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.

Post news RSS ALIENS: ERADICATION Release Version 1

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.

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ALIENS: ERADICATION


FEATURES:
1. Four unique player classes with there own stories, enemy encounters, item placement, side/bonus missions, and even some maps exclusive to the class you have chosen to play.
2. Weapons and enemies from the Aliens Trilogy PS1 game, the Aliens films and more.
3. Play the single player, 8 map campaign or load up the mod with your favorite iwad or pwad to give them the "Alien treatment". Works with most Doom and Doom2 wads (not tested with other mods).
4. Deploy auto turrets and drones (class specific) to set traps or create defensive choke points.
5. Take advantage of environmental hazards (fire and electricity) to help even the odds.


HOW TO PLAY/ TESTED WITH: GZDOOM and the DOOM 2 iwad.
Load the pk3 file before the wad file.
The Eradication map set (wad) must be loaded with the Alien Trilogy mod (pk3) included in the zip file.
Tested with: GZDOOM 3.7.2, GZDoom4.2.1.
Best played in "DARK" sector light mode in DISPLAY settings.
If pop up text is too small/big, set the hud scaling options to "adapt to screen size" in HUD options.

ALL DIFFICULTY SETTINGS AVAILABLE.

THE CLASSES:

The Colonist:
Evade hordes of aliens, saving as many fellow colonist as you can, along the way. Once found, they can be ordered to follow you or stand in place to guard an area. The colonist is vulnerable to the face huggers attack. If they get close, run (don't walk) and they will likely miss their initial attack. If they are allowed to linger at your feet they will insta-kill you.

The Mercenary:
Raid the colony as a space-faring pirate, intent on obtaining valuable research and materials from the site. The constant rumors about alien genetics and ground breaking weaponology have peaked your groups interest in the new colony on LV426. The Mercenary is vulnerable to the face huggers attack. If they get close, run (don't walk) and they will likely miss their initial attack. If they are allowed to linger at your feet they will insta-kill you.

The Yutani-Operative:
As a member of the Special Operations Force (a Japanese arm of the Weyland/Yutani corp) you are tasked with wiping the site clean. All human witnesses must be eliminated. Other members of your team will collect genetic samples and possibly live specimens of the known Xeno elements. Full body armor and a helmet protect the Operative from face huggers, but beware of their acid blood.

The Combat Synthetic:
You are a security asset for the colony, activated in emergency situations. The colony's systems are disabled when a band of mercs assault the site and, as a result, release the specimens in the labs. Now you must destroy all Xeno elements. Face huggers recognize that the Combat Synth is not "alive" and, therefore, will abort its attempt to impregnate it.

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Comments
Valherran
Valherran

Wow, this has come a long way. Great work!

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Payload4367 Author
Payload4367

Thank you. I put my heart into this for a couple years. Hope you enjoy playing it as much as I did making it!

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wampa-stompa
wampa-stompa

this is what we had all hoped the 1994 Aliens TC would be when we first played it :)

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DeathCold
DeathCold

(buried)

GZdoom. Yeah, right, another mod for me to skip.

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SPS-Barbarossa
SPS-Barbarossa

I'm a zandronum fan, but do yuorself a favor and play this because it's really good

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JohnnyTheWolf
JohnnyTheWolf

"Armour" is still spelt wrong - unless the Colonists and Weyland-Yutani are supposed to be British now - and I do not understand why you had to change the Motion Tracker sound; it is not the same as the one used in both Aliens and Alien Trilogy.

Also, why is the Colonial Marine not a playable class?

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Payload4367 Author
Payload4367

lol...maybe they are British. I'll fix that next update. I'll check out that tracker sound. I really had so much to do with everything else, I left it as it was in the mod originally. As for the Marine...eh...just a design choice. Hasn't the Colonial Marine been done to death? And the mercenary class is basically the same just a different name.

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SPS-Barbarossa
SPS-Barbarossa

Are you looking for feedback for the next release? I really enjoyed the mercenary playthrough I had and I'd like to share some feedback.

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Payload4367 Author
Payload4367

Absolutely. Much appreciated.

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SPS-Barbarossa
SPS-Barbarossa

In that case, I'm really loving the atmosphere that the mod has. Some great mapdesign and clever use of dynamic lighting really show this. Areas feel distinct and immersive.

