Re: (wip) Ashes 2063 TC - THREAD EVACUATION

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Enjay
 
 
Posts: 26573
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Enjay »

Vostyok wrote:
camper wrote:Magnificent atmospheric modification. But.
On map03 NPCs with knives can not be killed, is it so conceived?
I'm pretty sure I left a message about this in the README file. Civilians lack death animations. So they can't be killed.

It's an oversight on my part, but it's something I want to work on later. Just didn't have time.
If you do implement civilian deaths, would you also consider making some kind of consequence for racking up civvy deaths?

Suggestions: anything from a bad-ass reputation or people not dealing with you because you're a stone-cold killer to maybe getting a bounty put on you and hunters coming for you.
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

I'll see what I can do. :)
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Gideon020 »

Anyone got a clue on how to get the last secret in level 2? I'm not sure what I missed to find it.
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Max Dickings »

Wow. That was simply amazing. Everything about it was beautiful. Eagerly awaiting episode 2! It can't come fast enough!
User avatar
camper
Posts: 114
Joined: Sun Feb 25, 2018 10:53 am
Location: Tatarstan

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by camper »

Enjay wrote:
Vostyok wrote:
camper wrote:Magnificent atmospheric modification. But.
On map03 NPCs with knives can not be killed, is it so conceived?
I'm pretty sure I left a message about this in the README file. Civilians lack death animations. So they can't be killed.

It's an oversight on my part, but it's something I want to work on later. Just didn't have time.
If you do implement civilian deaths, would you also consider making some kind of consequence for racking up civvy deaths?

Suggestions: anything from a bad-ass reputation or people not dealing with you because you're a stone-cold killer to maybe getting a bounty put on you and hunters coming for you.
In viewtopic.php?f=19&t=47573&start=825#p1073849
But when I start gaming only wad, some NPCs on Map03 attack immediately. Therefore, it is impossible to avoid a battle.
NPCs begin to attack anyway, even if you do not shoot, but lurk from attacking using them. They do not die, they cut first attackers, and then they attack you.
User avatar
neoworm
Posts: 1748
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by neoworm »

It reminds me good old Duke Nukem level design. Magnificent.

Is it only me that dislikes the knife alt attack? It's actually dangerous to use. It always plays animation of weapon lowering (very slowly) than quick attack and than weapon rising (also very slowly). I think making the weapon lowering animation quicker and the knife attack repeatable without rising the weapon again would make it at least safe to use. Right now it's better to switch to crowbar than even attempt to use the alt attack.
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

I'll chase up this stuff for the update. The town's issue should be easy, but like I warned, isn't really for non-Ashes use (traders still sell Ashes items, pretty much no other huds have a counter for cash or radiation, etc). The "clean" version I'll be posting should solve these issues.

I never found an issue with the knife. Hmm. I'll look at it for next project.

Speaking of which, apart from new updates and patches, I'd like to use this thread's final purpose for constructive feedback. What did you like? What would you like to see in a sequel? What weapons, enemies or encounters did you feel could be improved or replaced?

Let me know.
User avatar
BlazeHge
Posts: 1
Joined: Tue Sep 25, 2018 3:39 am

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by BlazeHge »

Decided to register just to post my thoughts on this. I've lurked around these forums for years, playing the odd big release.

In truth, I just wrote a big twitter thread about this and I figured I'd better articulate those thoughts somewhere that they'd be more useful.

Overall, I liked it. I thought the soundtrack was fantastic, I loved how effective it was at setting the mood, I loved all of the texture work, the new enemies, and I was kind of surprised at the story elements, given how those seem to kind of fall by the wayside, especially in Doom stuff. The dialog tree implementation was a little wonky (the cursor being bound to the arrow keys and not resetting its position to the top on each input) but I managed just fine.

Even though the campaign wasn't open like an RPG, I appreciate things like having little quests to complete or the necessity of gathering money so you can load up on items at the next town. Even if you're full up on health or whatever, there's still incentive to keep exploring.

Moving on to the cons, my first complaint is that basically every map is too dark. I suppose the counter argument here would be that I should turn up the brightness in GZDoom, but I use F.lux, which takes control of my monitor's gamma and brightness. As I crank up the brightness in GZD, F.lux will just put it right back where it was, every single time. My solution was to put my monitor in to a special "Night Mode" which boosted the gamma just barely enough for me to see. Otherwise, a lot of this game was too dark to see anything.

I'm not a huge fan of the bike. It would be better if I still had mouselook while riding -- I think the "Duke Nukem Forever 2013" mod does this with its motorcycle. There's actually a way to get on the bike and not have it disable mouselook for a moment (run at the bike and jump on without letting go of W), and it definitely felt a lot more natural steering like that. I also felt constantly confused that I had to get off with Spacebar and not the Use key. I kept expecting Spacebar would operate the brakes (something else DNF2013 does). Damage scaling is a bit aggressive, too; I grazed a wall at what seemed to be a fairly low speed and it ate half my health. Yet sometimes I can bash in to a wall head first and not take any damage. It's weird.

