Description

The definitive, final version of ALIENS: ERADICATION. Play as four unique classes against the power of the Xenomorphs, all while battling with Weyland/Yutani Company forces, opportunistic mercenaries, and malfunctioning combat droids. Play with Doom or Doom 2 wads and pwads or try the included mapset for the ultimate in terror.

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ALIENS: ERADICATION TC
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eviltechno
eviltechno - - 502 comments

It's finally here!

Thanks a lot. Going to play it :)


Edit:

Wow I really appreaciate your work. The sounds especially the feedback from the shotgun is really a big improvement over older alien mods. BUT why you send 500 xenomorps at the player in the first map (with basically no arsenal). Secret shotgun and turrets are usefull, but this seems ridiculous.

Anyway I'm sure I just don't know how to play it. At first run, this seems like a jokewad (in doom slaughtermaps you have ammo at least ;)) No offence

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Payload4367 Author
Payload4367 - - 97 comments

Bump the difficulty settings down if you have to. If playing as the Colonist, then yes, it will be an uphill battle. Thanks!

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eviltechno
eviltechno - - 502 comments

Gave it another go on mercenary class and lowest skill. Still way too hard (honestly I even gave up before I hit the point in the first map where a few hunderet enemies ran at me the last time)

That was the alien campaign. Yesterday I played the first 3 doom2 maps on middle skill and it was hard, but not impossible like the first map of the alien campaign. I also seen one youtube vid uploaded and that guy also ended up using cheats to play the campaign. Maybe you should rebalance at least the lower skills. Would be a shame otherwise. It's a really good TC

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Payload4367 Author
Payload4367 - - 97 comments

You can do it! I believe in you. hehe. Seriously though, the approach can't be run and gun. You'll need to use tactics and all your equipment to survive. Always use your turrets. For the colonist, take your time and explore, find more colonists to help fight and use facility turrets and fire/electrical traps to help thin the xenos out. The Yutani Operative has drones and the Synth starts with the smartgun. There is a learning curve but if you take the time to learn the weapons and enemy behaviors, it gets much easier. I really appreciate the feedback. Thanks!

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eviltechno
eviltechno - - 502 comments

Sure thing. But if you want a challenge you should be able to choose. This feel forced as dropping difficulty (by 2 notches) doesn't really do anything. Wasn't this to bring back alien trilogy gameplay in the first place? I played this back then with a psx controller without analog sticks. Now I can't even play this recreation with controls that I'm used to. The facehuggers are just so damn fast. The 2 or 3 turrets help a lot but they run out of ammo after a few minutes.

Btw, is it intentionally that when the alien trilogy music starts, it only lasts for about 10 seconds and then stops again, or is it a bug?

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Payload4367 Author
Payload4367 - - 97 comments

It was never really a Trilogy remake. Just used some of the assets. I'll have to check out the music that is cutting out. I'm sorry you're not enjoying it too much, but ultimately, this is a labor of love for me and I made the game I would like to play. If others like it too, then that's a bonus. Thanks again.

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eviltechno
eviltechno - - 502 comments

All good, just want to avoid using cheats by any means.

Thanks for the mod.

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LocustQ
LocustQ - - 488 comments

gg mates

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Guest
Guest - - 691,596 comments

I had not realized that there was a final update until I saw the video on your yt channel. New things look great, I'll try it more calmly these days. I wonder if we will be able to enjoy this in multiplayer in the future.

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Payload4367 Author
Payload4367 - - 97 comments

Definitely will be working on a version for Zandronum after a short break. Still have some kinks to work out. I would like for co-op to work where each player must choose one of the four classes and then that class is no longer available. This would result in someone having to play as the colonist...haha. I think it would create an interesting dynamic. Maybe give the colonist a healing ability or something to offset his weaknesses. Don't know if it's doable just yet, though. Thanks!

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Chinolox
Chinolox - - 1 comments

Using different classes sounds good but it would be weird to see the different classes collaborating and the campaign of each one is different, would a separate campaign be created for the multiplayer?

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Payload4367 Author
Payload4367 - - 97 comments

Most likely. The campaign map set as it stands wouldn't work. Too many class specific scripting going on. I'd be happy to get multiplayer working for the iwads and custom pwads first.

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

excellent work, it's a perfect recreation, better than the original Alien games. Thank you, I love it! 15/10

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Guest
Guest - - 691,596 comments

Hi Payload4367,

It is an awesome game forever!

One thing would like to ask for your help. I have chosen the Synth to starts the game, when I turn on the auto-aim mode with the smartgun, I found that the color of smartgun crosshair is very dim, May you know what setting should I fine tune? Thanks.

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Payload4367 Author
Payload4367 - - 97 comments

Thanks! Unfortunately, there is no setting to change this. I will be making some final fixes after I get more feedback/bug reports. I agree, I made it too transparent and will brighten it up just a tad.

