Some time in the next century, governments and world leaders embarked on the greatest and most terrible war in our history. Although brief, what started as a local war of attrition soon raged out of control. The weapons the armies of that time wielded were incredibly powerful, reducing much of the planet to cinders. People, cities, even whole continents ceased to exist in a mere few hours.
Not content with a life of toil working the dessicated soil, or a short one fighting in the militia, you are a scavenger, junker, Stalker. The names are many, but the profession remains the same - searching the lost remnants of the old world for whatever valuables you can find. The people around you fear you for what you are and what you may someday bring back. You are a thief, a scoundrel. Without you, humanity would starve. But remember that the old world will not give up it's treasures easily. Bringing back something worth the risk is a miracle. Coming back alive is a success. Everything else is fate.
Ashes is a Post-apocalypse themed Total conversion, designed to be run in the Gzdoom or Qzdoom ports, and includes support for either software or hardware options. Set decades after a worldwide catastrophe has reduced most of the country to toxic wasteland, the player takes on the role of a scavenger searching the ruins of "The City", a once thriving metropolis, for valuable items. Add bands of mutant cannibals, limited ammunition, and a mysterious group of gas-mask wearing para-military types prowling the rubble.
Heavily inspired by 90's FPS games, 80's post-apocalyptic movies, and a shit-ton of other references, Ashes will be designed to either run as a weapons mod, a map-pack, or as a full conversion, depending on the modules downloaded and run.
The first episode will follow the basic framework of Ultimate Doom - every weapon has been replaced up to plasma rifle, 8 new monsters, and a full custom soundtrack courtesy of PRIMEVAL of this very forum. The (planned) second episode will include a lot more content than the original Doom, but I wanted to put out a "shareware" episode to get some feedback.
Community notice - You can now preview and preorder the full soundtrack of this mod, composed by Primeval/John S. Weekley. It's in full mp3 quality, and sounds amazing!
DISCLAIMER: This mod is a homage to 80's movies, Doom online culture and modern PA fiction, with all that entails. As such some of the situations it portrays are mature in nature. The Ashes universe contains bloody graphic violence, references to drug abuse and cannibalism, and strong language. It's not a nice place to live.
You can now purchase the full episode 1 soundtrack here, in glorious high quality
New Screenshots - Episode One - These need to be updated
Weapons & Equipment-
An ingenious invention of the old-world, designed before the collapse for hitting people. A versatile weapon, it can also be used for prying apart boards, removing nails, and generally breaking things. Well known by scavenger teams, who view the crow-bar a mark of their profession - it is considered a rite of passage to forge or restore a functional example.
Helpful for those tight spots. While holding light firearms, just tap the alt-fire key to quickly slash approaching enemies.
A .45 caliber, double-action repeating handgun. Working revolvers are not just more common than semi-automatic firearms, they are also easier to maintain and use. A robust and effective weapon, with a design that has endured for over 200 years.
More complexity and less punch than your revolver, but the extra firepower could come in handy. Even if it does look like it'll fall apart in your hands...
Powerful and intimidating, the shotgun is a weapon valued by any man with an ounce of sense. With conflicts usually occurring within cramped tunnels or derelict buildings, using locally made ammunition of dubious quality, most fighters prefer break or pump-action shotguns with short or sawed-off barrels.
An astonishingly violent automatic weapon, considered excessive even before the war. Large magazine and a high rate of fire equals a high body-count. Amaze your friends as your enemies and ammunition disappears before their very eyes. Loads 9mm rounds.
Home-made explosives. Click once to toss a short distance, or hold down your fire button to prepare a longer throw. Explodes on impact with a valid target, or bounces around for a bit on a short, somewhat erratic, timed fuse. You can also lay these as traps with alt-fire, but they are a little sensitive...
Glows in the dark, recharges in sunlight (well-lit areas). Not much else to say. Just remember that you aren't the only fool who can see the glow...
