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RithRake24

[MP] Old Friends Die Hard

Recommended Posts

RithRake24
Posted (edited)

RITHRAKE24 PRESENTS

A BRAND NEW MISSION PACK

lL0ysnA.png?1

Y7aRDqE.png?4

aXyI66Q.png?3

xXDVHKG.png

 

There's more to Miles Parker than meets the eye. The warehouse delivery driver is dragged involuntarily back into his darker past when he encounters an old associate, who has a job for him to complete. Being dragged back into his past means an inevitable reunion with some old friends...

lL0ysnA.png?1

 

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Episode 1

 Under Scrutiny by the Law

 

Episode 2

 Homecoming Part 1 and 2

 

Episode 3 

Familiar Territory

 

Episode 4

It's All Coming Together

 

Episode 5

TBA

 

 

Episode 6

TBA

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Spoiler

- This MP is part of the RithRake24 Universe.

- The name Miles Parker is a mashup of Miles Morales and Peter Parker, who are both Spider-Man characters.

- The events of this MP takes place in 2015, which is 13 years after the event of my other MP What Pain Means. There are connections between both stories since they share the same universe.

- While Seth Grief was the CEO of Grief Industries in 2002, Julius Zhan is the CEO of Grief Industries in 2015. The change of leadership is partially explored in What Pain Means Chapter 2, which is yet to be released, and explored further in an upcoming MP that is being planned currently. Other connections between the two MPs will also be explored, such as connecting events and common characters.

 

 

Edited by RithRake24

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Target13

First mission was fantastic! I'm gonna keep this short and save a full review for later but I can safely say this was a good introduction. I love your designing style and have noticed inspirations from other designers, most notably @The Half-Blood Prince and @Jimmy_Leppard.

 

You a did great job with building an immersive environment at the warehouse. Also good job with the use of the new objects of DYOM#. 

In terms of story, I can't say much as of yet. Your writing is decent and I liked how you made the conversation between the protagonist and his associate interactive by having us drive around instead of watching an overextended cutscene segment. It was very creative. I am sure @omigawail will appreciate that as that was one of his issues with my recent work.

 

In your relatively short time here, you have proven yourself to be a notable designer. Keep up it up, RithRake!

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RithRake24
Posted (edited)
28 minutes ago, Target13 said:

First mission was fantastic! I'm gonna keep this short and save a full review for later but I can safely say this was a good introduction. I love your designing style and have noticed inspirations from other designers, most notably @The Half-Blood Prince and @Jimmy_Leppard.

 

You a did great job with building an immersive environment at the warehouse. Also good job with the use of the new objects of DYOM#. 

In terms of story, I can't say much as of yet. Your writing is decent and I liked how you made the conversation between the protagonist and his associate interactive by having us drive around instead of watching an overextended cutscene segment. It was very creative. I am sure @omigawail will appreciate that as that was one of his issues with my recent work.

 

In your relatively short time here, you have proven yourself to be a notable designer. Keep up it up, RithRake!

Thank you so much for your kind words! I'm extremely glad that my designing style has struck the right chord with you!

 

The one thing that I have received criticism for is my often unrealistic and inconsistent portrayal of characters - especially Josh (inconsistent) and the Governer (unrealistic) from What Pain Means. I've been trying to improve on my characters mostly, and this time I've mapped out each characters traits, speech patterns and habits for the various characters. Hopefully my execution of them on screen in the missions will turn out much better than it did in What Pain Means.

 

I have nothing much to say. I'm deeply humbled; comments like yours are the perfect reason for me to keep doing what I'm doing. Thanks once again!

Edited by RithRake24

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Seth

f*ck yes, you always get me hyped for your missions.

Spoiler

The only thing I like in designers MP's is another mission packs connections and timelines lol, and Trivia too xD.

 

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AnDReJ98

Played. Good for the start but I cannot write anything specifically yet (since it's the very first intro mission). I guess the usage of new objects will fit this mp very well. The small detail in the warehouse already gave it away from the start. I gotta compliment you on the character development tho. It's been only one mission so far but I can already see that you put effort and time in dialogues, story and minor stuff to make characters feel real, such as the protagonist and the law guy. However, his guards had only one skin, and i really hate it when i see someone uses only one skin for something (except when it's about army or cops where skins don't really matter), but having that bald buy appear over and over was a bit too much. Small things matter.

