Ashes Afterglow TC - closing the vault

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MoodysShuffle
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Re: (Release 1.02) Ashes Afterglow TC

Post by MoodysShuffle »

Vostyok wrote: Partially. Just setting up that short corridor was a pain with the pathing, especially since I wanted her to be a bit more useful than standard npc escort. Secondary purpose was to display her unique acrobatics. Sadly I am lacking a voice actor for her, as sorely need some vocal lines for this occasion and others. The reason for which will be revealed in due time.
I can help with that. I can provide a couple of voice examples in PM (assuming that's a thing on this site? I'm still unfamiliar with ZDoom). No professional experience aside from an album that won't be released until next year.
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lumbo7332
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Re: (Release 1.02) Ashes Afterglow TC

Post by lumbo7332 »

Seeing a misaligned texture in this part of the undercity

Szary
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Re: (Release 1.02) Ashes Afterglow TC

Post by Szary »

Afterglow goes above and beyond what I expected - and my expectations were sky high as it was!

I'm about to leave first hub. I got almost all secrets in some maps, all in others. Checking on YT on locations of few most brain-bending ones, I learned few things that I want to ask about:
Spoiler:
Seriously, real beauty of a mod and I have to seriously command you for going so much further gameplay-wise - especially with hub-based gameplay. Compared to first episode, it's a whole new league and I'm writting from position of someone who only went through first act so far. Atmosphere is clearly first-class, and locations imaginative and well-mapped. Looking forward to seeing new bike sections as I was one of people who enjoyed those sections immensly in the first episode.
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ramon.dexter
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Re: (Release 1.02) Ashes Afterglow TC

Post by ramon.dexter »

Okay, some advices for polishing up:
- please, make some clear distinction between textures for a places that should look like a blocked door and actually non-blocked door. I've many times missed a route because the texture used for active door was used in different places for non-active door. This is a big NO-NO! When it's a door that should be opened, player should be acknowledged. So, please, reconsider use of textures...Or, if you use the same texture for a active and non-active door, put some kind of block for the doors that should not be opened.
- keys in the flooded district: Where are they? Even in my second playthrough, I just had to cheat the keys, because I can't find them anywhere...The demo had more obvious placement...
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Vostyok
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Re: (Release 1.02) Ashes Afterglow TC

Post by Vostyok »

ramon.dexter wrote:Okay, some advices for polishing up:
- please, make some clear distinction between textures for a places that should look like a blocked door and actually non-blocked door. I've many times missed a route because the texture used for active door was used in different places for non-active door. This is a big NO-NO! When it's a door that should be opened, player should be acknowledged. So, please, reconsider use of textures...Or, if you use the same texture for a active and non-active door, put some kind of block for the doors that should not be opened.
- keys in the flooded district: Where are they? Even in my second playthrough, I just had to cheat the keys, because I can't find them anywhere...The demo had more obvious placement...
We do... a lot of the false doors are blocked off with boards or hazard tape. A lot of those that aren't open up later anyway. If you aren't checking all the doors, how are you going to get anywhere? Important doors are always open or in a central location anyway, and I have been careful to make sure the main route is highlighted in some way.
You don't need to cheat any of the keys. This is a hub structure. If you can't find a needed item, it's likely you have to look elsewhere. If you talk to Walker, he straight up tells you that the key for the Gap is in Westside. You need to clear both areas before you can reach the Gap. This is called limiting progression and it's a way to keep the player out of the Gap until they have had the chance to build up enough supplies to be ready for the most challenging map of this hub.

>>>keys in the demo had more obvious placement ----
I think this is a lapse of memory. They are in exactly the same place as they were before.
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ramon.dexter
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Re: (Release 1.02) Ashes Afterglow TC

Post by ramon.dexter »

Ok, good :)
Obviously, it's just me and my inability to find anything :D
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Vostyok
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Re: (Release 1.02) Ashes Afterglow TC

Post by Vostyok »

You shouldn't have to do any secret finding to make your way through the main story. If you find anywhere that really does feel like it is hidden away for no good reason, let me know :)
Psychodelic
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Re: (Release 1.02) Ashes Afterglow TC

Post by Psychodelic »

So Vostyok, as far as weapon mutators, here's a few suggestions.
Mauser C96- reloads individual rounds into the internal magazine. Uses 9mm ammo.
Wildey Auto-Magnum- a ludicriously over-powered handcannon. Ammo is particularly rare. Chambered in .475 Wildey Magnum.
Elephant Rifle- when that really big mutant needs to die really fast. Ammo is almost un-obtainable outside of secrets. Uses .700 Nitro Express.
M79 "Thumper"- Because high-explosive/incendiary grenade launchers are really fun. Uses 40x46 Grenade-Shells.
Saiga-12 Auto-Shotgun- a pre-war sporting/hunting auto-shotgun. Uses Shotgun Shells.
AKM Rifle- slower firerate and less accurate than the M16, but noticeably more potent. Uses 7.62x39 rounds.
M1 Garand- .30-06 self-loading battle rifle. May upgrade to use Browning Automatic Rifle magazines and be full auto. Chambered in .30-06.
Light Machine-Gun- great for crowd control, or particularly tough enemies.
Incendiary Flachette Shotgun Shells- because f--k it, why not?

