Ashes Afterglow TC - closing the vault

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Joje
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Joje »

Hello!

I want to say a few things as a fan that I want to see in Ashes 3.

A steam release/patreon, LET ME PAY OR I'LL EAT YOUR LIVER

Random spawn points for sniper enemies. (There was a bunch of new spawnpoints added in a patch and it was super cool and scary when i did not know where the enemies could hide, it would be very cool if their spawn locations were different every time you play)

The hexen textures are very nice, especially the corpse sprites. They fit into ashes very much. While i do understand why they have to go, i really wish the new ones have a similar style. Mummified corpses sitting in office chairs in a concrete skyscraper surrounded by the whining desert are cool. Bethesda style skeletons are silly.

Keep the lore vague (The lore of Fallout has lost its mystique over time, while I do understand we eventually will get answers to questions surrounding the pre war world in ashes and all that, I like the shrouded mystery of it all better. Like where the hell did the ghosts come from? What was the plague? Why do some scavangers go insane and mutate? I don't want to have an answer to theese questions. I don't think most inhabitants in this world want to know it either. Most of them are scabby farmers or bloodthirtsty raiders that just want to survive. What the pre war world was doing just does not matter at all when you have to make sure you dont die every single day.)

Also i would highly suggest making an amusement park level. Because that would be cool as fuck
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Tyyppi2012
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Tyyppi2012 »

Hey, I found a minor glitch in the Ashes 2063 Enriched. In Fissile Empire, when you're in the generator room, where you blow a hole in the wall and flood the place with radiation, touching the concrete around the generator plays the sound of the character emerging underwater rapidly. This was with the latest version of GZdoom.

Also the mods are fantastic and I'm looking forward to the scavengers next adventure.
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ReformedJoe
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by ReformedJoe »

Tyyppi2012 wrote:Hey, I found a minor glitch in the Ashes 2063 Enriched. In Fissile Empire, when you're in the generator room, where you blow a hole in the wall and flood the place with radiation, touching the concrete around the generator plays the sound of the character emerging underwater rapidly. This was with the latest version of GZdoom.

...
I believe this is a bug in GZDoom 4.8.X. I reported it. We'll see what happens :shrug:
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Vostyok
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Vostyok »

Quick note:
https://doomwiki.org/wiki/Ashes_2063
https://doomwiki.org/wiki/Ashes:_Afterglow

Both main games and the expansion now have DoomWiki entries. More content to be added but both entries include full secrets guides in Walkthrough subsections. So if you still are wondering where that plushy caco collectible is still... Well, now you know

Many thanks to Dynamo and Xymph for editing work
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Captain J
 
 
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Captain J »

Speaking of, i recently found out that some days ago Vinny of Vinesauce played one of the old Ashes game along with other kickass mods(including mine)!

Something i should've inform ya before. Apologies for the delay, and congrats!
wisezombiekiller
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by wisezombiekiller »

Is it just me, or is the flooded district in the sterilized version impossible to complete? In the flooded parking garage, I don't see how you can get past the dirt blocking off the gate that you need to go through.
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by AmissaAnima »

wisezombiekiller wrote:Is it just me, or is the flooded district in the sterilized version impossible to complete? In the flooded parking garage, I don't see how you can get past the dirt blocking off the gate that you need to go through.
The Flooded District is one of the more difficult areas to pass through in the mod especially on your first playthrough, The parking garage blockage is linked to a switch puzzle, While i personally don't want to tell you where they are as i feel that would ruin your experience, I'm sure that you'll figure it out eventually, But if you don't you just ought to look up a walkthrough of it or wait for another user to help ya out.
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YukesVonFaust
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by YukesVonFaust »

wisezombiekiller wrote:Is it just me, or is the flooded district in the sterilized version impossible to complete? In the flooded parking garage, I don't see how you can get past the dirt blocking off the gate that you need to go through.
It was an ACS code being left out. he's currently working on it though.
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SpaceyTwinkles
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by SpaceyTwinkles »

Hi, I just finished ashes afterglow and absolutely loved it, and I wanted to try my hand at making an addon campaign, and wanted to know where would I start? Is it possible to edit the existing content of afterglow? I've got doombuilder already and would love to try making some new maps :)
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ReformedJoe
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by ReformedJoe »

SpaceyTwinkles wrote:Hi, I just finished ashes afterglow and absolutely loved it, and I wanted to try my hand at making an addon campaign, and wanted to know where would I start? Is it possible to edit the existing content of afterglow? I've got doombuilder already and would love to try making some new maps :)
We'd be happy to answer any mapping related questions directly related to Ashes here, but If you have general mapping questions, the mapping subforum is your best bet.

