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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Thu Mar 17, 2022 4:59 pm
by Plasmazippo
Porcelain's DLC is most likely gonna revolve around the "lost station" alluded to in her dialogue and the map in her hideout, and other parts of the city that Scav couldn't reach. Heck, we may even see Sommerville!

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Thu Mar 17, 2022 11:21 pm
by ButtonBoy
Plasmazippo wrote:Porcelain's DLC is most likely gonna revolve around the "lost station" alluded to in her dialogue and the map in her hideout, and other parts of the city that Scav couldn't reach. Heck, we may even see Sommerville!
I would love a resolution to porcelains little side story, my personal head canon is that she is probably going to be searching for that lost station or a way to get to the north side of Atlanta like she mentioned she was looking for, I do also hope the path to there will takes us through somerville and we get to see those wendigos

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Fri Mar 18, 2022 11:51 am
by DaemonXHUN
How can I find the General's Camp in Ashes Afterglow (I assume it's a side quest)? I've done all the other quests, and my bike is ready, but I want to finish everything before leaving Undercity.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Fri Mar 18, 2022 5:03 pm
by Plasmazippo
Spoiler:
Speaking of the Gap, is there a way to edit the shortcuts so they're not just one-way after you open them from the other side, or have them stay permanently open like in the Flooded District? The Gap is the most annoying map in Afterglow to scour through because of this, you have to do the whole circuit again to reach late-level locations.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sat Mar 19, 2022 7:47 pm
by Vostyok
Minor news update:

Yes, I would *really* like to explore Porcelain's story a bit more. Her athletic abilities and focus on sneakery would be an interesting change of pace. Also, Sommerville station is a planned place to visit at some point. This also include the nearby rail outpost which the scavenger didn't get to visit. Though we are probably going to following a different character for the next release. It depends who finishes their little project first.

I will see what I can do about The Gap and it's layout. I think I may have made it a little too big though. Ha.

Anyway, there will be a minor delay as I am going away on a little trip. I'll leave it to the rest of the team if they have anything they'd like to share here. But if not, I shall see you all in a week or so.

-V

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sat Mar 19, 2022 9:14 pm
by Plasmazippo
Bon voyage, dude :cheers:

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sat Mar 19, 2022 11:59 pm
by RKD
Well, it must be like ten years since the last time I've posted a comment on a forum but Afterglow impressed me so much that I had to make an account and give my two cents, after who knows how many years lurking this site. It's that awesome, man. Love the work you guys have done!
This will be a lenghty post (apologies in advance), so I'll split it into parts to hopefully make it more easily readable.

First, a little optional backstory of how and when I met and played the mod:
Spoiler:
My fav experience with Afterglow:
Spoiler:
How my first (and only, for now) playthrough ended:
Spoiler:
And now, the actual useful part when I mention some "issues" I had and my suggested solutions. In regards to the ending(s):
Spoiler:
Regarding the racing mini-game in Prosperity. First, correct me if I'm wrong but you can't attack with Lucy while on that race. If you can, then it probably was a bug on my end and what I'm gonna write next is pointless... but otherwise:
Spoiler:
And finally, the last of the main issues I wanted to talk about... the Junkyard:
Spoiler:
Alright, this was quite the walltext. Sorry if I got carried away with the typing. Pls, don't ban me.

To wrap this up, I honestly enjoyed the entire package of Ashes 2063 and I can easily say that Afterglow it's the mod I respect the most of all the mods I've ever played. The sheer ammount of love it has present it's mindblowing. It's almost a crime that this is free. You guys are really inspiring others in the community with stuff like this. Gotta love this part of the internet. Thank you for the experience and I'm gonna be starting my second run as soon as I'm free again. Hope this time I don't screw things up, haha!

Also,
Vostyok wrote:I shall see you all in a week or so.
have a nice week off!

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 5:35 am
by venividivici
I doubt its possible with GZDoom engine to have Porcelain to grab onto edges in gameplay.

Size of The Gap is fine, it is issue of layout and backtracking.

I honestly had worse time with The Flooded District.

I really like that The Gap is connected to The Flooded District and The Last Stop area.

Hopefully all areas Scavenger visited in Atlanta in Afterglow is where Porcelain can go check them too.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 6:02 am
by ZikShadow
Plenty of mods out there that have ledge grabbing, even Hideous Destructor have that in the form of its mantling mechanics. No clue where that doubt's coming from.
There's even a mod dedicated to purely movement-style changes with ZMovement in this very forums.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 6:41 am
by Rex705
Would be awesome to have a super sneaky stealth story for Porcelain. we don't get to see much stealth gameplay in doom. An epic action hero guns blazing with big explosions to make Michel bay proud story for Barret. Maybe even brawling.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 11:08 am
by venividivici
ZikShadow wrote:Plenty of mods out there that have ledge grabbing, even Hideous Destructor have that in the form of its mantling mechanics. No clue where that doubt's coming from.
There's even a mod dedicated to purely movement-style changes with ZMovement in this very forums.
Wasn't aware of ZMovement, cool. My thought was since GZDoom was 2D engine and that games that I remember having parkour were all 3D and had dedicated objects to ledge grab, wall run and so forth.

Seeing ZMovement, Splinter Cell could be possible.

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 11:43 am
by RubyEyeShabranigdu
venividivici wrote:
ZikShadow wrote:Plenty of mods out there that have ledge grabbing, even Hideous Destructor have that in the form of its mantling mechanics. No clue where that doubt's coming from.
There's even a mod dedicated to purely movement-style changes with ZMovement in this very forums.
Wasn't aware of ZMovement, cool. My thought was since GZDoom was 2D engine and that games that I remember having parkour were all 3D and had dedicated objects to ledge grab, wall run and so forth.

Seeing ZMovement, Splinter Cell could be possible.
Check out Doom Shinobi! :thumb:
viewtopic.php?f=43&t=74677

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 11:49 am
by venividivici
RubyEyeShabranigdu wrote:Check out Doom Shinobi! :thumb:
viewtopic.php?f=43&t=74677
Looks cool, but its all action and no stealth. :geek:

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 1:06 pm
by ButtonBoy
Vostyok wrote: Anyway, there will be a minor delay as I am going away on a little trip. I'll leave it to the rest of the team if they have anything they'd like to share here. But if not, I shall see you all in a week or so.

-V
Auf Wiedersehen mein Freund, gute Reise!, anyways I agree with RKD, it's honestly a war crime that ashes is free, there should be a PayPal or something we can donate to, like what the BOA creators did, because I'm sure there are plenty of people out there would jump at the chance to help out Vos and the team

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Posted: Sun Mar 20, 2022 2:06 pm
by ZikShadow
venividivici wrote:
ZikShadow wrote:Plenty of mods out there that have ledge grabbing, even Hideous Destructor have that in the form of its mantling mechanics. No clue where that doubt's coming from.
There's even a mod dedicated to purely movement-style changes with ZMovement in this very forums.
Wasn't aware of ZMovement, cool. My thought was since GZDoom was 2D engine and that games that I remember having parkour were all 3D and had dedicated objects to ledge grab, wall run and so forth.

Seeing ZMovement, Splinter Cell could be possible.
GZD is absolutely not a 2D engine. The mapping may have 2D sensibilities, but the engine itself is anything but.
You don't make something like Total Chaos in some 2D engine.