Aliens: The Ultimate Doom

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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by jdredalert »

Glad you liked the weapons. I'll soon release an update to the arsenal, and use those in the real Beta 7, so stay tunned.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Kontra Kommando »

-Ghost- wrote:Played a little bit of both versions so far. The weapons feel pretty good in B, haven't had a chance to use the turrets yet. I've noticed that at least in version A if you kill a xeno on a lift or some other platform that goes up/down the floor blood will stay floating wherever it landed. For example, in M01 in Doom 2, if you shoot the xeno at the top of the lift near the exit, the blood will stay up there even if you call it back down. There's almost a bit too much blood, too; it overlaps itself so much that it doesn't look very natural, in my opinion. The motion tracker's great, I just have to get used to actually checking it now that I have that advantage. :P
Sergeant_Mark_IV still needs to add more nuances to the blood and gore. It's still all rudimentary because i needed to create a ton of sprites for it. Now that i implemented a ton of artwork (literally thousands of sprites) over the past few days; Sgt iv can greatly improve upon what i have created. Personally, I feel satisfied with the blood amount. Since Sergeant_Mark_IV is in charge of it, naturally the game will be like brutal doom for gore. We can expect a major update by him in that department before the release of beta 7
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-Ghost-
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by -Ghost- »

Yeah, that makes sense. The amount of blood fits shooting a xeno like in Aliens and the games, looking forward to seeing what the finished Beta 7 looks like! Is there much left to merge in for it?
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by jdredalert »

Not much. Basically it's porting the weapons, items and other features from B to A. Than it's done.
BloodShot
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by BloodShot »

Very nice stuff, the new weapons are pretty fun. Though I can' say I'm fond of the pulse rifle, always thought the AvP 2010 pulse rifle looked like a box and completely wrong, the previous sprite was better IMO (ideally, if there was a sprite-ified version of the ACM pulse rifle that would be the best).

Are there plans to make the motion tracker a separate weapon, or at the very least a half-circle like the movie?

It's probably too early but is anybody planning any levels for this? I think a simple coop survival map where you set up sentry guns, seal doors off, and prepare to face off against waves of aliens would work pretty perfectly.

And finally, what about player speed? Any plans to reduce that to make the player a bit more vulnerable?

Sorry for all the questions.

EDIT: Didn't realize that pulse rifle was specific to the assault class. Still, i feel like assault would be the default choice so maybe it should be swapped with a more classic PR?

Also why not use the shotgun pump sound directly from the movie? It's really cool, and in the movie its perfectly silent when the sound plays so it's very easily ripped. The real motion tracker sound could also be taken directly from A:CM. Any plans for making it pitch up as things get closer? (And its update speed is kind of slow)

Sry, I'm kind of an Aliens nut as you can see :D
Last edited by BloodShot on Tue Oct 21, 2014 10:58 am, edited 2 times in total.
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Carbine Dioxide
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Carbine Dioxide »

Maybe you can have them crawl on ceilings or wander if you get too far away. I also thought that since they are incredibly fast, they should have running animations. It sorta looks like they are speed walking.

For the maps, there should probably be vents so the aliens can get to your giblets easily. :twisted:
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Kontra Kommando »

I'm interested in your avatar; it's from the thing. Is there a wad for it?
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Carbine Dioxide
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Carbine Dioxide »

Yes, it is the thing. No, there is not a wad for it. It was made by Mike 12.

Maybe if we had some more sprites for it, there could be a wad for it.
Naitguolf
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Naitguolf »

Better and better. Amazing! Love the shotgun. I do prefer weapons for WIP A. Just I only request if will be possible to disable friendly marines, as I prefer to be alone agaisnt aliens (just an option please!)
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Kontra Kommando »

Image

Crawling versions of the drone. I also intend on making warrior versions as well. As jd combines the two files, I will working on these, and will implement them into Beta 7.
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by jdredalert »

BloodShot wrote: stuff
For years i had exactly the same opinion about the AvP 2010 Pulse Rifle: it was completely wrong, blocky and didn't looked like the same weapon from the movies. But, than i was reading the AvP wiki a few months ago and then i discovered the truth: they are different weapons! Actually, there is a whole family of Pulse Rifles, made in the course of years. The one we saw in the movies is the M41A Pulse Rifle, the classic model. It appears in the Aliens and Alien³ movies, and among other games, in the AvP 2. It was preceded by the M41 Pulse Rifle, which is the Pulse Rifle from AvP Classic. In Aliens: Colonial Marines we are introduced to the M41A mk 2, which is a more compact and highly customizable version of the M41A. In the Colonial Marines Technical Manual (a book released during the 90's) there's a variant called M41AE2 Heavy Pulse Rifle, and that worked more as a heavy machine gun. Also, during the time of Prometheus, there was the Weyland Storm Rifle, which can be classified as the grandfather of the M41A Pulse Rifle. Now, what about the AvP 2010 model?