That said, the fastest way to start is to add the afterglow pk3 as a resource to the GZDoom: Doom2(UDMF) config in UDB. You can then extract the maps with Slade, open them with UDB using the previously mentioned config and start poking around or messing with them.

If you want some idea how to set up a fan map pack, you can have a look at how I did the DMW pk3 for the original release of episode 1.
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SpaceyTwinkles
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by SpaceyTwinkles »

ReformedJoe wrote: Sat Aug 06, 2022 9:44 am
SpaceyTwinkles wrote:Hi, I just finished ashes afterglow and absolutely loved it, and I wanted to try my hand at making an addon campaign, and wanted to know where would I start? Is it possible to edit the existing content of afterglow? I've got doombuilder already and would love to try making some new maps :)
We'd be happy to answer any mapping related questions directly related to Ashes here, but If you have general mapping questions, the mapping subforum is your best bet.

That said, the fastest way to start is to add the afterglow pk3 as a resource to the GZDoom: Doom2(UDMF) config in UDB. You can then extract the maps with Slade, open them with UDB using the previously mentioned config and start poking around or messing with them.

If you want some idea how to set up a fan map pack, you can have a look at how I did the DMW pk3 for the original release of episode 1.
Thanks so much! I'm definitely gonna be popping in for a lot of questions once I start mapping in earnest :)
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Ihavequestions
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Ihavequestions »

AmissaAnima wrote: Thu Aug 04, 2022 11:22 amThe parking garage blockage is linked to a switch puzzle
It's a bug in Sterilized.
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MgReptile16+
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by MgReptile16+ »

So i completed Ashes 2063 around 3 years ago and within last month i found about Ashes: Dead Man Walking and Ashes: Afterglow, so i'm freshly after completing them. I was able to find, lets say about 60-70% of the secrets. I know it's been most likely said dozens of times here, but this piece of work ought to be praised endlessly. This is the best GzDoom related project i played and i have finished over 1800 doom maps from around 60 or so Megawads. It's just unfair to classify it as a "Doom mod" considering how far this went on it's own and there's virtually no raw Doom left. In my opinion this deserves way more exposure. The best thing out of all the elements, for me, has to be the level design; it's the one thing that takes it above and beyond. The texture work that presents a whole new world and style is part of it, but whoever worked on maps for this game needs to receive separate awards for it. This is even better than Blood's levels of recreating realistic setting with a "primitive engine". Every other Doom mod can pull off a bunker or a sewer, even with vanilla textures, with bland, dark halls, but here when you go to grocery store, scrapyard, post office, mechanic, shopping mall, gun store, police station, comic book store, motel, gas station, fast food joint, you can always tell and the details are just overwhelming, with my two favourite locations being enormous stadium and botanic garden with that giant breathtaking dome. To be fair though i have some critisisms, mainly the seemingly broken "ending" system with vague and unclear requirements to get good or bad outcome in each storyline (in my opinion it's just something GzDoom isn't meant to pull off). I also have to admit that i did get lost in the plot a bit, i don't remember much from the first game playthrough and i was getting confused within the dialogue and endless logs, but then again, knowing that there is so much story and lore, with each terminal or conversation with key character, i wish there was someplace i can just read the breakdown or explanation of the story, just so i can comprehend it and appreciate the effort put into it. Shame this thing doesn't have a wiki or sth. It's just a rare sight to encounter such an atmospheric and polished game so thanks for the experience. Salutations.
Grey Rook
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by Grey Rook »

MgReptile16+ wrote: Tue Aug 09, 2022 8:45 am i wish there was someplace i can just read the breakdown or explanation of the story, just so i can comprehend it and appreciate the effort put into it. Shame this thing doesn't have a wiki or sth. It's just a rare sight to encounter such an atmospheric and polished game so thanks for the experience. Salutations.
Ashes is undeniably awesome, that is true, and the absence of a wiki is somewhat regrettable. There is a semi-complete page on https://tvtropes.org/pmwiki/pmwiki.php/ ... /Ashes2063, but I don't know how helpful that one would be.
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AmissaAnima
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Re: Ashes Afterglow TC - brief roadmap page 108

Post by AmissaAnima »

Ihavequestions wrote: Sun Aug 07, 2022 4:38 pm
AmissaAnima wrote: Thu Aug 04, 2022 11:22 amThe parking garage blockage is linked to a switch puzzle
It's a bug in Sterilized.
I didn't know that when i typed my comment.
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