Contains bandages, disinfectant, and some very tasty pain-relief chems. If you don't need it right away, don't leave it! Pick it up and carry it with you!
Amazing pre-war chemicals that boost firing speed, heal injuries, or even neutralise radiation. Different 'stims' have different effects, so shop around for the one you want. Side affects include; dizziness, insomnia, increased heart rate, headaches and a dramatically decreased lifespan. But then again, scavengers don't really live that long anyway. POP THOSE PILLS!
Getting around can be difficult and time-consuming. Good thing you've got a sweet set of wheels to carry you around. Not only can you move faster when on your bike, but you can also jump over ramps and across narrow gaps!
One day, when the spare parts run out, all weapons will look like this. Almost anything can be turned into an awesome, unstoppable tool of destruction with the right know-how. You might even get the chance to build your own...
Enemies and Hazards
I'm sure you've run into these creeps at some point. These guys are the lowest of the low. They can't be bothered to farm or scavenge, so they take what they want instead. Sometimes they find work in the towns as guards or scouts, but usually you'll find them forming gangs and attacking anyone who wanders into their shitty little camps. Avoid.
Mutants. Once human, their ancestors were warped by the radiation of the bombs. They make their lairs deep in the city, venturing out to capture or kill. Most are little more than beasts, but are capable of basic speech and tool use. There are rumours that some mutants can grow to enormous sizes, and even understand and build complex firearms. Fairytales, surely...
Derived from domesticated dogs, these disgusting creatures still retain the ability to be trained, albeit to a marginal degree. Often used as guards or as entertainment in the arenas, one must be careful when dealing with them - they will turn on their masters at the slightest provocation.
Although humanoid in appearance, these things are a different breed entirely to the cannibals, and the two species rarely intermix. They take perverse delight in setting traps and ambushes for anyone entering their territory, and are said to be fond of anything that shines. Fortunately, these subterranean horrors are rarely found above ground.
Often found underground or in caves, these giant sacks of air and flesh are usually content to just float around ominously... until they catch the scent of food. When their primitive senses detect warm organic matter, they charge. Those they kill are quickly broken down by powerful acids, becoming fleshy hosts for another generation of spores.
Not really an enemy more as an occupational hazard, radiation is still working noting on this list. Unlike toxic chemicals, you can't just hop through and hope for the best. On the upside, it takes time to build up in your system. Keep an eye on your geiger counter.
Other hazards - - -
While venturing the ruins, be aware of other potential dangers; gasoline or flammable containers, steep drops, loose masonry and dangerous pre-war machinery. There are a whole host of crazy stories about ghostly voices, apparitions and other phenomena as well, but who really listens to that stuff...
Releases - GO HERE FOR DOWNLOADS AND OTHER THINGS
MAIN MOD FILES Version 1.15
They currently work best together, and aren't really designed for play with other mods... yet. But I am hoping to make it so that the main wad can be played with any doom2 mod, and the weapons will be available as a stand-alone gun mod. You can also make requests for compatibility packs for certain mods, just ask!
Code: Select all
Changes in V1.15:
Added the grenade launcher back in as a bonus weapon. Okay, it's unbalanced. Okay, It's not finished. Okay, you never get this in Episode One. But it's there anyway. Replaces BFG9000.
All weapons bar junker musket get a reload cancel. The boot knife has been made a little faster in order to fill this role.
Small changes to revolver and 9mm autoloader, to make them a bit more viable/different.
Some minor changes to the maps. Mostly bug fixes and stuff. Mostly.
Pit fiends have been nerfed a little in regards to health and hitbox, to represent their general viciousness.
Fixed the shotgun's "freakout" during reload on empty. Use your knife if you need to finish quicker.