Things like double ceilings with aliens dropping down and environmental hazards that can be used to defend oneself work very well. The pacing of enemy amount and weapons evolve well during a playthrough, so the game gives a challenge and also a change to "get some".

Some possible improvements that came to mind:
- Nice that there's a facehugger warning on the tracker, but maybe remove the red overlay on the tracker when xenos are nearby.
- The pistol has unlimited ammo, I understand that it now is a multitool for opening boxes. But I'd be nice to actually have to look for ammo for it too. This could also balance out the pistol's firerate of the colonist.
- The facehuggers under water can be annoying and take several retries to learn the egg locations.
- Maybe give the colonist more assymetrical ways to fight enemies, like some kind of a DIY mine.

I thought I had more to say, but I can't remember all the things. Anyway, it's a great experience that definitely deserves a cacaoward

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Payload4367 Author
Payload4367

Thanks a bunch. All good suggestions. Most of them have gone back and forth through out dev.
The facehuggers were too brutal at first, so I thought I need an extra layer of warning to let the player know..."deal with this first". You're not the first to mention it though, so I'm writing it down.

The pistol originally had limited ammo, and then I added the breakable crates. Let me know what you think after trying the Operative or Synth, which use machine pistols and burn through the ammo. Again, the idea is not set in stone.

I even tried some mines, but I wasn't satisfied with them so I ditched em. Might revisit it.

Pobably should add some auto saves. What you think?

Thanks for the excellent feedback. What difficulty are you playing on?

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Kyle_K_ski
Kyle_K_ski

.
Hope to play this later this week!

I wouldn't be too worried about there not being a Colonial Marines class. After all, there have been a TON of games and mods that have exclusively featured playing as a Marine. Hey, it's a BIG galaxy, and every potential xenomorph victim has his/her OWN story to tell.

Wouldn't it be interesting if you released a version of this with a SURVIVALIST mode? Have to dig out backup batteries from various computer systems, heating elements to keep one warm, environmental suits to go outside, find armories where ammo, weapons and gear would naturally be stashed?

Have randomized contact from other humans who are desperate to survive an alien attack, or having to fight against cyborgs, etc., and IF one can save them, they join you? Can give them crude orders, like "Guard there... FOLLOW me...etc. ..."

Other humans have a PSYCHOLOGICAL STATE. They can only take so much suffering before they LOSE THEIR MINDS. Might start shooting wildly and randomly at shadows! Maybe even attack you (they'd emote some kind of tell before doing so), etc. One would have to CARE for their fellow man. Check in on them, tell them that "we'll find a way..." etc.

Desperately search every human corpse for more ammo, hopefully a weapon, a key, food, having fresh water, but then it becomes contaminated from xenomorph blood, and/or battle damage causes the water supply to leak, etc. ...?

The ability to create caches, and the stuff that one carries can be DAMAGED if an alien does enough damage to a person?

THAT would be fun.

It would take absolute desperation and make it absolutely more desperate!

lol

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Payload4367 Author
Payload4367

Thanks for commenting.

Surprisingly, some of the features you mention do exist in the form of map specific missions/goals.

You CAN order FRIENDLY colonists to stand in place or follow and helping them can gift you items, although it is not needed to finish maps.

There is a CRAZED COLONIST who walks around mumbling, is unresponsive and will attack you if you get too close.

The Synth class has a level where your power cells are draining and you must find a replacement unit or find generators to temporarily recharge your batteries.

The closest to a Survival mode would be the Colonist class. Pistol only start, no armor, no turrets, low ammo/health on maps. I thought about a mode where you faced a single alien that hunted you and ran off if you damaged it enough (like Isolation), but I'll have to save that idea for another project.

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Kyle_K_ski
Kyle_K_ski

.
lol

Great minds DO think alike!

Can't wait to try this!!!

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Guest
Guest

I really appreciate that you share this mod, the effort and care you put into it is noticed.
I have some observations to make about this release:
Is it really necessary for the radar to specify that there is a face hugger nearby? I think that takes away the suspense of what kind of creature is hovering nearby and for that there is already the sound of the eggs opening, it is also very distracting when trying to see the radar, can it be disabled in any way?
Are there any plans to adapt this mod to zandronum for multiplayer? I think it has a lot of potential to be enjoyable with friends.
Once again, thanks for your work, good job.

