Re: Ashes 2063 TC - Thread migration soon.

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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Mon Feb 04, 2019 11:50 am

Lol.

That's pretty cool. Reminds me of Far Cry "first-aid" animations (well, the ones where you aren't popping your dislocated thumb back into place, blech).

I dig it.
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Mugwump » Mon Feb 11, 2019 12:27 pm

Is it possible to have a mirror to the download links? Somehow I'm having trouble getting the MediaFire download to completion. Thanks!
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Mon Feb 11, 2019 2:32 pm

Mugwump wrote:Is it possible to have a mirror to the download links? Somehow I'm having trouble getting the MediaFire download to completion. Thanks!


Of course. Try this mirror: https://www.dropbox.com/s/t7nhsh5nfccta25/AshesRelease1_15.zip?dl=0

Let me know if you have trouble playing. The included readme file includes basic instructions for file ordering (important!)
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby SLON » Wed Feb 20, 2019 11:15 am

PoptartNoahh wrote:heres something i thought would be cool


I think this is too much. This is not what is the "typical-90s-FPS-style".
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Wed Feb 20, 2019 12:56 pm

Yeah, this is something (like Crafting, Inventory screens, Iron sights and Bleeding) which has been requested before but would not really fit the style. I have been tentatively thinking about doing a hideous destructor type mutator which will add these features as well as randomised weapons and enemies, but later.
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Zero95 » Mon Feb 25, 2019 6:45 pm

Dude it's really hard to register in this forum, I love your mod :D
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Sat Mar 02, 2019 2:11 pm

Haha, sorry to hear of your difficulty. But thank you for the kind words. :D
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Kubeusz » Tue Mar 05, 2019 5:13 pm

Hi, I've just registered to say - this mod is so fucking cool. I killed "Fallout Master looking boss" couple of minutes ago. Huh too much to say. I can't wait for the rest episodes. Everything kicks ass, But is there a new version? On youtube I saw map "Temple of dollars" but I didn't play this, I had holocaust highway - subway - terminus - the city - damage control :/
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Tue Mar 05, 2019 7:16 pm

Kubeusz wrote:Hi, I've just registered to say - this mod is so fucking cool. I killed "Fallout Master looking boss" couple of minutes ago. Huh too much to say. I can't wait for the rest episodes. Everything kicks ass, But is there a new version? On youtube I saw map "Temple of dollars" but I didn't play this, I had holocaust highway - subway - terminus - the city - damage control :/


Secret map. You can take an alternate route out of the subway by using the yellow key and activating the gas supply.

But happy you enjoyed it. We can't confirm when episode 2 will be released but work is continuing on it.

Oh, and check out dead man walking if you haven't already :D
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby XLightningStormL » Wed Mar 06, 2019 12:50 am

I remember seeing some plan to ditch the Glock, will this plan only affect Episode 2 + EP3? Or will it be applied retroactively as well? That's even if it's still on the cards in the first place.

Personally I say keep it, like the shotgun it's a very good, and effective enough workhorse, especially for longer ranges.
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Kubeusz » Wed Mar 06, 2019 1:35 am

Vostyok wrote:
Kubeusz wrote:Hi, I've just registered to say - this mod is so fucking cool. I killed "Fallout Master looking boss" couple of minutes ago. Huh too much to say. I can't wait for the rest episodes. Everything kicks ass, But is there a new version? On youtube I saw map "Temple of dollars" but I didn't play this, I had holocaust highway - subway - terminus - the city - damage control :/


Secret map. You can take an alternate route out of the subway by using the yellow key and activating the gas supply.

But happy you enjoyed it. We can't confirm when episode 2 will be released but work is continuing on it.

Oh, and check out dead man walking if you haven't already :D


Dead man walking? Another mod? I want it :)
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Kubeusz » Fri Mar 08, 2019 4:53 pm

Will be more vehicles in EP2/EP3? Maybe there will be map in Fury Road style ;)
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Re: Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby himmelreich » Sat Mar 09, 2019 11:24 am

Well, I completed episode one on hardcore survival three times already. What else can I say? Can't wait for the second one. :)
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby PRIMEVAL » Sat Mar 09, 2019 6:18 pm

Kubeusz wrote:Will be more vehicles in EP2/EP3? Maybe there will be map in Fury Road style ;)


Let's just go full on Twisted Metal / Crossout.
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Re: Ashes 2063 TC - Works with 3.7.2 :D

Postby Vostyok » Sat Mar 09, 2019 7:24 pm

XLightningStormL wrote:I remember seeing some plan to ditch the Glock, will this plan only affect Episode 2 + EP3? Or will it be applied retroactively as well? That's even if it's still on the cards in the first place.

Personally I say keep it, like the shotgun it's a very good, and effective enough workhorse, especially for longer ranges.


The Glock's functions (accuracy and cheap ammo) have been both superceded by the changes to the revolver and machine pistol. But I've no intention of removing it entirely. Mostly for the second episode, as it would have less purpose. I'll be leaving it in the code though, so that you'll still find it in episode 1 and DMW, since you get more use out of it in those two. I might change my mind, but it's not looking likely...

Kubeusz wrote: Will be more vehicles in EP2/EP3? Maybe there will be map in Fury Road style ;)


There will be some changes (well, in-story modifications) to the motorcycle to make it a bit more fun to use. I'm considering adding another, special way of getting around, but I'll have to see how that little plan pans out. I'm trying out something I haven't seen in a Doom mod before.

himmelreich wrote:Well, I completed episode one on hardcore survival three times already. What else can I say? Can't wait for the second one. :)


Happy you liked it. To be honest, quite a few people have found the harder difficulties not quite challenging enough, so I'll be reworking how they affect gameplay. It's not going to be completely unfair or cheap, just a bit more unforgiving of mistakes. The expanded bestiary should also give me more options for challenging, dynamic encounters.

PRIMEVAL wrote:
Kubeusz wrote:Will be more vehicles in EP2/EP3? Maybe there will be map in Fury Road style ;)


Let's just go full on Twisted Metal / Crossout.


Haha that's a fun thought. The first Road Wars Doom mod! Pick up roof mounted miniguns and exhaust mines instead of shotguns and megaspheres. :lol:

I might YouTube both of those again. The deep desert sections I have in mind might need some cool style ideas.



Well, this was a massive reply dump. But I want to show off some stuff soon. Trying to put a video out next month, as well as some screenshots, but I'll have to see what I can get done. Many thanks to the guys who have been helping out with a few new things the last few weeks!
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