Episode One Sterilised Edition: https://www.mediafire.com/file/3eb8wb96 ... e.wad/file
No shops, no bike sections, no talking. All action. Use this one if you want to play the orginal maps with most enemy/weapon mods, including Aracnocide and Trailblazer (although the Blazer's jetpack tends to mess with the city, etc). I've changed a couple of things with it, but it's still designed primarily for use with Ashes monsters, released below. You're welcome to experiment.
Weapons pack: https://www.mediafire.com/file/7b5onnvb ... s.pk3/file
Includes the weapon fixes as above, but without radiation, monsters or money code. Also, I've re-added some items from regular Ashes, since Berzerk was useless otherwise. Note, you'll start with the 9mm pistol in your inventory right from the word go, you just need to find ammo for it
If you want to load this mod with NASHGORE (support for kETCHUP has also been added), you'll need to set up a shortcut. Details in mod README.txt
I highly recommend doing this and downloading Nashgore.wad ! Just chuck a pipebomb in a crowded room, and you'll see what I mean.
CAUTION! SANITY NOTICE! Make sure you put the maps file in first! If you are doing drag and drop, best to click on maps before mod. At least one user has reported issues with the ACS
files getting grumpy if they get mixed up. This goes double if you have saved a game, exited gzdoom, and try to play again with your old save!
Captain J's Wasted Ashes SFX
Captain J kindly put together a new SFX file for ultimate immersion. More realistic and atmospheric sounds, especially for weapons, towns and outdoors maps. http://www.mediafire.com/file/wfycu7qx4 ... FXsmod.zip
For best results, run this file from a shortcut, making sure cj's file comes last.
after the Gzdoom.exe.
I think it's pretty awesome.
TheRailgunnner's Jetfire edition mod
Fast as you can pull the trigger! Fixes a few inconsistencies with weapon speeds, as well as adding faster quick load functions. Use this for those nastier maps, where you really, really need that last shotgun shell to be on time. https://www.dropbox.com/s/8v4xhq8bwis6m ... e.pk3?dl=0
For best results, loads *after* the maps and mod, but before Captain J's SFX pack, if you are using it.
Last but not least, an actual freakin credits list! See the stars of the show here:
Xenoxols for help with DECORATE, TEXTURES, and really just being one of the first guys to get involved!
JDredalert for helping with the old flares system, and general advice.
Chronoteef for spriting help and extra vocal work. I GET HIS LIVER!
Captain J for spriting work and some in-depth playtesting, as well as the excellent SFX pack.
BigC. Lead playtester for the Alpha version.
Ozymandias81 for dropping me some cool resources.
Primeval/John S. Weekley for the absolutely incredible soundtrack. Check him out on Facebook/Bandcamp if you haven't already!
OSJclatchford for some tips on lighting and inventory.
Snarboo for the framework of the vehicle code.
Ezepov for the awesome new logo and title.
Gentek for some random conversations, and some advice.
RamonDexter for the offer of help, and of course some tips on ZDOOM dialog.
Of course WildWeasel for his GunLabs tutorials, since we wouldn't be here otherwise.
The entire Zdoom Forums for the wiki, the support and the Youtube playthroughs! Marvellous.
TorridGristle for his (now edited) Glock Pistol!
Probe Entertainment for their (crazy edited) Shotgun!
Ritual Entertainment for some voices from Sin.
ZZrion the insect for a few duke texture edits.
Sgt MkIv for the idea behind the motorcycle.
GAA1992 for his dinocrisis item rips
Strelok on GameBanana for original grenade launcher sounds.
Vader for the original Roach sprites. Not, not those roaches. The bigger ones.
TheRailgunner for the awesome JETFIRE speed mod.
I suppose this is no secret at this stage, but the mod does include an edit of "The Gonk" by Herbert Chappell.
New sounds added! See credits file in download for details, courtesy of Captain J.
Okay, I'm not really a texture artist, so most are rips or edits of rips. Some are edits of photographs. I'm hoping to replace most or all of the original rips with original content, but it's slow going.
Raven, 3d Realms, Monolith, Xatrix entertainment, Bethesda Softworks (for the old Skynet stuff), of course Id software as well.
