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Design Your Own Mission

Pages: (6) « First ... 4 5 [6]   ( Go to first unread post ) Closed TopicStart new topicStart Poll

 [Missions] Codename: Zulu

 A popular series by Mattatatta
 
UNRATED69  
Posted: Tuesday, Aug 31 2010, 01:39
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suck my hammer
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Personaly, I think there are too many zombie style missions, and the only way they'll get noticed is if they're super innovative in some way.

The other idea, however, is a good one. I love Mercs, so a DYOM version of that would be cool, but like you said, it would take a sh*tload of time to make.
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Mattatatta  
Posted: Wednesday, Sep 1 2010, 02:18
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Over 10,000 downloads and recognised DYOM Mission Designer
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QUOTE (UNRATED69 @ Aug 31 2010, 01:39)
Personaly, I think there are too many zombie style missions, and the only way they'll get noticed is if they're super innovative in some way.

The other idea, however, is a good one. I love Mercs, so a DYOM version of that would be cool, but like you said, it would take a sh*tload of time to make.

Well, I'm angling towards the zombie-styled series. Because I've made the most progress with planning it. I've planned out all the missions, and its about 17 missions, so it is shorter than my first series. But I may have to make more due to needing to split up missions that hit limits.

Don't be fooled by the whole "zombie" theme. The zombies are the main antagonistic element in the story, but they kinda fall as a backdrop for an adventure story. The series is going to be driven by the narrative and the characters. There are going to be other conflicts being introduced into the story, most of which shall be more forefront and possibly dangerous than the zombie apocalypse taking place during the course of the story.

So, if you're looking for mindless zombie splatting - you're out of luck here. If you're looking for something like "The Survivors" by LeonCJ - you're out of luck and should be playing his series anyway. And if you're looking for a Resident Evil styled series - you're most definitely out of luck.

I'm currently doing final bug fixes to this series (Codename: Zulu, that's what this thread was for lol). Then I shall start work on the new series. When I make some progress, I shall start a new thread topic for it and get it uploaded.
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billy7877  
Posted: Sunday, Sep 5 2010, 05:21
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CRAZY Because Design Your Own Mission
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I think I more like the Idea one . But both of it is nice.
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MrGoodGuyOfSA999  
Posted: Monday, Oct 18 2010, 10:52
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No more n00b, hello to amateur....
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just finished your missions,lol xD
it crash my game a while ago...now i tried it again and it works!!!
nice storyline,plot(or whatever) and ending...
Overall i dont like it,but LOVE it!!!!Good Job(they're cool,too) icon14.gif icon14.gif icon14.gif

BTW 'bout the 2 ideas that you think of...i think zombie theme mission with a twist could be great...but idk much about the mercenaries though....
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Mattatatta  
Posted: Thursday, Dec 23 2010, 06:51
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Just a small announcement I wanted to make:

I am finishing the final touches for V1.16.1, and shall be uploading the file on Xmas Eve.

This update is the FINAL update for the series. Meaning that there shall be no more updates after V1.16.1 under any circumstances. I have been delaying this update for quite some time, mostly since it appeared that nobody really wanted or needed the update urgently. In recent times, a sudden increase in interest in the series - and reports of the bugs that plague this series - has resurrected work on the update.

In this final update, the following problems shall be addressed:

- Missions that contain parachuting in them shall have alternative copies of the same missions available in this update. These alternatives are named "(alt)DYOM" with the number that corresponds to the mission number it is an alternative to. To play missions that have no parachuting in them, simply copy the (alt) missions over and remove the (alt) in their name. This has been done so that people who can get parachuting to work can play the normal missions with it, and those who cannot get parachuting can work have alternative files that they can use.

- The overall difficulty of the mission "Bleed Your Heart Out" will be lowered slightly, and further stabilised to prevent bugs.

- The mission "Moths To A Flame" will have a slight change. One of the objectives become active inside an interior while the player is outside, this causes the objective marker on the minimap to be misplaced, which can cause confusion. This bug was originally reported by AznKei, and is now finally being fixed.

Also, I am taking the time to write a complete synopsis of the story. This is being done to act as a way for players to better understand the events in each mission, and to tell players what they have missed in a mission that cannot get to work (remember I am not making any further updates), so if one finds themselves unable to complete a mission, they shall be able to read up on the story in that mission, so they still know what is going on.

List of files in the Final update (V1.16.1)

-Act I folder (7 DYOM files, plus 3 alternative DYOM files with no parachuting)
-Act II folder (5 DYOM files, plus 1 alternative DYOM file with no parachuting)
-Act III folder (7 DYOM files, plus 1 DYOM file intended for use in case of random "Mission Failed" during DYOM1)
-Act IV folder (3 DYOM files)
-Codename: Zulu Instruction Manual.txt (General information on the series, outlines some bugs and fixes, and contains the change log)
-READ THIS.txt (Seriously, read it.)
-Full Synopsis.txt (Contains the complete story. Full of spoilers, do not read unless you have to.)

