have a very strong accuracy and are armed with powerful weapons. However, as Indigo is equipped with a sniper, the difficulty is quite balanced. The player has to read the instructions carefully, otherwise he will fail the mission by inattention.

- Variety: Excellent, there's a lot of enemies models carrying different types of weapons and a lot of objects that brings the mission a better atmosphere. Nice rainy weather effects by the way.

 

Battle On The Bridge:

- Length: Excellent, it can be done in 10 minutes. The player plays as Zulu and he seems to be alive and well, ready to kick some enemies ass. He is instructed by Dr. Erkins to pass the shooting tests in order the refine his shooting skills After this, he must secure the truck at the Garver Bridge and take out the S.S.U. enemies. Most of the mission involves gun fighting.

- Difficulty: Very Hard! The enemies have a very strong accuracy and are armed with powerful weapons. That's not all, by the time Zulu reach the Garver Bridge, a time limit has been set, you must kill the enemies very quick. As the bridge is quite a narrow area, the player can only see what's ahead the bridge, and with many vehicles around, it's hard to tell where the enemies are hiding.

- Variety: Excellent, there's a lot of enemies models carrying different types of weapons and a lot of vehicles that brings the mission a better atmosphere. The player is initially equipped with a sniper and a M4.

 

Where It Hurts Most:

- Length: Excellent, it can be done in 10 minutes. The player plays as Zulu. After knowing where the S.S.U. truck is heading, he has been instructed by Toreno to secure the Aldea Malvada from the S.S.U. enemies. Fortunately, Indigo also assists Zulu to fight against the enemy base. Most of the mission involves gun fights.

- Difficulty: Medium, the enemies have a very strong accuracy and are armed with powerful weapons. However, as Indigo is equipped with a sniper, the difficulty is quite balanced. Not to mention that Indigo is also an efficient ally for this mission carrying an AK-47.

-Variety: Excellent, there's a lot of enemies models carrying different types of weapons. Nice choice of vehicles to give impression that the enemy base is well equipped.

- BUG: The parachute is very bugged, there's time that the player will fail a mission because the parachute won't set it off, hence crashing to the surface. However, this is a known DYOM bug, so it's alright.

 

Excellent missions as usual icon14.gif . Very strong storyline with clever uses of objects, comprehensive writtings and presentation and very satisfying length. The difficulty is ok except for the "Battle of the bridge" which might turn some average players off. Other than that, very good mission designs, you now become one of the best DYOM users, keep up the good work. biggrin.gif

 

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Mattatatta

Thanks for the reviews AznKei. Yeah I noticed that the parachute bug still exists. I tried using a timeout objective after the teleport to make sure the player was fully spawned before falling. Though it used to work, it now ultimately fails. So, I've decided to try something different. I'm going to experiment with checkpoints. I'm going to place a checkpoint underneath the player teleport, near the ground so if they fall they'll hit the checkpoint and teleport again to solid ground. It's probably going to look a little weird, and I'm going to have to move teleport objectives so that it works for both parachute failures and non-failures, but hopefully it shall work. It will take away some feel of interactivity because players don't get to land the parachute themselves anymore, but I guess it's better than retrying the missions four or five times due to the parachute failing.

 

 

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Mattatatta

Hello dearest fans of Codename: Zulu!

 

I am excited to announce that Act III is now under development. What's more, I have decided to include short descriptions of the missions in the last half of this gripping series.

 

The first mission in the upcoming Act will undoubtedly take a long time to create, there is going to a heavy use of helicopters and planes, and set route points. Naturally, these routes have to refined and bug testing has to be made after almost every objective created. But I want to create an atmosphere that will demonstrate the power of DYOM and it's ability to look and feel like something that was made for this generation's games, on an engine from the previous generation. Of course, this isn't going to be a cutscene mission, or a run-here-run-there mission. This mission will still involve heavy gunfights, challenging enemies, and a decent running length. But this mission will also contain some the most ambitious efforts I have made in DYOM yet, namely flying planes, densely populated battles, and an epic cliffhanger that will make you want to play the next mission as soon as you complete the first.

