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 Report ALIENSERADICATIONdemo3
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ALIENSERADICATIONdemo3.zip
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Payload4367
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682 (25 today)
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d1efb9b2a851288558d0ce60b283594f
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(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)

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ALIENSERADICATIONdemo3
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spammenon
spammenon

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.

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Payload4367 Author
Payload4367

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.

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spammenon
spammenon

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.

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Payload4367 Author
Payload4367

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!

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spammenon
spammenon

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.

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Payload4367 Author
Payload4367

I just so happen to be working on the motion sensor display now. Great minds thinks alike. haha

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spammenon
spammenon

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

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spammenon
spammenon

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!

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