Total Chaos | Ashes 2063 | No Failure Runs | Part 2
Another alteration had to be done in this map. In the original, aggroing the enemies after picking up the "gasoline" item opens up the doors around you. Can't exactly do that with TC's enemies for some reason (plus, AI Director likes to remove the enemies in this bit, who are they going to trigger?), so I modified one of the garage doors so I can open it from the inside. A bit anti-climactic, but alas, what else can I do when it comes to mods that aren't even meant to be played like a gameplay one?
Well, I guess make it properly gameplay mod compatible, but a mod this size is way out of my league when it comes to the nooks and crannies.
Mods Used:
Total Chaos: https://www.moddb.com/mods/total-chaos
Total Chaos Doom Replacers: https://www.moddb.com/downloads/tc-d2-replacer
Ashes 2063: https://forum.zdoom.org/viewtopic.php?f=19&t=47573#p807968
DoomRPG Brightmaps: https://forum.zdoom.org/viewtopic.php?f=19&t=33292
HQ Doom Sounds: http://www.perkristian.net/sounds/pk_doom_sfx.zip
PSX/N64 HQ Sounds: https://forum.zdoom.org/viewtopic.php?f=46&t=52877
Alt Sounds: https://www.moddb.com/addons/doom-alt-sound-project
DarkDoomZ: https://forum.zdoom.org/viewtopic.php?f=43&t=57247
AI Director: https://forum.zdoom.org/viewtopic.php?f=43&t=62335
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