 

I guess I will give it a try again at some point when more missions get released. Keep it up and good luck.

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RithRake24
Posted (edited)

@AnDReJ98

Thanks so much for your comment! I’m so happy about your compliment about my characters since this was my weakest point in What Pain Means. It always feels good when you improve based on your feedback!

 

Hopefully you will like what the rest of the MP has to offer...

Edited by RithRake24

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Roxie

This MP has connection with your previous MP "What Pain means"  is it necessary to play ur previous MP before playing this ?
iM A DIEhard fan of spider man btw

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RithRake24
Posted (edited)
4 hours ago, Roxie said:

This MP has connection with your previous MP "What Pain means"  is it necessary to play ur previous MP before playing this ?
iM A DIEhard fan of spider man btw

Both MPs are connected, but you can play Old Friends Die Hard first if you want. However, playing What Pain Means will be good if you want to catch all the internal references and connections within this new MP.

Edited by RithRake24

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moudahaddad148

Well Done and keep up i know you are gonna have a good futur at dyom mission design dont forgot to follow me friend if i upload one of my mission try it now good luck

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AnthonyCo0L

I play it, enjoy it, love it! Here my feedback for your mission pack

Spoiler

Yes, the name sounds like from the movie Die Hard which gives me nostalgia, the first mission were an introduction about the characters and the opening of the story, Miles Parker is a fusion of a Spiderman characters(Are you Marvel fan lol?) and we see that the player is trying to make a hideout and salvation from his past and enter a new benevolent life, I actually liked the story starting up with a normal person doing his business at vocation and then you get surprised by knowing the person was a criminal before, even if you see him a little righteous guy, and he faces an old friend which resembles the entire story title to fix some troubles and problems.

 

Well about the design was actually major designing were the cutscenes were balanced at the same view, the gameplay were little short but it's had to be like that or I won't call it a premise mission, I would suggest you to do realistic animations if possible and try to contribute with it.

 

My rating now would be Excellent! and I am waiting for more other missions to give feedbacks about it, I will wait for sure if you are on School problems or anything like that.

 

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RithRake24
13 hours ago, AnthonyCo0L said:

I play it, enjoy it, love it! Here my feedback for your mission pack

  Reveal hidden contents

Yes, the name sounds like from the movie Die Hard which gives me nostalgia, the first mission were an introduction about the characters and the opening of the story, Miles Parker is a fusion of a Spiderman characters(Are you Marvel fan lol?) and we see that the player is trying to make a hideout and salvation from his past and enter a new benevolent life, I actually liked the story starting up with a normal person doing his business at vocation and then you get surprised by knowing the person was a criminal before, even if you see him a little righteous guy, and he faces an old friend which resembles the entire story title to fix some troubles and problems.

 

Well about the design was actually major designing were the cutscenes were balanced at the same view, the gameplay were little short but it's had to be like that or I won't call it a premise mission, I would suggest you to do realistic animations if possible and try to contribute with it.

 

My rating now would be Excellent! and I am waiting for more other missions to give feedbacks about it, I will wait for sure if you are on School problems or anything like that.

 

Thank you so much! More missions will be coming soon. In the meantime, feel free to check out my other MP What Pain Means!

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RithRake24
Posted (edited)

EPISODE 2:

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 Fy6eb85.png 

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has been released!

Edited by RithRake24

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M316

Haven`t tried yet just cos i want it finished because if it is interesting, ofc it is, it will make me impatient for more so i know you have good stuff for us

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Jimmy_Leppard

I saw your post about resuming this mission pack in the Designer's Lounge, so since I haven't played it yet, I decided to give it a go. I played the first 3 missions.

