This GZDoom mod totally converts Doom, Doom II, and Final Doom into a full-fledged Aliens game. You must face Weyland-Yutani androids, predators, and xenomorphs a celestial battle for survival.

Add file ALIENS: ERADICATION
Filename
ALIENSERADICATIONRC1RELEASE.zip
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Full Version
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Payload4367
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174.23mb (182,694,592 bytes)
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2,501 (27 today)
MD5 Hash
98816c841a6ca27ef39d4ff1f9be7734
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Description

I am excited to announce the release of Aliens: Eradication (RC1), an 8 map action/survival game, designed for use with Kontra Kommando's Aliens Trilogy (Payload edition) mod on GZDoom. MOD and MAPSET included in zip.

Preview
ALIENS: ERADICATION
Comments
myDOOMmakemeQUAKE
myDOOMmakemeQUAKE

YEAH YEAH YEAH YEAAAAAAAAH! Now we can say THE BEST GAME OF ALIENS IS ALIVEEE.

For real I tested all the progress of the demo versions but, today I'm so happy to download this. Is a 2020 Cacoward, I tell you DOOMGUY, just try it! Alien IS THE ATMOSPHERE but just play the games...all are disapointing because gameplay unpolished things but here have the loyal 90's frantic action. DOOM IS THE ENGINE. What can go wrong?

¡¡¡ Congratulations KONTRA_KOMMANDO & PAYLOAD4367 !!!

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Payload4367 Author
Payload4367

Thank you for your continued support and interest! \m/ \m/

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xaker_1235
xaker_1235

YAY! finally the full version!
Thank you for your work!

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BaggyG
BaggyG

Awesome. I just tried this out in VR with QuestZDoom and a peed a little bit.

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Payload4367 Author
Payload4367

Ha! Hilarious! Thanks for checking it out.

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BaggyG
BaggyG

We've noticed that the tracers are off in VR. We think this is due to lines such as:

PULS B 1 Bright A_FireProjectile ("HeavyTracer", random(-1, 1), 1, 5, -5, 0, random(-1, -2))

which is positioning it quite far in front of the gun.

Would we be allowed to distribute a "fixed VR" version if we can correct it with appropriate crediting?

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Guest
Guest

This is great, but I'm not using a controller and I don't see a way to remap my keys to the standard WSAD format. How do I do this?

EDIT: I found it. Please disregard. Fantastic mod! Great work!

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Payload4367 Author
Payload4367

Absolutely. I'll take a look at it for future releases, but that may be a few weeks or more, so do what you need to do. Thanks.

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DOOMMARINE117
DOOMMARINE117

cool. i have downloaded it. i was going to download the previos ones.. i wasn't sure which one. is this the full complete version this time?

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Payload4367 Author
Payload4367

Yes, this is the complete version. I'll release a final one after some fine tuning and/or fixing any bugs.

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DOOMMARINE117
DOOMMARINE117

cool.

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xaker_1235
xaker_1235

I just went
passed the company for a mercenary, and I must say that it was very cool and I liked it, but the last battle
was very difficult, namely the predators, they appear too often and there are a lot of them and,and given that I played at the maximum difficulty level, I had to kill them with a pistol ..

(Sorry my english)

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Payload4367 Author
Payload4367

Thanks for the feedback and for playing. I have noticed the need for more ammo on the highest setting, while testing more. The Predator spawns do need to be spaced out a bit more, especially on the highest setting. I'll add that to the fixes in the final release.

Thanks and have a great day!

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xaker_1235
xaker_1235

I also noticed that the gun is quite powerful, it can kill a xenomorph with 5-7 shots, I also noticed that the colonists quickly kill xeno and they also shoot pistols very quickly and very accurately.also NPCs of mercenaries for some reason shoot from shotguns, although it seems like they should from
Rifle

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Payload4367 Author
Payload4367

There are 2 variants of the Mercenary. A pulse rifle and a shotgun version. I didn't have the patience to create all new sprites for the shotgun version so they use the same sprite. I might add them later if I get in the mood to push pixels again. I will explore the pistol strengths further. Thanks for commenting.

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Deadza
Deadza

this is really great! however i noticed some odd things. like the Merc pistol doing 7 damage compared to every other class dealing only 2. I went into Slade and changed it back to 2 because 7 was crazy good ha. Pulse Rifle damage and Shotgun damage were woefully low so I bumped them a bit for my personal taste. anyway great job and thank you so much to everyone for the great mods that keep Doom expanding as a game and honestly, a whole platform

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Richie7777
Richie7777

Gotta say I think this is a really cool mod. Even just playing regular Doom maps with the Alien Trilogy tc portion is really fun. You've done a great job here.

