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GTA: Carcer City - converting the MH map to SA!


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I'd still rather redo the train yard with proper SA styled tracks rather than the ugly train track texture, but then again, that's just me.

If you want, go for it.

universetwisters

 

I'd still rather redo the train yard with proper SA styled tracks rather than the ugly train track texture, but then again, that's just me.

If you want, go for it.

 

 

I will once I get an overhead of the yard for a good reference

  • Like 2

 

 

I'd still rather redo the train yard with proper SA styled tracks rather than the ugly train track texture, but then again, that's just me.

If you want, go for it.

 

 

I will once I get an overhead of the yard for a good reference

 

I'll send it asap. The levels are yours, check your skype.

I highly anticipate this mod and keep my fingers crossed for it. Brings so many good Manhunt memories... Such a great game, very underrated.

I'd love to see all these separate levels combined into one, huge map - that would be really neat.

There's few possible problems, however - first is GTA SA's atmosphere - you have to find a compromise between semi-light and purely dark (both metaphorically and literally) timecycs. Something similar to early R* games, like GTA III and Max Payne, both very gritty and overwhelming.

Second is the fact that combining custom and original parts of the map could be tricky. Everything must fit, in order to preserve the Manhunt's atmosphere. As I said - it'd be tricky, but possible to do.

Everything will be combined, however a new timecyc might get difficult. Also, I think there's a mansion interior level!

Maybe we could convert it and place it into the interior universe, and maybe adding enex markers would be nice, allowing us to enter these buildings.

Edited by dkluin

everybody is saying that you need to change the time cycle but I don't know if that would give that true feeling, this is why I said it would be better to do it for GTA III, but I understand it's harder

We will see :)
  • Like 2
universetwisters

Has anyone tried to replicate IIIs timecyc for SA to begin with? I wanna think that if it's easy enough to, it would've been done by now, but then again, I wouldn't know how easy/hard it is making them.

 

 

Has anyone tried to replicate IIIs timecyc for SA to begin with? I wanna think that if it's easy enough to, it would've been done by now, but then again, I wouldn't know how easy/hard it is making them.

 

I think this one should be pretty close:

http://gtaforums.com/topic/455104-gta-sa-liberty-city/

 

That's nice.

Lookin' at UT and his work on this I am sure that Carcer City will have that gray atmosphere and dangerous feeling.

 

Dkluin I luv your ideas, you got very good stuff in mind.

"...Fine, I like this."-James Earl Cash.

universetwisters

I took a break from working on the suburban stuff to do some stuff with the slums, specifically do up a row house that could have different variants and come in varying levels of decay. Thoughts thus far? I might add some front steps and the likes if need be.

 

 

oRLMKsC.png

I took a break from working on the suburban stuff to do some stuff with the slums, specifically do up a row house that could have different variants and come in varying levels of decay. Thoughts thus far? I might add some front steps and the likes if need be.

 

 

oRLMKsC.png

What about some MH styled buildings? Anyways, say hi to our new member: TheD!

 

Right now it might be nice to blend in these MH levels into your layout. I can export them for you aswell.

universetwisters

I don't like Manhunts style of buildings, especially seeing as all the proportions are out of whack compared to GTAs. I'd rather remake the exteriors than take the ones right from manhunt and try to explain to myself why everything is too wide or tall.

Edited by universetwisters

Remember Dinosaur . Bytes? He had a Carcer City project. But I can see this one is a lot more better and original. Good luck on this, Danny! :) (y)

Edited by Juan 16

Thanks :) I think we just have to implement the levels and keep the style in the mod. We cant make a CC mod without MH levels can we?

universetwisters

It'd be a really drastic shift between the two if you really wanna use them. Again, look at any street in GTA and the ones I'm that level where you take the reporter to her apartment.

It'd be a really drastic shift between the two if you really wanna use them. Again, look at any street in GTA and the ones I'm that level where you take the reporter to her apartment.

Well how about this,

 

We'll keep some of Carcer's history (It was an industrial city in the past), but the city would be modified so it would fit the 3d era storyline.

Starkweather was arrested after MH events. I believe there was a news report about this in GTAIII.

This means, the city would eventually turn back to normal. How about some buildings would still be destroyed, but there would be construction sites, and newer buildings around. We'll keep the Manhunt feel by blending the levels in, and we won't have two drastic shifts.

 

Let's see what the others think. Keeping all levels, but they would be retextured, changed, but the actual locations would still remain. It's like a whole new city. After all, it fits the 3d era, doesn't it? I don't know much about MH's storyline, but I do understand this: The criminals turned the city into an abandoned hellhole, and the CCPD didn't do anything. Untill Starkweather was arrested or something, things would be different.

 

things would be different.

 

 

anyway , yeah CC would be Very different if you put it like that , but hmm , i always wonder how CC looks if it isn;t destroyed.

 

Well, that's something worth a try.

 

EDIT:

 

Journo level converted. It had to be raised a bit, maybe we could add some small hills around, so the map would fit again. Simply lowering the model would be tricky though.

 

b4b724409383731.jpg 7514d2409383737.jpg 0abf4b409383739.jpg 495022409383750.jpg a5b24f409383752.jpg

 

 

Edited by dkluin
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My brother worked on part of a Carcer City openworld mod (also for SA engine) a while back and wrote a list of what levels physically connect to what and also what levels are duplicates of existing levels and other info:

jury_turf
directly to

derelict

derectly to

der2

transported to

scrap

directly to

scrap 2

transported to

zoo

directly to

zoo 2

transported to

mall

apparently nearby to (not physically connected, there was no explaination given)

church2

transported to

pharm_wks

transported to

asylum

directly to (through interior)

cellblock

directly to (through interior)

prison

nearby to

ramirez

transported to

journo_streets

directly to

subway

directly to

trainyard

transported to

estate_ext

directly to

mansion_int

elevator to

attic

bonus levels:

bonus1 (der2, adds nothing)

bonus2 (zoo2, adds nothing)

bonus3 (jury_turf, adds nothing)

weasel (this one is unused in the game, a scene that was cut)




 

Edited by PingPang
  • Like 2

I bet Starkweather WISHES he was arrested...