Future release, possibly?
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Sawerd
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Re: (Release 1.02) Ashes Afterglow TC

Post by Sawerd »

Thank you for the wonderful modification. To everyone who worked on it. this is exactly the case when you disappear from everyday life for a couple (?) days. Good level design, interesting to explore, a lot of great references, a simple but fascinating storyline (at the end of episode 2atlast), music and sound that convey the magnificent atmosphere of this genre. The increase in the quality of work is very noticeable. There are surprisingly many wow moments, such as the first entrance to the dome or A210. Without a doubt, this is one of the best, if not the best, doom TC.
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ZikShadow
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Re: (Release 1.02) Ashes Afterglow TC

Post by ZikShadow »

Or you make your own addon for Ashes. That sounds like an addition that's not gonna be easy to make, and would be a pinch not easy to integrate with all the existing equipment with their balance.
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Sawerd
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Re: (Release 1.02) Ashes Afterglow TC

Post by Sawerd »

found this at door 101 (gap) and a monorail to the botanical garden.
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blakecasimir
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Re: (Release 1.02) Ashes Afterglow TC

Post by blakecasimir »

Vostyok wrote:
ramon.dexter wrote:Okay, some advices for polishing up:
- please, make some clear distinction between textures for a places that should look like a blocked door and actually non-blocked door. I've many times missed a route because the texture used for active door was used in different places for non-active door. This is a big NO-NO! When it's a door that should be opened, player should be acknowledged. So, please, reconsider use of textures...Or, if you use the same texture for a active and non-active door, put some kind of block for the doors that should not be opened.
- keys in the flooded district: Where are they? Even in my second playthrough, I just had to cheat the keys, because I can't find them anywhere...The demo had more obvious placement...
We do... a lot of the false doors are blocked off with boards or hazard tape. A lot of those that aren't open up later anyway. If you aren't checking all the doors, how are you going to get anywhere? Important doors are always open or in a central location anyway, and I have been careful to make sure the main route is highlighted in some way.
You don't need to cheat any of the keys. This is a hub structure. If you can't find a needed item, it's likely you have to look elsewhere. If you talk to Walker, he straight up tells you that the key for the Gap is in Westside. You need to clear both areas before you can reach the Gap. This is called limiting progression and it's a way to keep the player out of the Gap until they have had the chance to build up enough supplies to be ready for the most challenging map of this hub.

>>>keys in the demo had more obvious placement ----
I think this is a lapse of memory. They are in exactly the same place as they were before.
I don't recall which map it was exactly but I too found - in an earlier map - that I had to open a door that used the usual "smashed double glass door" texture, and I thought... eh that messes up the consistency of the level design and is potentially confusing. But that and the lack of enemies (I'm going back to play everything on Apocalypse and so far the first two eps are too easy even on that!) are my only criticism so far.
irritablerodent
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Re: (Release 1.02) Ashes Afterglow TC

Post by irritablerodent »

Amazing work.This is the best Doom TC I've played and one of the best games I've played. Noticed an errant cyan pixel on the 9mm pistol muzzle flash that's hard to ignore now that I've noticed it. It's present on all variants of the pistol in Ep 1 and 2. Apologies if already reported/known.
9mm_muzzle_flash_blue_pixel.jpg
Mechazaurus
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Re: (Release 1.02) Ashes Afterglow TC

Post by Mechazaurus »

Honestly, I don't think extra weapons are necessarily desirable. Not only is it a ton of extra work that would be better spent on episode 3 but it would throw the game balance off. Besides, I personally don't need 4 different shotguns and 3 assault rifles that are mostly the same. A smaller number of well balance guns are better in my opinion.
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lumbo7332
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Re: (Release 1.02) Ashes Afterglow TC

Post by lumbo7332 »

Mechazaurus wrote:Honestly, I don't think extra weapons are necessarily desirable. Not only is it a ton of extra work that would be better spent on episode 3 but it would throw the game balance off. Besides, I personally don't need 4 different shotguns and 3 assault rifles that are mostly the same. A smaller number of well balance guns are better in my opinion.
Agreed. Things like Project Brutality have way too many guns in my opinion, although I love that mod. Switching between a hundred different weapons in a single slot is a huge pain.
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