 

The second mission will contain some of the most vicious gunfights ever seen in this series. A new mission means 100 actor slots, and I aim to use them to not only present a challenge, but to make it seem like this is the S.S.U. at their most strongest state, despite having recently losing their headquarters. Expect a race against time, and then a third meeting of the mysterious Russian terrorist who Zulu has encountered over the course of the story.

 

I especially wanted to promote these two missions, for they are not only going to be some of the best missions in this series, but the first mission in particular is going to be the most ambitious mission made yet.

 

Without wanting to give away any spoilers to story as it stands and how it will be, I will try to keep the following reigned in.

 

Act III is going to bring about some shocking twists to the story. A friend will reveal a terrible secret, allies will be lost and new enemies will rise, and a betrayal shall take place. This is the Act where all that was stable collapses, and only the strongest of bonds will survive. It will become apparent that the S.S.U. are not all that is wrong and evil in the world around Agent Zulu, and the lives of all the characters will be changed or ended forever by the time the final mission is finished in Act IV.

 

This is where my story shall shine through, and hopefully it will add that extra touch of individuality to this series that shall make it one of the best DYOM series ever made.

By the end of this month, DYOM will not be the same.

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Platinum Card

Act III sounds amazing. I really liked Act II. Like I said before epic. I really like the feel of your missions. Can't wait for Act III.

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swagmasterxxxx

In mission 1 of Act 1 how did you make the checkpoints so big?

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Mattatatta
In mission 1 of Act 1 how did you make the checkpoints so big?

When you add the checkpoint objective, you can then choose the type of objective and move it around. If you look at the onscreen instructions in the top-left corner, it shall tell you the key combinations you can do to increase or decrease size

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swagmasterxxxx
In mission 1 of Act 1 how did you make the checkpoints so big?

When you add the checkpoint objective, you can then choose the type of objective and move it around. If you look at the onscreen instructions in the top-left corner, it shall tell you the key combinations you can do to increase or decrease size

Thanks!

Btw I'm loving this.

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Mattatatta

Just an announcement for those who are wondering what's going on

 

I haven't given up on this. I decided to take some time off after raging really hard at the route point bug wrecking a perfectly good mission.

 

Right now, I have developed a new system of mission creation. I recommend that fellow mission creators follow this method if they plan to have a mission using ANY route points.

 

First phase is to create all the vehicles (that are used as props, mission vehicles can be added when they are needed), objects, and static actors (cutscene actors that only appear during the cutscene and are hidden after it ends). Under Objective 0, or Player. Then proceed to construct the mission's "skeleton" by creating only the objectives. Once this is done, spawn or hide any objects or vehicles after a point in a mission by selecting the relevant objective and choosing the relevant action. While doing this, BUG TEST. Make sure everything spawns and works the way you want it to!

 

Phase Two is to add in the supporting actors (enemies, friends etc) and pickups that you may see the need in adding, as well as other things that you see fit. Once you have edited ANY part of a mission you must BUG TEST it. Do not proceed to Phase three until everything works out just fine! DO NOT SAVE PHASE TWO OVER PHASE ONE. PHASE ONE IS YOUR BACK UP!!!!

 

Phase three is now to add your route point actors as and when they are need. After so long, BUG TEST. Once your are finished making the adjustments, BUG TEST again. You should save this phase seperately from Phase one and two in case you need to go back a step.

 

Phase four is your final touches. If you use hooks in text and Notepad++, this is where you do the last minute editing. Once you are done, PLAY THE MISSION AGAIN. If it all works save it again (either separate or over phase three, since they are both pretty much the same except for minor details) and then you can publish the mission. PLAY YOUR PUBLISHED MISSION to ensure eveything worked. If the published mission messed up, you shall find that the editable mission now has the same problem (usually happens, weird bug, eh?). Fix it and repeat.

