Re: (wip) Ashes 2063 TC - THREAD EVACUATION

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Deimos Anomaly
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Deimos Anomaly »

Congratulations!!!! :D :D :D :D

It's the first TC in many, many years that really has given me the feel to actually be playing a different game and not a mere Doom 2 mod. It has literally blown me away.
Looks like a '90s FPS with all the glory of the old '80s action movies. Escape from New York, Mad Max, Terminator... with other modern references of the post-apoc genre like Stalker and Metro 2033 :wub:

I need more!!!! When a second episode?

I've beaten the game twice in the hardest difficulty (I like to go hard) and I truly enjoyed all the ambientation and atmosphere it has, and has been so nice to have a TC that is actualy story-driven and where you can actually interact with nearly everyone.
However, the only time where I had to use cheats is for the entrance to the secret level in the sub-caverns/metro level. Didn't really understood how it works to unblock the corridor that leads there :(
Also as everyone said the bike feels like a suicide machine! It really bothers me to die that easy because i'm scratching a wall at low speed or something similar and it's a shame because the bike is actually one of the coolest implementations of this game. Why not to drive an old V8 for the next episodie? :D

Also check your inbox, I have sent you a PM!
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RTheM
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by RTheM »

Deimos Anomaly wrote:However, the only time where I had to use cheats is for the entrance to the secret level in the sub-caverns/metro level. Didn't really understood how it works to unblock the corridor that leads there :(
Spoiler:
@Vostyok

Finished my second playthrough, have to say this, Ashes has the same kind of replayability as vanilla Doom. Good retro music, memorable mapping and so on, something to replay every couple of years. :) That said I just noticed a thing in the Help section of the menu. Chemical Spills and the mention of protective clothing for it... as far as I know we never encounter any kind of chemical spills, just radioactive puddles. And no protective clothing either, just Purge stims.

Regardless, here's are an idea for a level or two.

The Demon Core
With the tower above collapsed and blocking off a method of escape, the Scavenger needs to go deeper into the Athena Complex, into the sections housing the power generation facilities for the entirety of the bunker and AI Supercomputer for maybe an another way out. The fight with the Gemini, the tower collapse and the earthquakes that happened before all that have shaken loose very important parts of the nuclear reactor that is the main centerpiece of the facilities, including it's Plutonium Core which according to documentation or computer logs would imply may or may not have been sabotaged and also possibly made from the same plutonium core nicknamed as the Demon Core responsible for undergoing two supercriticality incidents at the Los Alamos laboratories (it's a real thing, wiki it, keyword 'Demon core') on two separate occasions in 1945 and 1946.

The main setpiece of the level should be the Demon Core itself and how it modifies the level. A set intervals it flickers on for some time, bathing any area in direct line of sight of it with blue light, and if the Scavenger is within those areas while they're blue, they start getting lethal doses of radiation, while only slowly rising doses behind pillars and consoles and the like that shield him from the Demon Core. The enemies should be greatly weakened Mutant Cannibals and Brutes, even their mutated physiology incapable of withstanding the downright lethal pulses of radiation. As a way of demonstrating the Demon Core's danger maybe leave dead mutant bodies on the paths visible to the Demon Core.

To escape, Scavenger needs to overload the facility's emergency blast doors as they're stuck but can be provided extra energy to make them to open with more force, power through whatever is keeping them stuck. With every Authorization Key used, the facility shakes and shudders, the radiation pulses from the Demon Core increasing in frequency, only once every minute, once every thirty seconds and once every ten seconds.

Every time the Scavenger uses a Authorization Key, change around the level geometry and such, maybe have him go through impossible looking rooms and such, the implication is that despite his geiger counter showing zero rads, he has been hit with enough of them to have started experiencing radiation induced hallucinations and the like. Hell, I have this mental image of Scavenger opening the blast doors only to find a highway bridge stretching out into the distance under and over a red sky and red sea, thunder and rain booming, his trusty bike suddenly rising up from the asphalt in front of him. Cue final stretch of the level as Scavenger drives along the hallucinatory highway, dodging debris and cars, unreal mutants and gangers and fiends even as a wall of destruction and nuclear fire chases him or the bridge starts collapsing into the sea behind him.

It all ends with Scavenger jumping a massive ramp and slamming into an 'Icon Of Sin'-esque massive face of himself or Athena and everything goes dark as he dies (I know some mods can trigger level transitions even when the player dies, though usually they end up with no weapons or just a basic weapon and some ammo, maybe something like this?) and/or falls into the red sea. After that, he wakes up in a scavenger camp hopped up on Purge. Or if you manage to fly through the exposed forehead of the giant face, he wakes up instead in the secret level, a ganger gladiatorial arena (Insert Thunderdome Reference Here :P), hopped up on Regen and Frenzy, made to to fight mutant cannibals and fiends with his fists and/or crowbar. The final boss is the Alpha Fiend, a giant black and white fiend, who when defeated can be ridden and used to jump out of the arena to wreck havoc upon the gangers.
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Combine_Kegan
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Combine_Kegan »

I'm really enjoying this so far, my only complaint is I wish I could cancel reloading with the quick knife. The pile bunker is AMAZING though, this is a really good chainsaw replacement.
I also see you guys used the Heretic staff for the bunker part itself, very cheeky, and good use of those sprites!
Gzegzolka
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Gzegzolka »

I log here only because I like this mod a lot. It feels like professional game from 90's and I feel I want to play it more.
I am long time lurker here but now I have reason to write something, and it is long so I will start from my humble opinion on what was made already. I love how different levels got different gameplay mechanics: simple fps exploration, bike section, scary part in subway caverns, functional towns with NPC characters and that radiation in The City map.