Realm667 and various contributors for some props and sounds.
Specifically; Gothic, Captain Awesome, CaptainToenail, Bloax, EttinGrinder.
MagicWazard for his/her (?) Terrain Splashes plugin.
Oh, and if I have forgotten anyone, please let me know. I'll add you to the credits page. And maybe you'll get an easter egg
And if anyone would like to get involved - feel free to drop me a PM. Further information and mod packs coming soon.
Last edited by Vostyok on Tue Aug 18, 2020 6:31 pm, edited 110 times in total.
This does look really good. I usually don't play with entirely new sprite and weapon sets but this one looks different! I'm already imagining playing it with stuff like open world Doom and Sgt's After the Holocaust. Love the M16A4 sprite.
The mad max vibe is something I want to bring across with the Sawed-off shotgun, but I also got influences from Book Of Eli, I Am Legend, and old RPG's like Gamma World and Mutant Epoch.
Behold RAGE: GZDoom Edition!
I really want to play this. Can't wait for the beta!
Thank you for all the comments. This is actually my first public wad. My previous efforts (including "Borderline psychosis", which replaced everything except weapons and ammo with an axe wielding Mario, Superman or Homer Simpson) is not for the light of day, I'm afraid.
The After the Holocaust map was actually a big inspiration. I'm thinking of avoiding common wad staples (absurdly spacious sewers, warehouses, etc) with something more like Duke Nukem. There will be a level where you hop between sky scrapers, connected by bridges made of junk, leading to a fire escape into a deserted cinema (possibly based on a former workplace, haha).
I've added to spoiler to first post. I'll be adding backstory to enemies and weapons. Below is a preview of stars of the episode one, the cannibals.
These guys replace the Zombieman and Shotgunguy. One is a tough melee opponent who likes jumping down from small ledges and chases you around the map. The other (viewed from firing and diagonal) wields a shotgun and in the current build seems to like camping behind corners.
xenoxols wrote:Wait, is this a TC or weapon/enemies mod?
Depends how well the first episode works. I've got a lineup of 6 replaced weapons (all complete so far, except for a couple of frames that need redoing, and playtest balance), 6 monsters replaced, of which three are 50% done. Eventually 6 single/coop maps with 3 deathmatch maps will be the first "episode", with new sounds, props. textures and effects. Terrain effects like mud/water splashes, a radiation counter (like Half-life, but radiation will be rare with lingering/poison effects), flares for illumination, a portable medikit, grenades, automatic (but fast) reloads of weapons, similar to Alien Trilogy or Duke Nukem's pistol. I've actually got quite a lot done already, once I've finished the enemies and weapons lineup, I'll have a demo map of the first level. I'll be sticking with the same format as DooM for Episode 1, replacing weapons and enemies found in "knee deep in the dead" ,so if you warp e2 you'll be using my m16 and colt45 but facing cacodemons and lost souls still . But the eventual plan is a complete overhaul to fit the new setting.
EDIT - Also, i've got at least the flares you need already done (a modified version of the ones made by Scalliano that i used on Kontra Kommando's Aliens: The Ultimate Doom TC). Tell me if you want those.
I never actually saw the flares in the Aliens TC . Do you have an example .PNG? I'm trying to decide what items will replace which powerups, without adding completely new spawns - I liked the old Shrak and Malice total conversions of quake for the fact that they replaced everything, rather than just adding new content, which made them backwards compatible with the original maps.
I'll be adding some jury-rigged weapons, such a gas-propelled speargun. I WAS deliberating in adding a flare gun to launch the flares with with, but this is kinda overdone. What does everyone think?
-Also I've added spoilers for the first few weapons and a new enemy; the Trash Lurker. These guys act like a more... cautious ... version of the Heretic Undead Warrior, but he has a surprise built into his Spawn state - possibly based on all the junk he keeps heaped on his back