ALIENS:The Ultimate Doom [Brutalized Preview] & MegaWad

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Where should the 32-Level MegaWAD take place?

Space-Station/Ship
29
55%
Planet/Moon Colony
13
25%
Earth
5
9%
Other-Explain
6
11%
 
Total votes : 53

ALIENS:The Ultimate Doom [Brutalized Preview] & MegaWad

Postby Kontra Kommando » Tue Feb 04, 2014 3:25 am



Here is a preview video the next beta thus far. There is still work to be done here, thus this will be subject to change. In the meantime I hope you enjoy this demonstration video.

ATTENTION:

Kontra Kommando wrote:I took the idea for green blood for the aliens, because that's the way it was represented in a number of Aliens games. This WAD is done very much in the vein of a 90s Aliens arcade-shooter.

Here are some examples:

Alien Trilogy:

http://www.mobygames.com/images/shots/l ... prison.png
http://www.gametronik.com/site/rubrique ... rilogy.jpg
http://cdn-static.gamekult.com/gamekult ... 9210_2.jpg

Alien: The Gun
http://www.arcade-museum.com/images/106/1061766710.jpg
http://s.uvlist.net/l/y2006/08/24899.jpg



============================================================

Here's a glimpse into the future...

Image
Image
Image
Image

These are the gibs and blood sprites I've created, combined with Sergeant_Mark_IV's universal gore mod T4 and smoke effects.

Sergeant_Mark_IV is now in the process of adding more to it and polishing it up. Thus these images may be subject to change.

===========================================================

Image

Image

Status update:

Right now I'm in the process of drawing multiple dismemberments for the upcoming Beta 6.0. The Aliens will be able to get their arms or legs blown off; get up, and continue to advance at the player. Aliens: The Gun Arcade gamehad a similar feature.

Moreover, there will be several new additions that I will add to Aliens: The Ultimate Doom (TC). I will use custom monsters from Sergeant_Mark_IV's version of Aliens Vs Predator Vs Terminator.

Here is what I have in mind.

The Predator will take the place of the cyberdemon, and become the final boss of E2M8. I will also redesign the level to not look like the egg chamber of the hive.

I will include friendly marines that will be scattered throughout the game, replacing an undecided decorate item.

I am still in the process of redrawing the Runner which will replace the Demon spot.

Still need to draw the Praetorian, as well as other xenos.


Moreover, I will also include a handler for now as a replacement for the chaingunner, for those of you that like to play this with Doom II.

------------------------------------------------------------------------------------
Revised Head sprites coming in the next beta.

This looks a lot closer to the actual drone, with the skull under the translucent dome. Moreover, I fixed the perspective of the head. Right now I'm also working on a Runner, that Sergeant_Mark_IV started; I'd giving it my own modifications and I'm finishing the sprite sheet.

-----------------------------------------------------------------------------------

Kontra Kommando's Xenomorphs (version 1.1)

Image
http://www.moddb.com/games/doom/addons/ ... orphs-v-11

jdredalert's Colonial Marine Arsenal (version 1.1)
Image
http://www.moddb.com/games/doom/addons/ ... rsenal-v10

Kontra Kommando's Aliens Textures & Floors (version 1.0)
Image
http://www.moddb.com/games/doom/addons/ ... floors-v10

Attention all:

As we have promised, above are the three links to the resources you will need for the 32-level megawad. Tomorrow I will try to get all the bonus and pick-up items uploaded as well.