 

What I noticed immediately is your decision to go with a cinematic approach to cutscenes… and I commend you for it :colgate: Using smooth/linear cutscene types in your shots is interesting. Unfortunately, smooth/linear cutscene blends in DYOM are as far from being cinematic as you can imagine. I refrained from using them in almost every scenario because in most cases, the shots don't really look natural. You can't change the speed of camera movement, can't create flexible tracking shots or anything of the nature that would make a shot look cinematic. And of course, that's not your fault or even DYOM's fault, it's just simply limitation of the game. It takes guts to stick to those and it shows you have cinematic imagination. You made it look as good as you could and that's cool. Too bad DYOM isn't capable of actual cinematic cutscenes because those shots would look awesome.

 

The story is interesting. I love that you decided to take your time with the scenes instead of rushing through them with subpar and extremely short dialogues. Protagonist meeting his former crew members one by one is a nice touch. You let the scenes unfold naturally through actual conversation every time so we can feel out each of the characters and their relationship with the protagonist right away. A big plus in my book. One other thing that caught me by surprise was how cool the race scene environment at the beginning of mission 2 looked. I always bring it up in every mission pack I encounter that  - I don't use objects that much in my missions, but I absolutely love seeing other designers use objects and create environments in their missions. It must have taken you a while to create it. Plus I'm a car enthusiast, so seeing something related to cars is always great. :colgate: 

 

The story has the potential to go in a million different directions. Whenever I play other people's mission packs, I'm always thinking ahead, imagining where I would take the story, guessing what's going to happen next and the more options I see, more fun it is to play. One thing I would recommend for the future missions in this mission pack and every other you make - frequent/often character name usage/repeats in dialogues, cut it down, throw it out. It's unnecessary. In all 3 missions, when your characters are having a conversation, they say each other's name way too often. For example (not your actual dialogues word for word of course, just wanting to make it as blunt as possible so you understand what I mean) ''Hi Clark. It's been a long time.'' -''Hi Morgan. How have you been?'' ''I've been great, Clark.''. - That. It's unnecessary to use and repeat the names that often. Natural real life conversations aren't like that at all. Saying their names once during a conversation is enough in most cases. If you want to use anything after that point, you can use ''man'', ''mate'', ''dude'' or something similar, but not the name every time. Most of the time, nothing is needed. ''How have you been?'' -''I've been great.'' No names, no ''dude'', a normal, pure laid back conversation. You can use names more often (but only slightly more often) during emotional or very dramatic scenes as tool for teasing or a sort of a provocation etc.

 

Overall, very good start. Keep up the good work. :colgate:

Edited by Jimmy_Leppard

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RithRake24

@Jimmy_Leppard

First of all I can’t express my immense gratitude for you taking the time to attempt the three missions and offer your thoughts. This is a bit of a fanboy moment for me because you’ve been one of the biggest inspirations for me DYOM-wise in terms of story and characters. Thank you so much.

 

I am extremely happy about the fact that you picked up on my ‘cinematic imagination’ and made a comment about it. Filmmaking, I have to say, is one of my biggest IRL passions and I try my best to reflect that using DYOM, even though, as you said, the cutscene movements in DYOM can tend to be quite unnatural. It really warms my heart that you picked up on it and it really makes the time that I invested into making the cutscenes look at good as possible, worthwhile.

 

I am also glad about your compliments about the characters and the environment in mission 2. I’ve been criticised widely for my characterisation in my debut MP What Pain Means and I’ve been trying to improve that as much as possible, with the amazing @Notna acting as a great friend and advisor to me. I have to give him some credit for bringing my attention to the importance of character and dialogue, and providing valuable feedback every time I complete a mission, even if he rarely visits the forum nowadays. Also thanks for picking up on the environment in Episode 2 :D. It was my first time using that many objects to painstakingly create an immersive environment, but the end result was so satisfying that the time put into it was definitely worth it.

 

Also, lastly, thank you for your input about the character names being used too much in conversations. I had subconsciously done this since I had wanted the names to stick with players since the characters were just being introduced. I guess that might’ve brought down the level of realism haha. Thank you so much for mentioning that, although you can rest assured that the script I’ve prepared (I am still tweaking it though) for the rest of the missions won’t have too many repetitions of names. 

 

I want to again thank you for your feedback and it means so so much to me, especially coming from a DYOM legend like you. Thanks again! I hope you’ll like what’s coming in this missionpack and looking forward to more helpful insights from you when I release the rest of this missionpack. :D 

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VikingEVM

I'm not that good with reviews but still lol

 

The missions that we have as of now (Episode 1 and 2) are really polished and just very well made.