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Payload4367 Author
Payload4367

Thanks for playing and commenting.

The facehugger image overlay is mostly to warn you when they are behind you or when there are multiple, different targets. When you see that overlay, you know you have to deal with this threat first. Of course this only occurs for the Colonist and Mercenary classes. The other two classes are not vulnerable to facehugging so they get no such overlay warning.
During testing, I was getting utterly DESTROYED by the huggers, prompting me to add this feature. I felt it might get frustrating for players. I'll wait for more feedback and see what others say, but your points are valid.

Concerning Zandronum: I plan on a version for this. It will be a separate file because this uses a "spotlight" for the flashlight and I don't think Zandro supports those. I'll make a flashlight the old way (which no longer works with newer GZDoom builds) in the mod and release it. The Eradication mapset would need tons of work to adapt for multiplayer. I don't even know if its possible with all the class specific scripting and level behavior, but I'm thinking about it and how it could be done.

Stay safe out there!

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lowenz
lowenz

How a single man can do this :|
It's simply mindbending!
Thanks to Kontra Kommando too!

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Payload4367 Author
Payload4367

Thank you lowenz! It's a labor of love. The lock down really allowed me to push this through to the end. Silver linings, I guess...haha.

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Kontra_Kommando Creator
Kontra_Kommando

Congratulations to Payload4367 for his masterful work!

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Guest
Guest

This looks amazing! Going to play it today. Thanks for sharing all your hard work!

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gobbo18uk
gobbo18uk

Just downloaded it, really impressive work, great stuff! Looking forward to playing all the way through!

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Guest
Guest

Something wrong. All I get are ! inside a triangle. Command line I use:

E:\Temp\Doom\gzdoom.exe ALIENSERADICATIONRC1RELEASE.pk3 ALIENSERADICATIONRC1RELEASE.wad

Help

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Payload4367 Author
Payload4367

the pk3 should read like this: KKALIENTRILOGLYPAYLDEDRC1RELEASE.pk3

try that unless you re-named it.

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Saladofstones
Saladofstones

Having played it across all classes I do have some feedback

1.) The outdoor turrets in the first level are a bit of a liability. When activated, it spawns a lot of aliens. However, the turrets will usually waste a lot of ammo shooting at the base of their platforms instead of at the aliens, wasting their ammo. Without player management, there is a real chance of most emptying themselves out, leaving there to be a large net surplus of aliens.
2.) For the merc campaign, I noticied some weird plot irregularities. From my understanding, it was a smash and grab by pirates (a really cool idea, by the way). However, by the mission where your craft gets grounded I began to lose the thread.
2a.) So was the craft disabled? My understanding was the objective was for the PC to get parts so they can take off. However, the craft apparantely takes off anyways and can't find a landing spot. They then mention being under fire, and need you to hurry up. To my knowledge, the player is never actually sent to find any parts, leaving this weird. After the final fight, that part of the game just ends.
2b.) In the Yutani operative section, the player sabotages the engines completely, and assuming the campaigns at least help fill in the gaps between each other, meant the craft was grounded. How were they able to take off to appear for the finale. (as a note, I'm not trying to be pedantic, but with the objective focus and the immersion, i was left confused)
3.) I noticied the friendly mercs in the merc campaign show up as hostile on your radar and can't be given orders.
4.) For the second to last level, I forgot the name, I did find it weird how there are fireballs being launched on certain parts of the level. Given the rather grounded focus, these seemed rather out of place
5.) On the third to final level, with the large segment in the middle set in an infested alien area, I noticed that the colonists on the wall are insanely large. A similar scaling issue occurs on the last level.
6.) For the synth campaign, I am confused what happened at the end. You got a call from the Yutani telling you your mission was over-ridden, but in the end you still basically destroy their ****, never deliver the goods, and announce your duty to the colony done. I like the implication of the synth rejecting Yutani's directive, but it felt like a weird thing to bring up.
7.) a lot of later levels have doors that, once opened, cannot be re-closed. Given how chaotic it becomes, is it possible to allow for them to be opened/closed to control alien movement?

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