FYI: There's a funny quirk about the textures. Some may appear as totally black in doombuilder, but they look fine in-game. Moreover, they seemed to show up just fine after I started up doombuilder the second time.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I see a lot of creative ideas coming from many of you. The criticism thus far has been constructive, and informative; I really do appreciate your invested interest in the WAD. However, after jdredalert sends me the updated weapons pack, BETA 5.1 will be the last for a while. BETA 6.0 will be the final BETA, with all of the content I have intended on releasing. After which, I will consider more suggestions. But first, I want to give you guys the vision I have in mind for this WAD.
Also, I propose this to all of you.
Let’s make a 32-level megawad in Doom II, with the gzdoom source-port, using custom maps from various authors. I will create an Moddb page featuring all of the resources I’ve used in Aliens: The Ultimate Doom. This will also be a good way to introduce new content some of you may want to have included. However, whenever something is introduced, we will put it to a vote. However, anything, I or jdredalert have created will not be altered, unless we do it ourselves.
Here we go:
Anyone interested in creating a map, can call it at this point. However, your map will possibly be rejected or sent back for revisions if it is not up to snuff. Also, I have dibs on level 30; the final boss fight.
MAP01
MAP02
MAP03
MAP04
MAP05
MAP06
MAP07
MAP08
MAP09
MAP10
MAP11
MAP12
MAP13
MAP14
MAP15
MAP16
MAP17
MAP18
MAP19
MAP20
MAP21
MAP22
MAP23
MAP24
MAP25
MAP26
MAP27
MAP28
MAP29
MAP30 – Kontra Kommando
MAP31
MAP32

-------------------------------------------------------------------------------
Aliens: The Ultimate Doom (TC)

Image

http://www.mediafire.com/download/yzp7p ... 5.0%5D.zip

Attached is Beta 5.0, I decided that it seems polished enough at this point to allow for some beta testing. There will be further improvements made in the near future.

Notable improvements

-All new weapons arsenal put together by jdredalert
-Map Edits for E2M8, and E3M8 for a much better finale.
-The Queen is now more resistant to fire, allowing for a much better boss battle.
-New Acid spitting attack by jdredalert. I also expanded on this, and created an Acid blood splash back with new sprites. Now if you are too close, you will be hurt by acid. Also, enemies leave an acidic pool of blood after death. Not only does it serve a practical purpose, I feel it also spices the game up with a little more blood and gore. Kills look a little more savage.

I hope you enjoy this WAD!

Demonstration Video of New E3M8 and jdredalert's Colonial Marine Arsenal, along with other new features.



Spoiler:
Last edited by Kontra Kommando on Mon Jul 21, 2014 6:54 pm, edited 110 times in total.
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Sgt. Shivers » Tue Feb 04, 2014 10:16 pm

Neat, looks really unique compared to the other xenomorph sprites.
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Endless123 » Tue Feb 04, 2014 10:36 pm

Sgt. Shivers wrote:Neat, looks really unique compared to the other xenomorph sprites.


It is :) he did a very good job with the xeno. I know, i tried it and i love it :)
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Ixnatifual » Wed Feb 05, 2014 3:53 am

I take it gestated from Marsupilami. :)
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Endless123 » Wed Feb 05, 2014 12:40 pm

Ixnatifual wrote:I take it gestated from Marsupilami. :)


What's making you say that :lol:

I know it's because of the looooooooooooooooooooooooonnnnnnnnnnnnnnnnnnnng tail right?

Joking aside all the xeno in the movies have a fairly long tail so i think Kontra Kommando wanted to reflect that particularity and we have to admit he did a good job doing so.
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Kontra Kommando » Wed Feb 05, 2014 3:24 pm

http://www.mediafire.com/download/f...Drone_v_1.1.zip

Here is a link to version 1.1

Endless123 from the zDoom forum brought a couple issues to my attention, and I made some corrections; the Read Me file lists them.
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Re: Xenomorph Drone [Custom Monster WAD]

Postby Kontra Kommando » Wed Feb 05, 2014 3:34 pm

Ixnatifual wrote:I take it gestated from Marsupilami. :)



LOL Well, the Xenomorph can grow up to 7.5 ft tall, and they are even larger long-ways.
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Re: Xenomorph Drone Version 1.1 [Custom Monster WAD]

Postby wolfman » Wed Feb 05, 2014 9:56 pm

The link to v1.1 is broken.