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ZikShadow
ZikShadow

I have several thoughts regarding this mod:

1. M41A firing sound is weird. It sounds like a bunch of short burst sounds stitched together, rather poorly too with all the pauses and stops. At the very least you could put the bursts closer together so it sounds like proper full auto.

2. Unlimited ammo pistol in a horror mod? The pistol itself is a versatile weapon with hitscan speed, good stopping power, lightning quick reload, and a generous 12 round mag (if you're playing as the Colonist). It's possible to beat most of the Colonist's campaign using nothing but the pistol, not counting the landing pad assault. Might I suggest giving the pistol limited ammo? Maybe have them randomly drop from crates and dead AI colonists if going through all the maps isn't feasible? You could also equalize all the classes' pistol damages so every mag found would count.

3. The M41A grenade frames have you do a mag reload instead of the grenade launcher pump. Would be nice to have the grenade launcher be something you need to reload too on top of the normal mag.

4. The shotgun reload frames just has you swinging the shotgun side to side instead of making a motion to properly reload.

5. HUD has no air indicator and keys list. Makes the underwater section in map06 unnecessarily difficult since you can't tell if you're drowning. Irritating too needing to swap between fullscreen HUD and statusbar just to see your keys.

6. The satchel charge still uses Doomguy hands, the difference from the Alien Trilogy hands is rather obvious.

7. I feel like the tracers shot from firearms and enemy gunmen are generally slow. Feels more like I'm playing a bullethell game than I do survival horror.

8. Personal opinion, but I don't like how arcade-y the motion detector is. It tells you which thing detected is which, it tells you if there's an enemy nearby with the red overlay, and it tells you if there's a facehugger nearby. It's also not a true motion detector, more a glorified enemy radar. It doesn't detect doors opening, props moving, gibs flying, shrapnel or grenades thrown. I realize that these are probably not something that's easily done without doing a bunch of overhauls, but it'd be nice if I could atleast disable the silly gameyfied bits and bops.

9. Another personal opinion, but it'd be nice if there's a way to not pickup things automatically as you run through them, maybe a Use to Pickup thing? I often run around a lot in order to dodge xenos or hostile gunmen, and would run constantly into pickups I'd rather save for later than use now when I don't need it.

10. A melee weapon that you don't have to look the entire map for to even use would be nice.

11. You can't open vent grates unless you're using the powerloader, either that or throw an ACTIVE grenade/satchel through. Not even exploding near them, you have to throw one that's ready to explode THROUGH. This is beyond irritating as EVERY enemy on the roster can just go through vent covers like it's nothing, and I'd get softlocked every now and then because the only way forward is through a vent and I can't open it 'cause I don't have the necessary equipment (map5 comes to mind). A melee weapon that's both useful as an emergency weapon and to break open the grates would be a godsend.

12. On that note, would it be possible to turn the powerloader into more of a vehicle than a chainsaw reskin? It's silly that you can just holster a 3 ton forklift twice your size.

13. The flamethrower is rather disappointing. It doesn't go through enemies, it doesn't set them on fire, and it doesn't even do all that much great of a damage. It's a rather poor flamethrower, I'd say.

14. It's strange that the M41A is the only weapon that has ironsights. The ironsight sprite itself doesn't look good, not even fitting to the actual weapon it represents, and also lifeless as it doesn't even emit muzzleflashes when you shoot through it.

15. Map07, Yutani Operative. Approaching the northern blue key door has enemies teleport directly behind you, IN PLAIN SIGHT. Like I could see them pop up out of nowhere.

16. The satchel charge is an odd anomaly. I feel like it'd serve better as a demolitions/traps weapon than "Grenade 2.0", especially since we have the M41A for that. The altfire fuse is also extremely poor, only activating once it hits the floor and barely giving you enough time to run once it activates. If the trap weapon idea doesn't come through, atleast it'd be great if the altfire fuse activates immediately upon being thrown and not only set after 1 second.

There's probably more that comes to mind, but I've yet to finish the mod, only getting through the later half of Yutani Operative's campaign. I'll post any other things I find odd as I finish the mod. Other than these irritations, the mod is really great. Love the atmosphere and architecture. Some small texture misalignments and typos occasionally, but it's nothing to fret much about.

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