Re: (wip) Ashes 2063 TC - THREAD EVACUATION

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

Post by Vostyok »

Spoiling spoileroo
Spoiler:
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jdredalert
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by jdredalert »

Just started playing the release version, and noticed something hangin' on a wall on the first map: "Red Alert Pyrotecnics". :lol:
Last edited by jdredalert on Tue Sep 25, 2018 6:21 pm, edited 1 time in total.
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Vostyok
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

Hmm. Wonder who that Easter egg was referring to?

....

Nope. Can't remember. :P
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RTheM
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by RTheM »

Vostyok wrote: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.
Well, I have finally played it through to the end and I have to say I like it a lot, the post-apocalyptic setting, the atmosphere and the melding of Duke Nukem and Blood textures or at least the similar feeling I seem to be getting. :) Though I'd have preferred to have a lot more enemies in the final level as despite playing on the highest difficulty level it was still a bit disappointing. Especially the final boss, who you can kill pretty much by playing ring around the rosy around the main server rack and pillars near the back, plugging away at it with the sniper rifle for which I had plenty of ammo saved up and bought... and pretty much never used it except for the mutant bosses, and even then I had plenty of ammo for it left for the end boss, plus the ammo left in the arena itself.

The ending itself I also have some problems with. If the place could survive a nuke dropping on top of the or near the city above it, seventy years of neglect plus a gunfight or whatever happened three years ago with the general, then it sure as hell would survive an another gunfight between a scavenger and a mutant with a chaingun and a penchant for chucking pipebombs. Would make a lot more sense overall too, if you want the scavenger to survive more feasibly than somehow surviving an entire bunker and however many tonnes of rock and rubble between them and the surface dropping on their head and then digging their way out quickly enough to not suffocate or die from the radiation exposure because I'm pretty sure the storm is still going on.

What would I like to see in the sequel? More of the same, a non-villanous (because evul AI's have somewhat gotten stale for me) Athena and her cyborgs with whom to banter and trade with, more of the wasteland to explore, a Hexen like hub-level... maybe a betting minigame where you can control the fighter your bet on for the duration of the fight? :P

Things to improve... can't think of anything except maybe allow Rigs to improve your other weapons too in some way for cash. I was basically swimming in it by the time I reached Michonne Circle Station. Like turn the double shotty into a tri-barrel that shoots its entire load in one go, I already have a pump action for when I want to fire several shells, the addition of a shotgun that can only load two shells and both have to be fired manually... ehhh. I'd rather have an satisfying boom of both barrels firing at once.
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EddieMann
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by EddieMann »

The revolver and shotgun need more "oomph" and the machine pistol a faster fire rate. Also, since this is 80's inspired, how about a huge "fuck-off" machinegun like the M60?
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Max Dickings
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Max Dickings »

Vostyok wrote: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.
Jesus what didn't I like. Level design was indeed very Duke3d-esque which is always a good thing. The sideways office building in particular was really impressive.

Music was spot on, very 80's.

Weaponry - for the most part I loved the arsenal. I felt the pile-driver really negated the threat of mutants except for the very rare circumstances where I couldn't funnel them into a narrow opening, not sure how that can be rectified/improved. Maybe a gas limit? Also - where was the double barreled?? I just realized I never found it through my play-through :( I also had the same glitch where if you let the lantern go out, you couldn't draw it to recharge it. I just kept using "summon lantern" to fix this. The SMG upgrade was very surprising and welcome. Overall the gunplay was great, while playing on Hard the enemies had the right amount of health and so did I. Also I'd have to agree - the alt-knife was too slow to ever be viable, whereas the crowbar or switching to another gun was always more effective. Maybe another fast-firing gun for slot 4? Off the top of my head how about a grease gun? Would take the same ammo as the .45 revolver, and would be a nod to Fallout 2/New Vegas. Would fire slower and more accurately than the Mac so it wouldn't be redundant.

I have to concur the motorcycle is pretty unwieldy and the damages are pretty unforgiving. Only time I died as a matter of fact.

Mild glitch - when you're able to view your character in the mirrors of the bar and you crouch you become the doom marine (aka crouch sprites are more or less needed).

I'd like to see more unique enemies that I can't identify as a reskinned Doom enemy. (Like the ghost and the little disguised scavenger creatures).