Working link: http://www.mediafire.com/download/fs439 ... _v_1.1.zip
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Re: Xenomorph Drone Version 1.1 [Custom Monster WAD]

Postby Kontra Kommando » Wed Feb 05, 2014 10:38 pm

wolfman wrote:The link to v1.1 is broken.

Working link: http://www.mediafire.com/download/fs439 ... _v_1.1.zip



Yikes! Thanks for catching that!
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby Kontra Kommando » Thu Feb 13, 2014 9:25 pm

http://www.mediafire.com/download/n...l_One_v_1.0.zip

Attention: This is intended for GZDoom, and crouching will come in handy. Especially, because of the slopes in the corridors.

Attached is a link to an Aliens themed map I have created; the level has the working name of Starship Konrad. It is a medium sized map, with few, but deadly enemies, ,little ammo ,and provisions. This WAD is more inspired by Ridley Scott’s Alien, than James Cameron’s Aliens. Nevertheless, there is more than one Xeno to deal with, unlike the original Alien movie. It is my hope that this map will inspire a sense of reluctance and terror on the part of the player, when venturing into the many dimly little, and shadowy areas. You will hear the sounds of the xenomorph drones skulking in the shadows, eagerly waiting for you to stumble into them. This WAD is a survival-horror, not an action game. You will need to explore the map thoroughly, if you want to have better chances at survival.

This will be version 1.0 of this WAD, as I plan to come back to it, and add even more detail, and custom textures. This is the first level of many, which I plan to create, making this essentially a demo to a larger TC WAD. I also plan on creating a more diverse set of enemies, which will be in a later verison of the map. This includes the facehugger, warrior, chestburster, and perhaps the dog-xeno. I also plan on making the queen, but she obviously won’t be featured on MAP01.

The Xenomorph Drones have been supped up. Their attack range has been increased to 64; their speed increased to 30; and they now have A_Fastchase, which makes them strafe left and right to avoid danger. This is done to make them more becoming of the movie monster they emulate; agile, fast, and lethal.

Version 1.2 of the Xenomorph Drone is included in the Map WAD.

Moreover, take a look at the comparison pic of the Warrior and the Drone. I plan on completing a new sprite sheet for them, and will make them available for download.

Pic
http://imgur.com/ClHpxVr
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby Endless123 » Thu Feb 13, 2014 11:10 pm

Great work on the map and the xenos my friend :D
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby Kontra Kommando » Fri Feb 14, 2014 5:54 am

http://www.mediafire.com/download/n875n ... _v_1.0.zip

Mediafire link was invald again, but it wasn't at first due to the fact that their are downloads in the counter. I don't know what is up with this file hosting site, but this is not the first time this has happened.
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby Kontra Kommando » Fri Feb 14, 2014 5:55 am

Endless123 wrote:Great work on the map and the xenos my friend :D



Thanks dude! :D
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby -Ghost- » Wed Feb 19, 2014 1:43 pm

Will you borrow the weapons from the other Aliens TC here to get that full Marine experience?
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Re: Aliens Themed MAP01/Drone v1.2/Warrior Xeno Preview

Postby Kontra Kommando » Wed Feb 19, 2014 2:32 pm

-Ghost- wrote:Will you borrow the weapons from the other Aliens TC here to get that full Marine experience?


Yep, Starship Konrad has a Pulse rifle that shares the same sprites as the one for the 94' Aliens TC, except this version has the quake-style grenade launcher as the secondary attack. Right now there is a slight issue with the version I have included in the WAD (IDK if the author or someone else has fixed it yet); after the gun fires, the lighting-levels go up, and stay that way.

I will also include the Smart Gun for sure in later levels.

I'm not going to include the pistol from the TC, but I think I want to look around for something cool. I was thinking about the 6-shooter revolver, because it has a very satisfying gun shot sound. But Idk if it looks right using it in the future. Nevertheless, it is a classic weapon. If a pump action shotgun is good for Doom's version of the future, I guess a six shooter is permissible in the aliens universe.
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