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Wesp5
Wesp5 - - 4,593 comments

Cool mod! But can I ask where the red keycard is on the first map? I don't want to leave without it...

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Payload4367 Author
Payload4367 - - 97 comments

Watch this walkthrough starting at 10:30.

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Wesp5
Wesp5 - - 4,593 comments

Ah, so the keycard is hidden in a secret area. I wasn't expecting that! Also I don't seem to have a knife, did I miss this as a colonist? I really would like stop wasting ammo on boxes...

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Payload4367 Author
Payload4367 - - 97 comments

The colonist is the only one that starts with no knife. It can be found in each map and also will rarely show up in box. Look in the vents close to where the 1st red key door is. The red key will also randomly, but rarely, spawn when a colonist (friendly or not) is killed.

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Wesp5
Wesp5 - - 4,593 comments

Okay, but if you ever think about updating the mod, please give a knife to the colonist too. He is the weakest class already and has to waste ammo on boxes, this isn't fair ;)!

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Guest
Guest - - 691,596 comments

I just have to ask if you even tried to balance the ending of the game?! No, I am not talking about the Queen, I'm talking about the landing pad afterwards being so ridiculously hard due to hit scan weaponry from the enemy that will punish you for even looking in their direction. A serious buzzkill after a hard fought and earned battle.

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Payload4367 Author
Payload4367 - - 97 comments

There are a series of switches on either side of the landing pad. I won't tell you what they do, but they will help you thin out the hordes a little. Go into the fight with as many auto turrets and explosives as possible. Place the turrets on nearby crates and use duck and cover tactics to unload on the enemies with explosives. This is all for the colonist. Each class has a different ending fight. Thanks for checking it out and I'm sorry you were frustrated, but it can be beaten.

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

it seems certain weapons are not there? smartgun traser an heavy gun traser an etc appears to have an error of showign on map for doom 2 of eradicationmapset.

also, the map glitches of not staying put. they don't appear to be functioning properly.

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Payload4367 Author
Payload4367 - - 97 comments

What version of GZDoom are you using and what order are you loading the files? You should load the pk3 file first, then the wad file. You don't need the eradicationmapset.wad if you are playing with other iwads/pwads. Just the pk3 file. Let me know if this helps.

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

oh i don't need it? i been playing with it for doom 2.

so far doom 2 is the only file i use with mapset. so the correct order would be -file alientrilogy.pk3 an then -iwad file? not -iwad DOOM.Wad then -file alientrilogy.pk3?

the order for doom2.wad is: -iwad doom2.wad -file eradicationmapset.wad an then alientrilogytc.pk3. thats what i have?
im using 4.5 since thats a newest build an the stable one.

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mastersoto3
mastersoto3 - - 102 comments

Absolutely devastating work, this is better than literally every other Aliens mod/TC or 90's Aliens shooter by Fox out there. The definitive Aliens game. Well done!

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Payload4367 Author
Payload4367 - - 97 comments

Thank you very much. Glad you enjoyed it. It was a lot of fun to make.

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Fulkrum25
Fulkrum25 - - 23 comments

Been following this project for a while now. I can't begin to express how much I love this and how thankful I am. Easy choice for mod of the year for me.

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Payload4367 Author
Payload4367 - - 97 comments

Thank you very much. I have a last update coming out soon. Fixes any remaining bugs, adds a second fire mode for the shotgun, more brightmaps, more balancing for the mod when playing with iwads/pwads, etc. Pretty much just putting the final touches on the whole thing. Have a great day and thanks again.

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

will there be an update to fix the messages? cause they blend when clicking on the monitor.

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Payload4367 Author
Payload4367 - - 97 comments

Yes. I was hoping to be finished by now, but I keep finding more to do. Which messages are you having problems with? What class are you playing and what map are you on. There's a lot of them and they are different for each class. I'll try to fix them if you can help me identify which ones are overlapping. Thanks.

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

so it seems it looks its on all of them. all the classes. so im guessing some script issues. also. is there suppose to be showing rain? the effects or is ti just spunds of rain?

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Payload4367 Author
Payload4367 - - 97 comments

I'll look into it. I thought most of the text events were spaced out enough to prevent this put I suppose if you quickly run from one text event to the next some could overlap. There should be a very subtle rain graphic along with the sound. I thought it was too distracting and looked kinda bad when it was more visable. I might find some time to improve it. Thanks.

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

your welcome anytime. i made sure to test it out properly. yeah seems the text is misplaced somehow. im not sure if its something to do with the resoultion settings. but im sure that can be fixed i think.

are there secret levels by any chance or just several levels/

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DOOMMARINE117
DOOMMARINE117 - - 554 comments

it seems to be there is 3 mercenaries to kill that are missing. hen you play as the operative.

unelss i missed a spot.

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Guest
Guest - - 691,596 comments

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