Well, that game is set in a future a few years after Aliens and Alien³, and that Pulse Rifle is a another model, a newer and more advanced one called M41A/2. The decision on making it the Pulse Rifle from the assault class was made after reading all the Pulse Rifles documents on the wiki page. It has a faster rate of fire, but a weak grenade launcher (the wiki says that was part of the upgrades on the original Pulse Rifle model, making it a lot safer for a Marine to use that function in a close quarters combat. The classic M41A is wielded by the Demolitions class, and have a more destructible grenade launcher, thus fitting the class. The classic version also appears on the Specialist class, which i used a scraped concept picture of the M41A Pulse Rifle that would be used in Aliens: Colonial Marines. This is a customized version, with laser sight, scope and a long barrel.

Now, about the other stuff:

The "key-binded weapon" motion tracker is already done, and will debut at the next Colonial Marines Arsenal update. But it's a little flawed in a few aspects, which is something i'm working on. If it will be added to the beta 7 or not, well, it will be up to Kontra Kommando. Also, DOOMERO-21, the creator of the original radar contacted me today and said that is having good advances in a half-circle motion tracker, so what i can say is that we are in a good direction. About maps, yes, there will be maps for the mod in the future, but we're not working on them yet. Gameplay is having priority right now. Reducing player speed can be something used in our own maps, but reducing it now could make some maps impossible to beat. About the sounds, i have the pump effect here in my resources, so it can be easily added. I don't get the motion tracker sound though. I was using the real tracker sounds (the soft sonar blip and the motion detection blip) in both Arsenal and the build i sent to Kontra Kommando (i couldn't download and play the WIP A and B yet). Are those sounds gone? If so, i'll add them back. I have no idea yet if it would be possible to make it change the pitch level based on enemy distance. It would be great if so, but i can't say anything about it now. Also, the tracker i'm working here have a faster update rate.
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raymoohawk
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by raymoohawk »

a little question, is there an option to play as a female characrter? maybe as ripley
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Kontra Kommando »

When I implement the xenos on all fours. I will have some spawn quadruped and some bipedal. I will reduce the standing xeno ' s speed by half and keep the quadruped at their current speed. This should make things a bit easier while adding variety.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Kontra Kommando »

raymoohawk wrote:a little question, is there an option to play as a female characrter? maybe as ripley
I will add the female sprites to one of the classes
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0 & Update News]

Post by Valherran »

Some feedback of your WIP A and B:

WIP A:

The enemy AI is a lot better now, kind of neat that the Xenomorphs will jump off of certain heights. Blood is still a bit too plentiful, blow up enough Xenomorphs and your frames will drop from all of the steam piles being present. Not sure if this was intentional, but Xenomorphs were able to run through walls of fire from the Flamethrower and not take damage sometimes. It was like they were kind of gliding over it like they do with the acid puddles. Enemy placement is still good, along with the dismemberments.

However, the new Praetorian is really off character. For starters, Praetorians do not spit acid, and they don't dodge around like that the way they do currently. These guys are heavily armored Xenomorphs and about half the size of a normal Queen, they shouldn't have this kind of mobility. In most games and novels I have read/seen about them in, they just rush at you and kill you by any means necessary. Abduction tactics are left to Drones and Warriors, but Praetorians and other heavy class Xenomorphs were made for extermination on contact.

The new Runner was kind of annoying and a bit off character. It looks like you gave them that funny puddle jump the Face Huggers have, which for some reason doesn't end until they hit a wall of some sort. So they can do this from across a wide open map, miss, and keep on going to the other side of the map til they hit that wall like a Lost soul :lol:. Runners don't jump around like that, they like to take long distance flying leaps into their targets at high velocity. I would recommend giving them a 2 second timer before jumping into your face when you are in range, that way the player will have a chance to dodge if they know it's coming. Maybe give them a special hissing sound while the timer is active to hear it coming as well.

Helper Marines need to auto-awaken when found, they are pretty dense and just stand there when enemies are present until they get hit sometimes. About the awakening of units, the mechanic used for the Combat Synths could use some tweaking. It seems that when they are within hearing range of the player's weapons, they awaken and start blasting the Xenomorphs. That's fine and dandy, but often times I walk into a massacred room I have never been through yet and wonder what the hell happened here. It can potentially glitch out some maps triggers if the Combat Synths kill the mobs before they teleport in or whatever when they awaken like that. If there is a way to make it so that they only awaken by eye contact instead of by sound, that would make the encounter experience a lot better.

WIP B:

The HUD could be slightly larger so you can see the numbers when it is minimized. The motion tracker would be better in a different location (I assume that has already been done). The Sentry Guns were fun, though I didn't pick up a whole lot of them to really check them out. Now for some weapon feedback:

1. Assault class LMG - This weapon is pretty nice, but I feel the burst fire cooldown could be a lot faster in between shots, and maybe the full auto fire could use a slight increase. I would like to request a different firing sound for this weapon, it bugs me after a while when firing it.

2. Demolition class Rocket Launcher - This weapon is too weak, it should take no more than 2 rockets to bring down a Praetorian. The explosion radius is also too weak, it needs to be at least double of what it is now to be effective.

3. Specialist class Grenade Launcher - A decent weapon, however the timer for the grenades to go off after its done bouncing is a bit long. Cutting the timer in half should fix this.

4. Specialist class Pulse Rifle - Similar to the LMG, the burst fire when zoomed in should only have an extremely short cooldown between shots. Kind of like the battle rifle from Halo 2.


Overall, the MOD becomes more and more playable with every release, can't wait for the final result! :D
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