(DEMOv3 RELEASE) ALIENS: ERADICATION
A GZDoom/Doom2 mapset using Kontra Kommando's Aliens: Trilolgy/Ultimate Doom mod.
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: DOOM2
TESTED WITH: GZDOOM 3.7.2, GZDOOM 4.2.1
SINGLE PLAYER (adding multiplayer at a later time)
(DEMOv3 RELEASE) ALIENS: ERADICATION
A GZDoom/Doom2 mapset using Kontra Kommando's Aliens: Trilolgy/Ultimate Doom mod.
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: DOOM2
TESTED WITH: GZDOOM 3.7.2, GZDOOM 4.2.1
SINGLE PLAYER (adding multiplayer at a later time)
THE STORY:
AN UNLIKELY ALLIANCE ON LV426. THE COLONISTS; STRUGGLING WITH THE CONSEQUENCES OF A CONTAINMENT BREACH. THE MERCENARIES; CHOOSING THE ABSOLUTE WORST TIME TO RAID THE NEW COLONY IN AN ATTEMPT TO CAPITALIZE ON THE RESEARCH BEING DONE THERE.
XENO GENETICS IS BIG BUSINESS THOUGH, AND WEYLAND/YUTANI WILL NOT LET THEIR INVESTMENTS BE STOLEN OR DESTROYED. A RESPONSE TEAM IS ON ROUTE TO LV426 WITH INSTRUCTIONS TO ELIMINATE ANY WITNESSES AT THE SITE AND SECURE ANY SYNTHETIC COMBAT UNITS ENCOUNTERED FOR THEIR CAM FOOTAGE AND DATA RECORDERS. THE COLONY IS IN A STATE OF CHAOS AND COMBAT. HOPEFULLY THE SYNTHETICS WILL CLEAR MOST ALIENS BEFORE THE TEAM ARRIVES.
HOW TO PLAY:
-Unzip the folder and run both files (pk3 and wad) with the pk3 first and the wad second.
-THE PK3 FILE ACTS AS A TOTAL CONVERSION FOR OTHER DOOM WADS.
-The ERADICATION wad must be played with the included pk3 file.
HOW IS THIS DIFFERENT FROM OTHER ALIENS THEMED DOOM PROJECTS?
-No random enemy spawners. Enemies are placed in a setpiece fashion allowing the player to develop better strategies over time.
-Play as 4 different classes, each with it's own story, starting inventory, gameplay, item/monster placement and more! (press F1 in-game for more info)
MANY WAYS TO PLAY:
All difficulty settings are implemented as well as each class presenting it's own unique difficulty.
The easiest setting ("A FEW ALIENS") is more about tension, atmosphere and one on one encounters. The hardest ("HORDES OF ALIENS")
puts you in a near impossible setting. "GAME OVER, MAN" is the Nightmare setting (not recommended:).
WHAT IS NEW IN DEMO 3:
-Map 2
-New flashlight added for compatibility concerns with newer GZDoom builds.
-Brightmaps added to select textures and sprites.
-Mercenary and Yutani-operative enemies fire grenades as a secondary fire.
-Yutani-operative enemies can use a flamethrower in close proximity.
-Yutani-operative enemies can lauch a combat drone, usually as a last resort upon death.
Fixes from Demo 2:
-Hud scaling is fixed for all resolutions.
-Hatched eggs no longer count towards the total monster count.
-Flares no longer pass through unbroken vents and no longer break windows.
-Aliens behaviour is slightly more aggressive.
-Smart gun locked behaviour improved.
-The COLONIST has access to the colony's electrical and fuel systems creating opportunities to set fire and electrocution traps.
-The MERCENARY must fight colonist, conducting a raid to steal valuable research and material related to the xenomorphs (who have gotten out, of course).
-The YUTANI OPERATIVE must fight mercenaries, colonist, and xenos in a sweeping "Kill Them All, Leave No Witnesses" mission.
-The COMBAT SYNTHETIC must find repair/replacement stations located through out the colony to heal and cannot use the standard (human) health kits.
-Also has a data base of schematics for the colony compound, providing it with the full automap on start up.
TESTING:
This is still a work in progress so any and all participation/feedback is welcomed (find me on MODdB or Doomworld Forums as Payload4367).
I recommend playing on the "LOTS OF ALIENS" difficulty setting until you are familiar with the monster/weapon mechanics.