I found it very easy to get lost in these maps. There are a lot of switches you press and it's not clear what door they opened. And that's assuming you can find the switch. I did a lot of the old "run around in circles for 15 minutes trying to find something small that you missed" that plagued some older FPS games from the 90's. I was actually getting close to giving up on this game entirely once or twice. I understand that there are logistics as to why switches blend in to walls, or why they're so far from the doors they open, for the sake of realism or whatever, but getting lost is a drag and I got lost at least once in nearly every single map.

Last, and I hesitate to bring it up because it can be kind of a touchy subject... this mod is a little on the hard side. I don't think I'm terrible at video games; I beat most video games on normal difficulty and do just fine, there (including Doom and Doom 2 on "Hurt Me Plenty"). I ended up dropping this down to Easy and it still gave me a pretty stiff challenge. Not so much that I didn't finish the game, but the game developer in me quietly wonders if easy mode should actually be, like, easy? Food for thought, I guess.

Anyway, even though I wrote way more negatives than positives, I do think this is a really nice thing and the good outweighs the bad.

As for bugs, one time I died on the bike but I managed to dismount from it anyway and ended up falling through the floor and getting stuck in a state where I couldn't press the use key to reload my last save.

I also let the solar lamp run out and it wouldn't let me turn it off so I could let it recharge. Any time I'd switch to the lamp, it'd auto-switch to the next nearest weapon down the list. The only way I could use the lamp again was to find another lamp so it refilled back to 99 energy.
User avatar
Dynamo
Posts: 1041
Joined: Sat Jun 07, 2008 5:58 am
Location: Industrial District

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Dynamo »

Congratulations on the release! This was truly a spectacular project, I loved the atmosphere, the combat, and the level design. I do hope you'll come back to this eventually!
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

@BlazHge

Good to read. I'm glad you enjoyed it for the most part. There should be a setting in display settings that reduces shadow intensity (ranging from dark-doom-standard-bright) that might dull the atmosphere, but if you can't see you can't see. I'll have a think about using mouse-control for the bike. I found it a little unrealistic/flighty for me personally but can experiment with it again.
Level flow is something that is sometimes hard to appreciate when I'm mapping. What might seem obvious to me probably won't be for a new player. Perhaps more sign posting, or hints at least.
I found easy to be too easy, personally, but that ties in with my statement on level design. All valuable lessons for the next project, thanks for taking the time to comment (and taking the time just to register to do so, as well :D )
User avatar
Dr_Cosmobyte
Posts: 2816
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Dr_Cosmobyte »

Well, it's been fantastic. I loved the maps, the atmosphere, the gigantic collection of easter eggs, the weapons... i would give you a physical copy of the cacoward if i had the power to.
Spoiler: spoiler of stage 09
But aside from the bells and whistles, i haven't had any problems with the game difficulty, but rather the enemies HP values. You can kill hordes of muties with the pile bunker, but pitfiends demand for a shotgun blast to shut their hole down, as pistols don't settle it as fast as needed.

On the other side, i feel the mutant ambushes later in the game feel overpowered. Lord bless the machine pistol.

My wish list is to see more weapons from the old world, like an old hidden Assault Rifle or something to make room for another trusty partner.

Thank you for this, buddy. For real. LOVED the easter eggs and consideration.
Last edited by Dr_Cosmobyte on Tue Sep 25, 2018 9:45 am, edited 1 time in total.
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

GAA1992 wrote:Well, it's been fantastic. I loved the maps, the atmosphere, the gigantic collection of easter eggs, the weapons... i would give you a physical copy of the cacoward if i had the power to.
Haha. I don't think it's worth that kind of accolade. Just thanks is enough for the time I put in.

Ref your surprise: Glad someone got a scare from that guy, by the way. :twisted:
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by StroggVorbis »

I'm at MAP05 and I can't seem to find a way to the secret exit behind the vines. I dunno how I did it, but some sort of smoke cloud appeared in front of them. I tried igniting it with the flamethrower/rocket launcher hybrid like the gas leaks in Fallout 3/New Vegas or like that one spot in ZDCMP2 but to no avail. Might wanna give a hint in a spoiler tag? :D

Edit: Nevermind, I missed the secret area with the rocket hidden in the room full of radiation :)
Last edited by StroggVorbis on Tue Sep 25, 2018 10:16 am, edited 1 time in total.
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

Spoily spoiling spoiler
Spoiler:
User avatar
pagb666
Posts: 31
Joined: Wed Jan 23, 2013 7:25 am

Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by pagb666 »

My cacoward goes to this. I loved every bit of it. Love how it gets the post-apocalyptic vibe of 80s movies and dishes away Fallout or Stalker. And all without super complex decorate stuff or overdetailed levels, just great texturework.
Spoiler:
And... where's the blue key in the last level? Couldn't find it anywhere (not even with the level editor).

Return to “TCs, Full Games, and Other Projects”