Well it's not Starkweather, I just found this out though. Stuff like this can happen when I don't know much about the 3D era storyline...

"police chief Gary Schaffer was cleared of corruption charges in a controversial decision by the courts". This suggests that the police chief has been corrupt for two or more years before the events of Manhunt, presumably accepting money from Starkweather. The same news segment mentions Carcer City as being "nearby" to Liberty City.

 

However, when Gary was arrested, this would still mean that things could get better, since, the CCPD would be non-corrupt, and I don't think theres some info about Starkweather after the events of Manhunt, so I guess our plans would be fine after all.

Edited by dkluin
universetwisters

I'd like to think that Manhunt took place in the 1980s/90s, given that there's so much emphasis on VHS tapes instead of laserdiscs or whatever, that and Carcer City is depicted as some lawless poverty-stricken hellhole, much like most rust belt cities during the 1980s. Plus, it isn't impossible for Schafter to keep his job from the 80s or whenever until 2001+, seeing as police chiefs have served for even longer.

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I'd like to think that Manhunt took place in the 1980s/90s, given that there's so much emphasis on VHS tapes instead of laserdiscs or whatever, that and Carcer City is depicted as some lawless poverty-stricken hellhole, much like most rust belt cities during the 1980s. Plus, it isn't impossible for Schafter to keep his job from the 80s or whenever until 2001+, seeing as police chiefs have served for even longer.

I'd rather think it took place in the 1990s.

Keith Ward

I''l just go ahead and say it:

 

 

Starkweather was killed (horribly, via chainsaw) at the end of Manhunt.

 

 

Also, Carcer City isn't entirely run down and abandoned, the places we see in the game are either gang hideouts or areas of urban decay that Starkweather commonly uses for his snuff movies, or just closed up for the night.

Ss4gogeta0

I''l just go ahead and say it:

 

 

Starkweather was killed (horribly, via chainsaw) at the end of Manhunt.

 

 

Also, Carcer City isn't entirely run down and abandoned, the places we see in the game are either gang hideouts or areas of urban decay that Starkweather commonly uses for his snuff movies, or just closed up for the night.

yea, I would keep the run down locations in manhunt... it would make more sense...

 

I''l just go ahead and say it:

 

 

Starkweather was killed (horribly, via chainsaw) at the end of Manhunt.

 

 

Also, Carcer City isn't entirely run down and abandoned, the places we see in the game are either gang hideouts or areas of urban decay that Starkweather commonly uses for his snuff movies, or just closed up for the night.

yea, I would keep the run down locations in manhunt... it would make more sense...

 

If Starkweather was killed, then we can turn the city into a more modern-looking city. Destroyed buildings, abandoned buildings, all would turn into modern buildings, like the ones universetwisters is making.

 

The abandoned looks would dissappear, when we retexture the levels. After everything is finished, maybe assembling the city together into 1 big map would work. Then, the map would be ready for smaller modding, like adding vehicles/peds, and adding some props around the city.

 

To finish it all, node.dat files maybe?

I think it would make more sense to keep some areas abandoned and desolate, and make a few areas living, but still somewhat run down, much like Detroit, it still has even some of its downtown skyscrapers abandoned.

Making some sort of fairytale recovery probably wouldn't be too fitting. Try making it more like real life instead, an area doesn't suddenly just clean up overnight, you'll have cleaned up or newer buildings starting to show up in a run down area, but the place will still have plenty of disused or run down buildings. some still boarded up, and with weeds still sprouting.

 

Another feature to add could be disused land, lots of it, Like several suburban areas where there's big open lots of land, next to the few houses still remaining. Like this:

 

r01-downtown-1991.jpg

decaying-detroit_15.jpg

 

For the skyscrapers, you could use inspiration from towers such as this, to set the theme.

Try mixing it up a bit, well maintained older skyscrapers, newer skyscrapers, and then some decaying/abandoned ones next to eachother.

09_book.jpg

 

But there are other sources of inspiration you could use than Detroit.

 

You could for example take inspiration from areas such as this in Pittsburgh:

pittsburgh-row-houses-foreclosure.jpg

Hillside%20of%20Houses%20in%20Pittsburgh

 

Possibly use this for inspiration in architecture:

65537557.lpdriLFC.jpg

 

Use this for inspiration for downtown buildings:

pitt.jpg

 

For a nicer, more affluent part of the central area of the city, you could take some inspiration from Portland, Maine

 

Market-Street-Old-Port-Portland-ME.jpg

 

 

If you want some really beat up areas, you could source some of Camden, New Jerey.

6131439862_4df2161dc3_b.jpg

 

 

 

 

These are just suggestions, but i'm just trying to give tips in making a believeable city. Like Rockstar did with GTA IV and V.

They were much more coherent cities than previous. If you make the cities too cartoonishly grimy looking, and then super shiny in other areas, you end up with something like Stilwater from Saints Row 2.

Edited by Glenni91

i kinda prefer CC to be a mix between an abandoned city and a bit modern looking city , just like Gleeni91 said above.

I'll think about the looks a bit more then.

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