 

Despite being basically just dialogue and driving, everything is so good that you don't get bored. The cutscenes are as cinematic as possible, given GTA SA's limitations, the cuts make it feel like we're watching a machinima or similar, that is one thing i do too little in machinimas and should do more. The dialogues are very well written, with little to no grammar errors, they're realistic, natural and informative.

 

The race scene in Episode 2 is THE COOLEST sh*t.

 

Spoiler

You could've just made Trent work into a lame-ass garage but NOPE, you went balls to the wall and created an ENTIRE SET devoted solely to his presentation. It does not only GREATLY enhance your mission, but also contributes in building a live world where things happen outside of the characters' story.

 

Also i like how Gavin Law is an asshole, but still has a sound motivation for blackmailing Clark. So i'm not sure whether he will keep his word or will turn his back on the crew 🤔

 

Simply AMAZING 💯

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RithRake24

@VikingEVM

Man, I can't tell you how much I appreciate your feedback. Thank you so much for your inputs about the cutscenes and the object placement. It means a lot to me. :) I especially highly appreciate your feedback about the race environment, it was a difficult, time-consuming environment to create but it was also quite a fun experience, and the end-result was very pleasing indeed! I'm glad you loved it!

 

I hope you'll like where I'll take the story in the future missions. I really hope I can hold your interest with my future missions as well. Thanks again for the review!

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RithRake24

EPISODE 3:

aXyI66Q.png?3

 e5rQDgM.png 

lL0ysnA.png?1

has been released!

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RithRake24

EPISODE 4 IS NOW ONLINE!

 

Click below:

aXyI66Q.png?3

ZNpDvjU.pnglL0ysnA.png?1

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AnDReJ98

Ok, it's time to finally reveal the true purpose of this mp. Judging by the first few missions of this MP, I can say that character development and story (although still not fully discovered) is right on spot. I really liked how you get to know about each of the characters little by little and I must say that they really have their own personalities compared to many MPs (including mine) where even main characters are just filler, which is of course, totally wrong. With this mp, I was happy to see that's not the case (I would be lying if i said i wasn't expecting that tho lol) and I can't wait to see how they are going to react to the story further. As for the story itself, I must mention that some stuff kinda reminds me of a movie (apart from the setting being in LV). Can't remember which one tho, but some things are really familiar and of course, most notably, Jimmy's work. Story progression and the protagonist being surrounded by his team and an idiot threatening all of them kinda got Jimmy's vibe to be honest, which I don't find bad at all. Moreover, I'm curious to see how is it going to differ and look like in the end. I'm certain, although inspired from Jimmmy's work, it will have something unique, by your standard, style or whatever as I can already feel it on the way.

 

Although there was nothing much happening gameplay-wise, the first few missions are quite building a hype towards a huge gameplay with all that planning and stuff despite a wired feeling that everything is happening so fast? Maybe it's just me. Also, seeing the slight presence of well used objects, the 'action' part has huge potential and can be quite big but that's just my wish, idk how is the creator going to portray all of that. Because if you were to top the gameplay then this would be one of the best mps undoubtedly. Well, there's still a long way to go, but if I were you, I would take a look on THBP's projects to take some further inspiration and mix it. Generally, there's nothing that can go wrong if you keep with the plan that you've thought of already, and I'm in no way willing to disturb you, just giving the suggestion.

 

Generally I like the mp, and I like how this is going. Can't tell anything specifically yet cuz it's just the beginning, and aside from some minor cons like maybe putting up more details in missions like these which are filled only with cutscene and using more skins in the first mission to make everything more varied and less monotonous, I don't think there's anything bothering me in particular. That's why, good luck and keep up with this! I'm looking forward to play more!

 

Oh and a soundtrack can boost up player's experience up to 50% in some cases (depends on the mp itself too). But considering it's a rarity for a mp to have sound effects and/or soundtrack, I never judge a mp by that even though it would definitely change a lot to better if you were to add a soundtrack and fitting sounds throughout the mp. Just a suggestion for future tho.

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