A GZDoom MOD using Kontra Kommando's Aliens: Trilolgy/Ultimate Doom mod as it's base. 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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

If all goes well, this will be the final update for Aliens: Eradication. Thanks to everyone who has played the mod and a special thanks to those who provided feedback and suggestions. If I did not include anyone's ideas, it was because I either could not implement them or I chose not to include them for creative/technical reasons. This update fixes many issues that plagued me from early on in development.

ALIENS ERADICATION TC 2.0


Here's what is new in version 2.0:


1. Reworked the texture patches to provide more variety when used with wads containing vanilla textures.

2. Player now has proper "pain" and "fall" sounds specific to their class.

3. Loot boxes no longer damage players when broken open while standing immediately next to them.

4. Exploding barrels no longer launch "nails" or shrapnel as they would hit and damage the player from great distances.

5. Changed the hud color effect for the speed burst/adrenaline to a soft blue as the original color used was too similar to the rad suit color.

6. Most Aliens will now climb out of deep pits. No more cheesing them... they will scale walls to get to you!

7. The Combat Synthetic class can remain under water indefinitely as it does not breathe.

8. The Combat Synthetic class is impervious or, at least resistant, to most damaging floors due to it's non-organic nature.

9. Humans, in particular freed colonists, no longer get stuck on top of barrels and other decorations.

10. Strobe lights above lifts no longer drop to the floor when the lift is activated. This can still happen under rare circumstances that involve crushers and certain moving sector actions.

The following fixes are specific to the included Eradication mapset:


1. Fixed a bug that prevented some enemies from activating in the final map for the Colonist class.

2. Timers used in map 2 for the Combat Synthetic class are now displayed properly with all digits included.

3. Cleaned up some unneeded lines for the AutoMap.

Kills Alone contributed to this mod with playtesting and feedback. He features the mod on his YouTube channel and provides some fantastic content. Check out this video playing the mod with the beautiful map Diabolus Ex.

Screenshot Doom 20210930 223826

Screenshot Doom 20210103 224955 2

Screenshot Doom 20201231 131157

Screenshot Doom 20210926 004024

ALIENS: ERADICATION TC (NEW UPDATE)

ALIENS: ERADICATION TC (NEW UPDATE)

News 12 comments

The newest build of ALIENS: ERADICATION TC with many improvements and additions. After testing and tweaking the Eradication mapset, my attention turned...

ALIENS: ERADICATION TC

ALIENS: ERADICATION TC

News 2 comments

Play as 4 different classes, each with it's own story, starting inventory, gameplay, item/monster placement and more! Play the included map set or play...

DOOM Eternal Receiving 6.66 Update; 5 DOOM Mods Where The Only Thing They Fear Is You

DOOM Eternal Receiving 6.66 Update; 5 DOOM Mods Where The Only Thing They Fear Is You

Feature 2 comments

DOOM Eternal is soon receiving the long-awaited 6.66 patch. If you’re in the mood for some extra demon and/or monster killing, here’s five great mods...

Add file RSS Files
ALIENS ERADICATION TC 2.0

ALIENS ERADICATION TC 2.0

Full Version 11 comments

The newest and final build of ALIENS: ERADICATION TC with many improvements, fixes and additions.

ALIENS ERADICATION TC (NEW UPDATE)

ALIENS ERADICATION TC (NEW UPDATE)

Full Version 40 comments

The newest build of ALIENS: ERADICATION TC with many improvements and additions.

ALIENS: ERADICATION TC

ALIENS: ERADICATION TC

Full Version 36 comments

The definitive, final version of ALIENS: ERADICATION. Play as four unique classes against the power of the Xenomorphs, all while battling with Weyland/Yutani...

Comments  (0 - 10 of 20)
Typharius
Typharius

One of the very best mods ever made, bravo!

I played as colonist first on hordes of aliens difficulty, I got so absorbed into the atmosphere and scared to death so many times I legitimately had weird dreams about xenomorphs lol. The game is so tense, and the sound, light, and level design so immersive that it really gets in your head.

Not many games I've played in my lifetime have had that affect on me, this enters an elite few like Silent Hill 1 and 2 for atmosphere imo.

Reply Good karma Bad karma+1 vote
P2l
P2l

Great mod awesome doom 3 like atmosphere just a problem i cant really seem to toggle the flashlight

Reply Good karma Bad karma+1 vote
TRUDADDY
TRUDADDY

Best TC I have ever played. The atmosphere is perfect. Amazing work!

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

Full disclosure: I am using the linux version of GZDoom, so I do not know for sure if this will work in Windows.

Hi, I found an easy solution to the flashlight not working in 64bit GZdoom. Using a file extractor, in my case Engrampa though 7zip should work, I opened ALIENS_ERADICATION_TC.pk3 found the file FLASHLIGHT.ACS and renamed it so that everything is in lowercase. Now the flashlight works as it should. I hope this helps everyone else, and remember:
"they mostly come at night, mostly."

Reply Good karma Bad karma+1 vote
DeriseMitchell
DeriseMitchell

Are we allowed to make custom maps with this TC?

Reply Good karma Bad karma+3 votes
Kontra_Kommando
Kontra_Kommando

I have been replaying this in VR, on the Oculus Quest 2. I highly recommend that fans of the mod try it out!

Reply Good karma Bad karma+3 votes
twelvenipon
twelvenipon

in map 5 with mercanery class most friendly guardsmen get stuck in barrels with head in ceilling, cuz they use max step height this allways happen when they step on something but ceilling is low

satchel when land on crates dont explode and loop forever

Reply Good karma Bad karma+1 vote
hambone47
hambone47

Love this mod, but I found something weird that in the last update the colonist when it gets hurts doesn´t make any sound and for the others is a different voice. Is a bug or maybe something I need to change?

Reply Good karma Bad karma+1 vote
pureevil29
pureevil29

Does this mod supports multiplayer coop?

Reply Good karma Bad karma+6 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.