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.
ALIENS: ERADICATION TC and included MAPSET
A GZDoom/Doom2 mapset using Kontra Kommando's Aliens: Trilolgy/Ultimate Doom mod as a foundation.
The Aliens have risen again on planetoid LV426 at Weyland/Yutani corporation's best kept secret...A second colony! They still want the creature for research.
IWAD: DOOM OR DOOM2 (!!!MUST USE DOOM2 FOR THE ERADICATION MAPSET!!!)
TESTED WITH: GZDOOM 3.7.2, GZDOOM 4.4.1, GZDOOM 4.4.2
SINGLE PLAYER (adding multiplayer at a later time)
HOW TO PLAY: !!!PK3 FIRST and the IWAD/PWAD SECOND!!!
-Unzip the folder and run both files (pk3 and wad/pwad) with the PK3 FIRST and the IWAD/PWAD SECOND.
-THE PK3 FILE ACTS AS A TOTAL CONVERSION FOR OTHER DOOM/DOOM2 WADS/PWADS.
-The ERADICATION MAPSET wad must be played with the included pk3 file using the DOOM2 IWAD.
Changes for FINAL RELEASE (Graphics, weapon, alt fires, etc.)
Improvements, fixes and additions based on feedback from the modding community (See below).
-Added IRON SIGHTS to pistol.
-Player movement is slowed when using iron sights.
-The FRIENDLY COLONIST now shows up in IWADS/PWADS as a cocooned human. You can rescue him with the "use key" or leave him to his fate.
Once released, he can be ordered to follow or stand ground.
-More xeno CEILING BEHAVIOR. Previously, the standard ceiling Xenos would not jump back up to the ceiling after dropping the initial time.
They do now...randomly jumping back and forth between ceiling and floor.
-Red border on MOTION TRACKER only appears when a facehugger is within range.
-More sprite work (improved iron site on Pulse Rifle, Pistol iron sights, etc)
-Fixed dynamic rotating emergency lights. They previously stopped working for some reason.
-Keys represented on HUD when found. (forgot this from last update log)
-Fixed smartgun tracer when playing with IWADS/PWADS. (was slightly bugged before)
-More BRIGHTMAPS. Lots more...
-More clutterspawn items.
-Fixed BFALL1 and SFALL1 textures with appropriate dripping slime/acid.
-Fixed some texture patches and alignments.
Changes from RC1 to RC2 (Graphics, weapon, alt fires, etc.)
Improvements, fixes and additions based on feedback from the modding community (See below).
-Alien BLOOD/ACID COLOR is a dull yellowish/green instead of neon green which is used for the Predator.
-MOTION TRACKER signals are no longer color coded for individual actors and are now represented by simple white dots. Facehugger warning has been removed.
-MOTION TRACKER audio is closer to the movie audio.
-Under water counter for remaining oxygen added to hud.
-FLAMETHROWER prevented from firing under water.
-Various sound improvements.
-KNIFE added to starting weapons (except the Colonist, who must find it).
-PISTOL no longer has infinite ammo.
-PISTOL can be switched from FULL AUTO to SEMI AUTO for Yutani-Operative and Synthetic classes.
-FLAMETHROWER fire rips through multiple enemies.
-FLAMETHROWER has alternate fire which tosses a fuel canister that can be detonated when shot. It can be picked up again and the fuel added back to your inventory.
-SHOTGUN now has proper frames when reloading.
-Player dismounts the POWERLOADER when changing weapons. You can get back in it.
-Player's view height raises when using the POWERLOADER.
-FLARES can be thrown at any angle with mouse look and leave behind a burnt out flare when expired.
-Various sprite improvements.
-TRACER FIRE speed increased for all weapons.
-Map 7 now has a timer until exit lift arrives for the Yutani Class.
-Various other map fixes.
Extra Credits for RC2: Zikshadow - Added combat knife
- Added under water counter
- Sprite fixes (shotgun, satchel charge, pulse rifle, iron sites, Bonus med kit, motion tracker, and more)
- Decorate (flamethrower, pulse rifle, power loader, weapon tracers, motion tracker, and more)
- SNDINFO (modified footsteps)
- Playtesting.
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
Bump the difficulty settings down if you have to. If playing as the Colonist, then yes, it will be an uphill battle. Thanks!
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
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!
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?
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.
All good, just want to avoid using cheats by any means.
Thanks for the mod.
gg mates
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.
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!
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?
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.
excellent work, it's a perfect recreation, better than the original Alien games. Thank you, I love it! 15/10
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.
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.
Cool mod! But can I ask where the red keycard is on the first map? I don't want to leave without it...
Watch this walkthrough starting at 10:30.
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...
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.
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 ;)!
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.
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.
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.
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.
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.
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!
Thank you very much. Glad you enjoyed it. It was a lot of fun to make.
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.
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.
will there be an update to fix the messages? cause they blend when clicking on the monitor.
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.
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?
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.
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/
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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