As already mentioned, the final update should be ready on the 24th December. Whether it'll be ready for download then or later is another thing.

This is the last update for the series. After nearly a year since the first faltering missions were created (and quickly redone), this series shall finally come to a complete close in terms of updates and fixes. I aim to start a new series in the New Year, so it is best that I have all of my attention on that and not on updating this series.

Thanks to all of those who have supported this series, and I hope you shall enjoy the next series I'll make. And I also hope that this series shall continue to be the most popular DYOM series on GtaGarage (I'm not lying! See for yourself!), if not the second most popular after my second series! tounge.gif
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Chimpso  
Posted: Thursday, Dec 23 2010, 10:13
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Ran away with the spoon...
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You don't actually need to remove parachuting. Just make the spawn point over water. So if the player's parachute fails they fall ionto the water and don't die. Then make a platform in the water nearby so that players can jump on it and use the jetpack cheat to get where they need to go.
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Mattatatta  
Posted: Thursday, Dec 23 2010, 18:07
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QUOTE (Chimpso @ Dec 23 2010, 10:13)
You don't actually need to remove parachuting. Just make the spawn point over water. So if the player's parachute fails they fall ionto the water and don't die. Then make a platform in the water nearby so that players can jump on it and use the jetpack cheat to get where they need to go.

That is rather over-complicated, and breaks the pace of the missions. Parachuting is not so important that it must be in the missions, it was meant to bring variety to missions, but because of the 50/50 chance of it not working, I have decided to make quick edits and publish alternatives without the parachuting. This preserves the pace of the missions at the cost of the entire parachuting segment.
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Mattatatta  
Posted: Thursday, Dec 23 2010, 22:56
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Over 10,000 downloads and recognised DYOM Mission Designer
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Final version released! Download V1.16.1 FINAL from the official mod page on GTAGarage!

You can find the link to the mod page in the first post.

Thanks goes to all who have shown their support for this series by downloading, rating, and providing feedback on this series.

I think its safe to say, that the objective I gave myself almost a year ago now, which was to create a mission series that pushed the limits of DYOM, has been successfully achieved. I'm proud of what I have accomplished with this series - my first ever DYOM project. And maybe in the future I shall do it again, and create something for DYOM that is widely enjoyed by DYOM users and Mission Designers like myself.

Thank you for playing Codename: Zulu
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Chimpso  
Posted: Wednesday, Dec 29 2010, 12:33
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Ran away with the spoon...
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Will we be seeing any more missions from you Matt? I can't wait to play whatever you come up with next biggrin.gif.
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Mattatatta  
Posted: Friday, Jan 7 2011, 04:15
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For now, I am letting my ideas sit for a while. I'm also going to wait for DYOM V6 to become less buggy (which is pretty much done when compared to V5), my next series shall most likely be made in V5 though (either on actual V5, or through V6 but using V5's format), since it has no need for a storyline function - and since I wrote it with V5 in mind, it just feels 'wrong' to try to mold it into V6's storyline feature.

My mercs idea is still in consideration, even more so thanks to V6 being released. I pretty much came up with the mercs idea to try to bring freeroam into DYOM - which was originally going to be done through a special 'freeroam' mission as that was the only possible method tounge.gif

Now with V6, I have a third project I can start if I decide to even make my second project. I should start cranking missions in a few weeks if I do, since I have to wait for my new video card (old one was faulty) and my Cleo installation doesn't exist (completely removed it due to fatal bugs). So right now I'm just playing SAMP with no mods installed on 640 x 480 res xP It is probably the most horrible way to play SA nowadays with such advanced technology and mods, but I digress.

In any case, my second project will be the Zombie Apocalypse one. Though I'm probably not going to make the Zombies actual Zombies. More often than not, the Zombies in today's films and games are not typical, shuffling meat-bags, and are instead some form of mutant or just a fatally infected human.

To be honest, the zombies are a rather minor aspect of the upcoming series, they are the cause of the story, but play a minor role as the story carries on, as the protagonist meets more formidable foes. Though don't get me wrong, there shall be plenty of gut-splatting and maiming against these 'zombies' smile.gif
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chrisfxc  
Posted: Thursday, Apr 12 2012, 10:19
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Player Hater
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And if you want to see the playthrough of this DYOM Codename Zulu only at my channel!

www.zombo.com!
thx to mattatatta!

This post has been edited by Suction Testicle Man on Saturday, Apr 14 2012, 13:52
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AnDReJ98  
Posted: Thursday, Apr 12 2012, 11:43
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Ex Yu!
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You bumping the topic one year old? Why you didn't just used PM? Next time use PM,just wanted to tell you this,no offense.
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-S-hark21  
Posted: Thursday, Apr 12 2012, 11:54
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Great shot !
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You could've PM him. Like Andrej said. And also, ask his permission before doing the mission walkthrough.
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GTAIndonesia  
Posted: Thursday, Apr 12 2012, 12:06
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Gone
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Reporting the topic is enough.
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