Final thoughts I'd say what I really want to see in the sequel is more of what I got - awesome fleshed-out post-apocalyptic exploring to some kick-ass 80's style music. (maybe more weapon upgrade options too.)
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Dude27th
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Dude27th »

I just downloaded it and finished it in one seat , and I must say that this mod is one of the best , if not the best Doom mod I have played this year. I'm pretty much speechless about how well every resource blends nicely with the post-apocalyptic theme . And I'm usually very impatient with large maps because I tend to get bored of it and just stop playing. But the maps in this one are excellent big maps with a very cristal clear sense of direction . And I was already enjoying the maps , but then I get to "The City" level , and just was a beautiful concept going from building to building already , but ... the "not vertical" building .................. WHAT ?! WHAT THE- fffffffff .... Is that even legal? Do you have to break some maping rules to build it ? H- How?...

But anyway , 10/10 I had high hopes with the mod already but this just went fucking insane and I couldn't be happier about it :'3
It's not even fair to call it a mod, it's pretty much a new fps game using the GZDoom engine.
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Kinsie »

BlazeHge wrote: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.
"Doctor, it hurts when I do this..."
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Zan
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Zan »

Kinsie wrote:
BlazeHge wrote: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.
"Doctor, it hurts when I do this..."
I had absolutely no issue with brightness. I mean sure some areas are dark but not dark enough to not be navigable without the lantern. Could be the monitor or could be the OpenGL settings (I have sector mode on "Dark", which is arguably lighter than the default Doom one).
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Captain J
 
 
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Captain J »

Hey, i just realized that Jury-Rigged Sniper Rifle has no muzzle flash at all! :O
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Vostyok
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

It's not meant to have a muzzle flash, due to that big barrel sleeve fitting. I think sniper rifles with muzzle flashes are silly, personally

Edit: as an aside, we've had multiple demands for an assault rifle. Everyone misses their M16, I guess :P
Are they any weapons anyone does NOT like, or feel they could be replaced/are superfluous (gun porn seems to be a major focus of this thread)

Do you think NoMutantsAllowed and Realm667 noticed their Easter eggs? Heehee
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Zan
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Zan »

Vostyok wrote:It's not meant to have a muzzle flash, due to that big barrel sleeve fitting. I think sniper rifles with muzzle flashes are silly, personally

Edit: as an aside, we've had multiple demands for an assault rifle. Everyone misses their M16, I guess :P
Are they any weapons anyone does NOT like, or feel they could be replaced/are superfluous (gun porn seems to be a major focus of this thread)

Do you think NoMutantsAllowed and Realm667 noticed their Easter eggs? Heehee
For once I'm glad the double barrel shotgun does not interfere with the game (unless you pick it from the secret level I guess).

I think the Slug Rifle needs more love in terms of future level design/enemy placement. Some more open areas where you can snipe around a bit.

The UZI kinda fills the role of an automatic rifle, so as someone suggested before, a machinegun would be more interesting. However, you could also go for something fulfilling both roles with an RPK or something.

One more suggestion I'd have is to up the tube size of the shotgun to 8 instead of 6. I'm not sure how you see it in the whole scheme of combat balance, though, so if you got to 6 through some sort of logic, then it's better that way., but 8 would make the combat a bit more convenient (albeit easier).
willkuer
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by willkuer »

"...that golden ball that grants wishes..." hahaha, you made me smile there ;) still playing and enjoying it so far.
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Vostyok
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Vostyok »

NEW DOWNLOAD

Just a mod-mod this time. Captain J has kindly taken the time to get some more atmospheric sounds, including sounds for gunfire, towns, machinery and moving sectors.

It does sound very cool, and really gives the towns and outdoors sections a new lease of life.

IMMERSION.

http://www.mediafire.com/file/wfycu7qx4 ... FXsmod.zip

For best results, run this file from a shortcut, with the command line:

Code: Select all

 -file Ashes2063maps.wad -file Ashes2063mod.pk3  -file Cjs_wastedashessfxs.wad
after the Gzdoom.exe.

I think it's pretty awesome.
Last edited by Vostyok on Wed Sep 26, 2018 4:46 pm, edited 1 time in total.
Echelon5
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Re: (RELEASE) Ashes 2063 TC - Episode One (Pg 54)

Post by Echelon5 »

Took me about 2 hours to play through. The level design, combat encounters, and atmosphere are all top notch and the weapons are punchy and fun to use. It feels like it would exist in an alternate universe where Strife never came out. My biggest complaint is the motorcycle level. You def did the best you could with the limitations of the engine but vehicles just don't work in the Doom engine. Luckily the level is short and you can get right back into the action. You did such an incredible job with this, and it was well worth the wait. Be proud!

Also all the sci-fi/post apocalyptic references had me chucklin'

Question regarding that: what's the reference in the second level where you come out the vent into a fenced off area (it's where you get the pneumatic melee weapon thing)? When you approach this patch of grass with a flower there's this whistle tune. I feel like I caught all the other references except this one.

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