Ascension (Release, v 1.4) - by Big Memka and Shadowman

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Cassidy
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Graphics Processor: nVidia (Modern GZDoom)
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by Cassidy »

BigMemka wrote:Has anyone else completed the wad?
I've finally completed this wad in three different play styles and it has been a grand experience! The land map where the Ascension takes place is so green and lush and I often get distracted wandering off the road and exploring every inch of the map to see what I can find. I will give my thoughts on what it's like to play as a warrior, mage, and somewhere in between. Started all three on Hard difficulty. Might give Nightmare a try.

Warrior: Playing as a warrior with STR and DEX as my main attributes was pretty fun although certain enemies can out range you in melee combat like a peasant with a scythe (I think) and a bardicheman. This is where the crossbow(s) come in handy since they deal pretty good damage if your DEX is high. Having armor does it's job so it's a must as a warrior. The black sword was usually my main melee weapon since it's alternate attack "Sparks" can stun lock strong enemies in place, the battle axe along with it's freezing properties was alright to use but I preferred the sword. The hammer is strong and it's secondary attack "Inferno" is excellent in narrow hallways. The greatsword can kill many enemies in one hit but I felt that it was too slow and there are too many projectile enemies to use it on during the late game stages. Shotgun (Elder gun) became my default weapon during my visit to the temple of elements since it dealt decent damage. Fire Launcher is a powerful weapon as well but I think it's bouncing fireball could use a little bit more range. The Blunderbuss.. now this weapon spells death to whom you use it on. It's primary attack is powerful already but its secondary fire is literally a medieval BFG outstanding for clearing out rooms but the cannon ball has to touch the ground first in order to explode into hundreds of bouncing cannon balls. When it does, it is sooo powerful that I killed the Naga, Behemoth, Bone Dragon, and the final boss with several well placed shots. My stats at the end were 28/28 and INT WIS were like 10 or under with a few skill points left over.

Mage: Playing a mage build is slow at first since it requires you to be careful of your surroundings and to use your items with care. Armor is absolutely a must for mages but only 4 are pretty much available to them plus you have different spell shields to help out. Gold for me was somewhat plentiful but I did struggle a bit after bailing two characters out of their debt doing the Iron Bank quest. At first, the lightning bolt or the frost darts will probably be your projectile spells for a bit and they work quite well on most enemies. Burning hands / Fireball are pretty powerful but I liked burning hands the most. Functioned like a short burst flamethrower. Skullstaff was alright at first until I got the deathwave alternate attack and used it a lot in the crypt and tombs for those pesky skeletons. Hellfire is nice as well, just a fast crawling firestorm going in the direction where your mouse is pointing. Ravenstaff primary fire seemed a bit weak to me but only a tad bit but it's other attack is crazy powerful! It summons Ravens that tear pretty much anything in it's path very useful against wyverns. Thunderbolt is an excellent spell to use since it shoots lightning at enemies as it fly's by and can stun lock them too. The blizzard spell puts on quite a show and looks, sounds, and functions just like from the game Diablo 2. The last spell is Apocalypse where you can go around and explode enemies in sight but it works best when they are close to you. You kinda almost feel like god but still vulnerable. In the end mage is slow at first but once you get going you have a handful of lethal spells at your fingertips.

In-between: Playing this build was interesting because here you kind of taste a little bit of everything except the most powerful of weapons, spells, or armors. You will juggle switching from melee weapons to crossbows to spells and maybe a firearm or two. The strongest armor in this class is probably the chain or plate armor depending on your STR level. And the Shotgun is probably your best friend if your gonna play this style. Oh and crossbows max ammunition is nice too. This build may seem difficult at first but it is do-able.

Conclusion: After finishing it in three different play styles I can say that I had a lot of fun exploring, looting, and experimenting different weapons and spells. There were a few bugs here and there but nothing game breaking, few spelling errors, and russian texts on certain areas and npc's. I noticed a weak wall in the sewers that I couldn't open/break down said something like "weak masonry" or something. Maybe a forgotten quest line I missed. I see that a new version has been released so i'll most likely replay all builds again to see if I notice any changes. It's been one hell of a ride and I thank you guy's for your hard work.

Question: Is the Ascension gonna have a sequel?
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

Congratulations! Quest with weak masonry can be taken from necromancer. You need to talk to one of the necromancers next to Sandro. And you can rob the Iron Bank.

Maybe I'll make another map for Ascension. Now there is time sitting in quarantine. But the story itself is finished. Now do you understand his connection to the Inquisitor's essay?
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

https://ibb.co/kgZRnbR

A bit of a nautical theme. Additional secret map.
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Ferretmanjcdenton
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by Ferretmanjcdenton »

Here ..I uploaded a short video of your amazing mod ..hope it gets some more attention..

https://youtu.be/zkRpEzj8RP0
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

Some more screenshots. The level geometry is almost ready.






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Cassidy
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by Cassidy »

:thumb: Beautiful as always, can't wait to try this out
EbonKnight
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by EbonKnight »

Hey man,

First off, I really love this mod. Much like Inquisitor, it's not only a blast to play but looks amazing too.
With that in mind, one thing has always bugged me. Heretic and hexen textures have not aged well. Some particularly so. There are fantastic mods out there with neural upscaling that make everything looks literally 10x better, with no downsides (unless you're running a 486 I guess). Thing is.. these pk's don't work with your mod. Would it be possible to incorporate these as a sort of a dlc pack/extra download/whatever? We're talking textures for stuff like switches and so on, for a start. Next up I guess you could also look if a lot of the monsters that are based on Strife and other games have also gotten their sprites upscaled (not sure about Strife, but probably). I mean, it's just kinda annoying to have this absolutely beautifully crafted world, and then run into horrifically mid-90's terribad sprites and textures, that just stand out like a sore thumb. Some enemies, such as skeletons, truly just look awful.

