Then declare that in the review and you will get a nice humble brag.
I may be biased as I actually had a small role in the development of this game.
Is there an estimated released date for the finished episode ? I wish to replay the first one right before. This was a blast. li
Afterglow has already been released. Just that some flaws still need to be corrected that sometimes allows player to 'break the game'.
And there may be a few small changes here and there of parts that did not work out.
Vostyok released a 'remaster' of Ashes 2063 that also includes the map pack Dead Man Walking.
Vostyok released a 'remaster' of Ashes 2063 that also includes the map pack Dead Man Walking.
New enemies and weapons were great and fit nicely with the original roster, exploration is fun and secrets fill natural (though I couldn't find the second collectible).
Story is alright (I'll have to see how it progresses), liked the side quests and the ending slides (even got one for a secret merchant).
Locations are absolutely stunning (with one exception), but also play great and are easy to navigate.
Sewer level. I didn't like it. Hard to navigate (every time I was there I had to be glued to automap), nothing memorable about it (just a series of tunnels and some control rooms).
Any points you felt could use improvement?
Technically not a sewer level but I get your criticism. ReformedJoe also mentioned that he did not like that level either and I apologize for having included it in the level design as I know sewer levels in a FPS are a damn cliche.
But we had to have some way to connect the water treatment plant with the Dome and the scrapyard. Especially the Dome as there were some issues with creating a path leading directly to it.
Perhaps you have played Duke Nukem 3D Duke it out in DC?
In it the Senate building in one of the levels could also not be directly approached as recreating the building's exterior would become too big in order to match the interior design/level layout.
So this design approach was used to get around this possible consistency issue.
And my initial idea for Episode 3 would have had even more parts in which the player is doing more talking than shooting in some levels.
And as Vos told me, that is not this project's strength.
Majority of Doom mods have no story. Making something more elaborate could alienate the Doom playerbase.
I really can't rate the main story currently. Many questions were asked, I'll have to see how you answer them.
Side stories and dialogues went far beyond the bare minimum. I could talk to every side in Prosperity and hear their reasoning. Each major NPC had a distinct character. I was rewarded for paying attention in dialogues (haggling at Michonne or trading with Lenny for example).
Upgrade system. I would make different upgrades have different costs. Currently you could spend 300 scrap to turn a 1 shot musket into a 3 shot sniper rifle with a charged shot capable of killing the final boss with less than 25 shots. Or you could spend the same amount of scrap to add a laser pointer and a short burst to your 9mm pistol.
Though I liked the chlorine leak part.
About Prosperity and the Roamers in my first playthrough (1.02):Unfortunate this is where some players ran afoul or into trouble. Perhaps because the dialogue was perhaps secondary to them and they did not want to spend too much time on it
I'm curious to know more about the reasoning for this. Is it not considered a strength because of technical limitations? Or not the artistic focus?
Personally, I would love to see more Doom conversions that use dialogue as much or more than Ashes, in the vein of Strife I guess. Especially since the commercial market doesn't do many FPSRPG hybrids (that are actually about roleplaying, not stat growth).