 

When the published mission runs just the way you want it. You can upload it as you wish. Either keep all the phases or delete all of them up until the phase four/three file, as that file is what the published file is made from, so quick edits won't change the mission very much in future.

 

I'm still working on the first mission of Act III. I have done the "skeleton" phase, and it is already pretty amazing. I'm now going to finish the mission off over the couple of days, and I am going to provide it as a special individual download as an apology for being so slow with development of the third Act.

 

Hopefully I will get this done soon, fingers crossed

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Mattatatta

The First Mission For Act III, Countdown To The Apocalypse: Part One, has been released today as an apology for being slow recently. Download it from Mediafire HERE

 

After a hell of a development cycle, with most of the time spent being wasted by bugs coming up at the last moment, I am proud to tell you that the first mission of Act III, probably the hardest mission I've made (I'd say the actual gameplay is Medium but that's my opinion), is now available for download. I am working hard to get Act II finished by the end of this month. Stay tuned for updates and don't forget to report any bugs or problems you have. I look forward to having your feedback.

 

EDIT: Changed link after original file was bugged

Edited by Mattatatta

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AznKei

I tried your first mission of Act III. However I can't make a full review because I got a MISSION FAILED! message every time after I destroyed the 2nd SAM site and the mission instructions told me to destroy it :S.

 

 

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Mattatatta
I tried your first mission of Act III. However I can't make a full review because I got a MISSION FAILED! message every time after I destroyed the 2nd SAM site and the mission instructions told me to destroy it :S.

Right, I went back and found a possible cause. It didn't happen right when I destroyed the SAM site, but it still happened randomly. I think it was a bugged tank driver crashing into a vehicle on Must Survive. I deleted the actor and played the mission to the end without any more failures.

 

Updating all posts with the new file... Aznkei, the file I pm'd you is the raw one without the text edited. If that bothered you, but the mission still worked, you download the new file in the opening post. If it didn't work, tell me and I'll make another attempt at bug fixing. Sorry for any inconvenience.

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BDR

I downloaded the file via the link in the first post. I ran into the same error with AznKei.

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Mattatatta

 

I downloaded the file via the link in the first post. I ran into the same error with AznKei.

I'm making two versions of the same mission. One is the 'as it was intended to be' version (The one I'm getting Mission Failed reports about due to two planes not flying correctly) and there will be a 'no-planes' version for those who themselves suffering from the aforementioned bug.

 

When I get it done, I'll add a second link under the original one in the first post. Hopefully there shall be no more random Mission Failed prompts after that.

 

 

EDIT: FIXED the mission. There are now two versions of this mission; the ORIGINAL mission file, for those who don't get the Mission Failed glitch; and an EDITED version that is for people who meet the Mission Failed glitch.

Edited by Mattatatta

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Mattatatta

Six Missions Left In The Series!

 

I've been a DYOM Making Machine over the past few days, I've finished Part Two of 'Countdown To The Apocalypse', 'Die Hard', and 'Framed!'. That leaves only three missions in this upcoming Act and only six missions in total.

 

Get ready for a release either on June 30th or July 1st!

Edited by Mattatatta

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Mattatatta

ACT III OUT NOW!

 

Act III has finally been finished is now available for download! Check the first post for relevant links.

 

Act III brings a heavy dose of action as the first mission kicks off with a race against time to prevent the biggest terrorist attack in history! Things begin to get more complicated, however, when the mysterious, unnamed Russian starts to play games with Agent Zulu, and repeatedly tries to kill him before resorting to other measures.

 

His days now numbered, Zulu must keep his friends close and end the Sons of the Soviet Union's reign of terror on San Andreas before all hell breaks loose. With the F.B.I. getting edgy and suspicious, and Toreno becoming more and more demanding, the Russians are not the only threat to the heroes of this story.

 

Download the most explosive DYOM series today and see why Codename: Zulu is rapidly becoming one of the most popular DYOM-based stories ever told.

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Platinum Card

Wow...this is the hardest mission pack! I'm working on mission #3. You really do take dyom to the limits.

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