My opinion on different levels:
0. Tutorial - good level, nothing to change

1. Outskirts - great level, nothing to change

2. The Boneyard - great level, nothing to change, I like some small changes since demo version.

3. The Wall - small location, but still functional. Could have more details, like extra rooms/floors ,more posters and furniture.
One of traders on street could sell armor scraps and bigger armor for higher price,
ammo backpack for even higher price (it should be the most expansive item in town that You could buy only if You gather all scraps on two first levels)
or weapon upgrades like extended mag for pistol or shotgun.
People on streets could talk that at least they have electricity and clean water for free.
I would love to see some working machinery, pumps and water tanks in the dam, workers in orange suits and yellow hats,
maybe fields or farmlands on additional street.
Maybe extra room where town guards would take all Your collected scrap and exchange it for money.

4. Highway Holocaust - great level, not that much to change. Most important would be to fix damage per bump into walls on bike, lower it.
Some smaller not necessary changes would be nice - add few more bushes and grass here and there,
made some rocks not that flat (in comparison to Duke Nukem Forever build engine mod, level on bike).
Just when You start level there is road that turn right and ends near ruined building - why not add there collapsed tunnel.
As for police station exploration that part was perfect and there is nothing to change.

5. The Sub-Caverns - great moody level, nothing to change.

6. Temple of the Dollar - nothing to change, it is perfect.

7. Terminus - bit too small, still functional. I would love to see some extra rooms like toilets with working mirrors.
Please make this location more vertical with two more floors - for different metro lines. like You start on lowest part, on mid there are shops/bar and exit is on top part.
Add some dead ends corridors with locked doors and bandits guarding them - maybe those are different gangs headwaters.
Add some rooms where people cultivate mushrooms or keep rats for food.
It would be cool if Violet have some side quest for player to find some stuff and improve her bar.

8. The City - another perfect level. Nothing extreme important to change.
Some smaller changes could be made - I would love to see more open spaces with ruined buildings to explore or more opportunity to use rifle with scope :)
I would love to see some wrecked military jeeps and transporters near radio tower,
maybe some destroyed military camp with extra ammo and extra floor in radio tower with mutant nest,
You know in The Boneyard and Sub-Caverns there were those rooms adapted for "kitchen" by mutants.

9. Damage Control - this is good map for me.
It could be cool to add decontamination corridor just after those code secured door and small security checkpoint room.
Add isolation room and room with few beds to medical wings, those rooms could be half collapsed to show player that bunker is in bad shape.
Near final part there could be giant room with server farms, full of big blocks computers that use giant tapes for storage media, also it could be half collapsed.
I would love to see room, even if it was not accessible/behind the window, with giant spinning hard disk plate and mechanical hand - human size :).

Weapons are great too, they feel right. It would be cool if they were bit weaker (shotgun and pistol could have smaller magazines) and could be upgraded to current state in first town.
Ideas for weapons:
M16 - Hidden m16 with extra even more hidden upgrade for grande launcher.

Cross bow - silliest weapon that can kill without alerting other monsters, scare ammo and very small amount of ammo to hold.
Extra upgrade with explosive bolts or chemical bolts that can paralyze group of mutants.

Nail gun - tool used for building adapted to be weapon, fire nails, when upgraded could fire even faster or have extended mag.

Pneumatic hammer - already in game, fix infinite ammo to actually go down and regenerate very slow to not be that much over powered.
Maybe add extra push for dead enemies.

Molotov cocktails - grenades that explode on impact and set enemies on fire.

Solar lamp - since it is hold in one hand it would be cool to have also male attack with crowbar.

Ideas for more enemy types:
some freak of nature mutant that can teleport
female bandits
different skin bandits
heavy armored bandits
bandit boss
biker gang that wear leather jackets with spikes, got fat members
tribal gang, very acrobatic, aggressive, can jump high, throw knives, run fast, some use normal guns, some rush on player
military gang, they can throw grenades if they do not see You, seek for cover, crouch when firing or lie on ground like pig cops from duke
monks-cultists gang, bandits that wear habits and hoods, like cultist from first Blood, they could telepathically control mutant cannibals, also be very defensive
rather then attack player on sight, stay in one place, continue attacking, they would attack and try to run away
mutant dogs infected with that green explosive thing, when killed they will explode
suicide mutant cannibals with explosive pipe bombs that run in player direction
mutated fishes in underwater parts
female assassins gang, flexible, can teleport, just like half-life female assassins
wewers
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by wewers »

I'd like to post my experiences playing Ashes 2063 TC V1.05.

