Re: (wip) Ashes 2063 TC - THREAD EVACUATION

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Enjay
 
 
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Enjay »

On the darkness thing, I had no problem at all with the light levels in the maps. Dark bits were dark, but they were meant to be and the game was not excessively dark anywhere IMO.
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QuakedoomNukem Cz
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by QuakedoomNukem Cz »

There's a bit of a misplaced texture in Highway Holocaust and the last level has a misspelling of accepted as accpted, when the code is put in. "And it doesn't want to show the picture, briliant.
https://i.imgur.com/RR9DZNV.png
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Vostyok
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

The ACCPTED text is meant to be that way, to reflect the limited characters of the keypad. It's hard to tell without an actual picture to look at, I guess.

I've got a big list from Teef and J of a lot of misaligned textures, guys, but thanks anyway lol
Gez
 
 
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Gez »

"CODE OK" is as many characters as "ACCPTED". "AUTHRZD" might also work as an obvious abbreviation, too.
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Vostyok
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

Gez wrote:"CODE OK" is as many characters as "ACCPTED". "AUTHRZD" might also work as an obvious abbreviation, too.
Hmm. Good idea. I'll add that to the list. :D
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Korell
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Korell »

So I found out about the secret level (as someone mentioned it on this thread). No idea how you access it, but I'm guessing it is from either MAP05 or MAP06 being as it leads to MAP07 (nice how it finishes in the same room as MAP06, just from the other door). Anyway, I just used the MAP command in the console to get to it just so that I could play through it. Wow, that map is so full of references. :)

Oh, and what exactly does the new download (CJs_WatedAshesSFSsmod) change? I've tried playing the mod both with and without it but I've not yet noticed the difference in the ambient sounds. I'm not sure I'm listening out for the right thing.
Vostyok wrote: For best results, run this file from a shortcut, with the command line:

Code: Select all

 -file Ashes2063maps.wad -file Ashes2063mod.pk3  -file Cjs_wastedashessfxs.pk3
after the Gzdoom.exe.
The download is a .zip containing a .wad file, so you either need to rename the .zip into .pk3 for your shortcut to work, or you meant to put .wad instead of .pk3 in your command line there. Alternatively, GZDoom will read the contents of zip files (as they are basically the same as pk3 files) so you could just use .zip in your command line.
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Echelon5 »

I have tried just about everything I can think of to get to the secret level from the Sub-Caverns. Maybe someone wanna drop a lil' help in some spoiler tags maybe? I know it has something to do with the flammable gas to destroy the vine barrier.
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

Korell wrote: The download is a .zip containing a .wad file, so you either need to rename the .zip into .pk3 for your shortcut to work, or you meant to put .wad instead of .pk3 in your command line there. Alternatively, GZDoom will read the contents of zip files (as they are basically the same as pk3 files) so you could just use .zip in your command line.
Ack. My bad. I swear the original one I trialed was a Pk3. I'll change the description now.
Korell wrote: I have tried just about everything I can think of to get to the secret level from the Sub-Caverns.
pagb666 on youtube submitted a secrets walkthrough for every map so far up to The City (I'm waiting for his last walkthrough now. It's fun). If you missed the point of no return, you might have to restart the map. It's meant to be well hidden. But here goes, if anyone needs it:
Spoiler:
I should have made this less complex, or something that could be done with the flamethrower, but hindsight is 20/20, not foresight. I'll try and fix this in the update, and avoid anything so confusing next time. Well, apart from easter eggs. You guys are too good at finding them.
Nottheman686
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Nottheman686 »

This was a REALLY great experience. Can't wait for the next part.
Only complaint is I think the lamp could have been utilized a little more creatively, maybe with the crowbar in the right hand, and have some weaker enemies in the places where you have to use it so you don't go straight for the guns when they pop up.
And maybe iron sights for all the weapons.
Anyways, I'm keeping an eye out for next part. No pressure or anything, take your time.
falloutnl
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by falloutnl »

Just want to say that this TC is bloody excellent. Great atmosphere. Great music. And I really like the level design. I also appreciate the little details like the down rezzed posters of relevant influences. And the switches from Blood. And the gun sounds. And that Fallout sound effect. And how it manages to feel like its own thing while borrowing heavily from other games. Great work.
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Captain J »

Breaking News; Sawed-Off spawns single shell casing when both barrels are fired. But if only one barrel is fired, it spawns two! While reloading, of course.

EDIT: Can we have revolver to drop all six casings while reloading, if it spent all bullets? Since Scav just drops spent casings like a badass.

DABLE EDIT: Some explosions probably might need some fancy A_Quake scripts. Because they look kinda less powerful without earth-shattering quake.
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camper
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by camper »

Nottheman686 wrote:This was a REALLY great experience. Can't wait for the next part.
Only complaint is I think the lamp could have been utilized a little more creatively, maybe with the crowbar in the right hand, and have some weaker enemies in the places where you have to use it so you don't go straight for the guns when they pop up.
And maybe iron sights for all the weapons.
Anyways, I'm keeping an eye out for next part. No pressure or anything, take your time.
Perhaps, yes, the lamp is in one hand and one-handed weapon in the other, but with the prohibition of reloading.
Spoiler:
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RTheM
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by RTheM »

Vostyok wrote:Speaking of which, apart from new updates and patches, I'd like to use this thread's final purpose for constructive feedback. What did you like? What would you like to see in a sequel? What weapons, enemies or encounters did you feel could be improved or replaced?

Let me know.
Heh, speaking more on what I'd like to see in a sequel. More paranormal enemies like the banshee (sorry if you call them something else) to fight. Like the ghosts of fallen soldiers that move faster and dash to the sides more often though fire less powerful but more numerous purple light absorbing bolts.

Or the radio sold to Smiley returning and having more of a use. Like if you use it in certain areas, audio messages play and such. The potential for easter eggs with this is limitless. :P
DoodGuy
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by DoodGuy »

I see Snake Plisken got himself a decent job!

For some reason I've found Survival much easier than Hard, but an awesome TC either way. Can't wait to see more!
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ReformedJoe
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by ReformedJoe »

An excellent experience. Well worth the wait. It took me about 3 1/2 hours on hard, which was just about right in terms of difficulty for me.
Any issues I had were minor, and appear to be well covered by other folks in this thread.

10/10 would ashes again.

But seriously, you nailed it.
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