How about it? :D What's your take on all this? I know this is a retro mod for a retro game, but it just seems like such a shame that so much work has gone into milking the aging Doom engine for all it's got, just to settle for some truly terrible texture and sprite work in places :)
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

Of course I like beautiful mods with beautiful textures and sprites. And they are much more enjoyable to play than mods with standard textures. And we have some hi-res textures and sprites in mod. I would also like to replace all sprite trees and rocks with 3D models. But when creating this mod, we faced 2 unsolvable problems. :-(

1) the limitations of the engine GZdoom.
At first I didn't think much of it. But as the world is filled with sprites, 3D floors, dynamic light, 3D objects, decals and an increase in the number of sectors on the level, this problem came to the fore. Yes Yes. Doom can slow down worse than the Сrysis! Perhaps this is partly due to the incorrect decorate of some objects. We are currently working on optimization. And for example on the Russian doom community there were many complaints about friezes and low fps. Yes, some people play on weak PCs. But even on a strong computer, there are fps drawdowns in some locations. Especially if you're recording a video walk. The Doom engine is poorly designed for large loaded levels. And this is now with low-res sprites and textures. And now imagine what the brakes would be with good textures! The game would be completely unplayable. And examples of mods like Total Chaos are not suitable here either. Because there were small corridor levels for optimization. We have a slightly different situation.

2)The limitation of human resource.

Only 2 people work on the mod. And we were able to build the entire mod for 4 years almost from scratch. 4 years for 1 Doom mod is a lot. And it will take another 4 years to convert thousands of textures/sprites to hi-res. Plus, I had to draw a lot of sprites myself.

Therefore, our primary task is to optimize the mod for weak computers. And gradually we will add different beautiful details to the mod!
EbonKnight
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by EbonKnight »

Thanks for the reply man! I totally get you. Can't remember which mod it was but I had the exact situation that you've decribed.. with bigger open levels and some settings turned to 11, Doom engine just shits itself, even through GZDoom and even on a scientific research supercomputer. Still, good to know we're on the same boat here, so I'm guessing if it's at all possible you guys will do that stuff justice down the line too. Awesome. Generally, if it wasn't for how beautiful the overall artwork of the world and everything was, I wouldn't even be bothered by these details but it's precisely because you've made such impressive levels that these old heinously lowres textures in places annoy me :D But yeah, cool beans man, once again, I love this mod, it's so far even better than INQ3 and that was my fav Doom mod in a long time.
Yelso
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by Yelso »

Is there a way to change the language to english? Everything on the subtitles is in russian.
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

Yelso wrote:Is there a way to change the language to english? Everything on the subtitles is in russian.
You can change the language in the options - Ascension options - language.
Yelso
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by Yelso »

BigMemka wrote:
Yelso wrote:Is there a way to change the language to english? Everything on the subtitles is in russian.
You can change the language in the options - Ascension options - language.
Thank you. How do you solve the 4 and final puzzle in the crypt to see the worm? I can't figure it out.
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

Yelso wrote:
BigMemka wrote:
Yelso wrote:Is there a way to change the language to english? Everything on the subtitles is in russian.
You can change the language in the options - Ascension options - language.
Thank you. How do you solve the 4 and final puzzle in the crypt to see the worm? I can't figure it out.
You must click the buttons on the floor in the form of a Trident. A hint can be found in the room if the wrong button is pressed in secret.
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pagb666
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by pagb666 »

I'm halfway through the mod and I've got a couple observations:
  • The flame attacks from the temple of the elements guardians murder performance. You should really consider removing most, if not all of the lightmaps generated by the ground flames attack.
  • Remove the footsteps sound from some stuff like the fog patches in the sewers, or the flames from the hellfire spell.
  • Is it really intended that killing the tentacles from the carnivore plants before the plants itselves generates more tentacles in an exponential number?
  • Not a fan of the 3D pickups. Many are hard to see even at close range.
Also... WHERE THE HELL IS BLACKNOR?! I've lost half an hour already. I must add that I completely cleared Blackwater before even finding the necromancer's guild.
BigMemka
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Re: Ascension (Release, v 1.1) - by Big Memka and Shadowman

Post by BigMemka »

pagb666 wrote:I'm halfway through the mod and I've got a couple observations:
  • The flame attacks from the temple of the elements guardians murder performance. You should really consider removing most, if not all of the lightmaps generated by the ground flames attack.
  • Remove the footsteps sound from some stuff like the fog patches in the sewers, or the flames from the hellfire spell.
  • Is it really intended that killing the tentacles from the carnivore plants before the plants itselves generates more tentacles in an exponential number?
  • Not a fan of the 3D pickups. Many are hard to see even at close range.
Also... WHERE THE HELL IS BLACKNOR?! I've lost half an hour already. I must add that I completely cleared Blackwater before even finding the necromancer's guild.
Thank you for your feedback!
We are currently working on updating the mod. In particular, we eliminate problems with sound. In the current version of the mod there are no problems with sound.

As for carnivorous plants, the idea is that they first generate 3 tentacles. And when one process is destroyed, the plant generates 3 more tentacles. So the best tactic against them is to kill the plant itself and ignore the tentacles. After killing the plant, the sprouts no longer appear.

To find Blacknor you must take a quest from Sandro. He sits in a cage in the North of Blackwater. You need a lock pick to release it. You will find it in the desert South of the estate of the rebellious peasants. But it's important to talk to Blacknor first!

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