I just got to the radiated city, so spoilers ahead:
Spoiler:
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Vostyok »

Thank you for all the comments and suggestions. I'm sure I've said it before, but this project thrives on criticism and suggestion. You guys and gals are the glowing, pulsating fungus that keeps the life in this otherwise desolate world. :wub:




Erm...

Anyway, *cough*.

@RTheM
Thank you the story ideas. I've got an interesting plot in mind that I've been hashing together with a certain someone. You've got some groovy ideas there though... Some of them eerily similar to what we've been discussing in hushed voices, deep within the Ep2 bunker.
That idea with the giant face... you really want me to go full Gamma World on you? I can do weird :twisted:
Oh, yeah, the chemical spills thing is cut content. I wanted to put in some bits and pieces you could equip, but I'm saving it for later. My bad.

@ Gzegzolka
I'm honoured you posted just to talk about this little mod.
I doubt I'll be doing much more with episode one for a while, but I'll keep your suggestions in mind. I will deffo be adding more opportunities for sniper usage though.
The enemy ideas you posted are pretty cool. I might "borrow" a couple of those.

@wewers
It's odd how many people are completely divided on the crowbar/knife debate. I'm going to be giving the crowbar some new utility uses though, and already working on making the knife quicker and more lethal. To be honest, they are both backup weapons, and should be considered as such. I've got some ideas for balancing the "super melee" slot. And yeah, bike and it's role need examining. Hub structure would suit it much better. This release was a big experiment, remember that.

@everyone else
Thanks for the support and suggestions. It really gives me drive to carry on with this. I'm a bit busy with a lot of stuff, but will endeavour to keep putting in as much time and attention as is needed.

Oh, one more little acknowledgement...
Spoiler:
Laters
simsalabim
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by simsalabim »

Awesome mod! Plays really well. Did run into a really weird issue though: When playing on the OpenGL renderer literally all enemies and items are invisible. Switching to any other renderer works though. Never happened with any other mod/mappack I've ever played over the decades. No idea what causes it though.
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TDG
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by TDG »

Vostyok wrote:Oh, one more little acknowledgement...
Spoiler:
Laters
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Vostyok »

:lol: :D :lol: :D :lol:

Edit: @ simsalabim
Hmm. Not heard of this one before either. A lot of actors and objects make use of the Scale property. It's reeealy bad of me, I know, but I like the room for extra details.
But that might. Be what's causing it.
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by wildweasel »

simsalabim wrote:Awesome mod! Plays really well. Did run into a really weird issue though: When playing on the OpenGL renderer literally all enemies and items are invisible. Switching to any other renderer works though. Never happened with any other mod/mappack I've ever played over the decades. No idea what causes it though.
Is it an ATI/AMD video card? viewtopic.php?f=50&t=57979
Chucklemaster
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Chucklemaster »

don't mean to harp on on this, but with a little retooling a monsters standalone would be pretty sweet. Especially sine this and trailblazer go together like peanut butter and chocolate.
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Combine_Kegan
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by Combine_Kegan »

I'm not sure if anyone has reported this yet, but there's a bug with the solar lantern where if you use it until it hits 0, you'll automatically switch away from it without a chance to turn it off and actually recharge it.
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by kadu522 »

Wow... Took me a while to post anything so here we go!

I finished your mod on survival dificulty and its really fun and was generaly balanced but... If your intent was to have limited ammo then you mayyyy want to reduce it futher since i got the to 2nd last map of e1 with almost max ammo and with meds to spare.

This is all thanks to the pile driver secret on map 2 i belive. Since its a very viable close range weapon that does not use ammo and when you consider the fact that everything dies faster. A charged hit is enough in most cases to kill something. Of course this is very risky health wise but i managed to have a good flow of health after that.

Visualy everything looks great. Well. As great as a post-apocalypse gets but anyway. I also noticed that there is not that many things that you would buy. The only thing a bought was the sniper but i only used it on the boss.

So in short its really great. Looking foward for more in the future.
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PRIMEVAL
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by PRIMEVAL »

Combine_Kegan wrote:I'm not sure if anyone has reported this yet, but there's a bug with the solar lantern where if you use it until it hits 0, you'll automatically switch away from it without a chance to turn it off and actually recharge it.
That's what you get for using it irresponsibly. Have we learned our lesson, now?

:P
simsalabim
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) V1.05

Post by simsalabim »

wildweasel wrote:
simsalabim wrote:Awesome mod! Plays really well. Did run into a really weird issue though: When playing on the OpenGL renderer literally all enemies and items are invisible. Switching to any other renderer works though. Never happened with any other mod/mappack I've ever played over the decades. No idea what causes it though.
Is it an ATI/AMD video card? viewtopic.php?f=50&t=57979
It is! R9 280x. I am always on the latest (beta) driver though. I guess I may need to roll back. It's definitely a recent development (for me at least). Thanks for the help! Sorry for posting it here when it's in all likelihood not related to the mod.

Edit: This is fixed by running the game with the -glversion 3 launch parameter! At least until AMD gets their act together.
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