CREDITS:
-Kontra Kommando: creator of the Aliens Trilogy/Ultimate Doom series of mods.
-Realm667: various sprites and effects.
-elend: Halogen lamps and radio antenae.
-Afterglow.com: AvP2 textures.
*see in-game screen for additional credits.
Excellent work!
Did a few playthroughs with the merc and now gonna try the other classes.
My opinion so far:
I think the flashlight settings need a bit of tweaking. I don't know if the default settings were set by the mod, but I used intensity:235, inner angle:15, outer angle:20, location:center and thought it was a lot better.
Hate to say it, but I'm not a fan of the ambush music. Thought it was quite dance-y, if that makes sense. If I come across something more suitable imo I'll post it as a reply here. Something more tense, ambient, and less beat-oriented hopefully.
NPC allies should space themselves out a bit and avoid obvious dangerous traps like the electric ones. Maybe even try and run away if other allies aren't around when they're attacked or something.
Hope I don't sound like I'm just complaining. There are many things done absolutely right that I'd rather people see for themselves than give it away here.
All the best!
P.S. The orchestral hit when vents break open occurs even if the player does it rather than just enemies. I think only xenos should make that sound.
Thanks for the feedback. All suggestions will be seriously considered.
Send along any music choices you can and I will give them a listen.
The next update will include the ability to "order" the NPCs to either stand-in-place or follow you by pressing the "use" key on them. Keep in mind, they are traumatized and frantic, which explains their erratic pathfinding and inability to take care of themselves at times.
Thanks again for playing and commenting.
I appreciate you being open minded about this.
Obviously the Aliens OST would be ideal, but I suppose that can't be used right? I'll try looking for royalty free music in that case.
This about fits the mood I reckon: Fesliyanstudios.com
I'll look for other tracks meanwhile
Looking forward to the update! I once saw the NPCs gang up on a couple of aliens, which was quite funny to watch. :D Would be cool to see them try and run away more often since they are indeed panicked.
Got to admit, I really like that track you linked to. Gonna try it out in-game. Send along anything you come across that I can use. Thanks!
Glad you like it!
It seems to me, that track in particular has 3 distinct sections with increasing intensity (0:04-1:05, 1:05-1:50, 1:50-2:50) which I think could be used appropriately for different variations/intensities of ambushes.
I will defnitely try and find more music like it.
BTW, would it be possible for the motion sensor to display only a half circle to show what's in front of the player? That's how it is in all the Aliens games I've seen so far.
I just so happen to be working on the motion sensor display now. Great minds thinks alike. haha
Hell yeah haha.
Just saw the blog post! Played a bit of Alien Trilogy because of it (hadn't played it before) and realized the music you used earlier is from there.
If it's okay to use music from the official games, please consider using the AvP (2000)/AvP2 games' music! Plenty of great stuff to be found there, appropriate for a variety of situations e.g. Youtube.com as ambush music. Using multiple tracks from those games would definitely add to the overall cohesion and consistency.
Happy Halloween BTW. :D
Hey Paul, got a few more suggestions. :D
I think it would be cool if the sentry guns indicated when they were low on ammo in some way. Perhaps with a low-volume version of this sound: Youtu.be
Being able to pick up turrets that are already placed to reposition/retract them would be very useful as well. It should take the player some time to do so or it could be abused. I don't know how viable it would be to implement but it would be nice to see.
The Smart gun's auto mode could be more useful. Maybe auto aim/hitscan within the brackets around the crosshair, at the cost of using more ammo or something of that sort.
Cheers!
Holy Bishop! I did not **** my pants since Dead Space 1. This mod just made me do that again :D
Fun experience thus far. The unique characters to pick from does help with replayability.
Looking forward to future updates, good work!
Looks good. are you also the creator of the mod Alien Colonial Marines? looks pretty much the same as that mod.
No, that is a different person and separate project. Thanks for the compliment though:)
I loved it a lot. My favorite class was the Merc.
This maybe a long shot but in the future, would you consider doing the Derelict?
I certainly will for another map set down the road. Thanks for playing. Should have the final release candidate out in a week or so.
barely played really, but i can feel a lot of effort went in this and it's a wonderful overhaul. thanks so much and its really something special!
This is great, I love it. Is there supposed to be atmospheric sounds outside, such as wind? All I'm getting is silence (other than the motion tracker).
Turn your music up in the options. Its where all the ambience is with minimal music cutting in at key moments. Sorry for the late reply. thanks for playing!