Aliens: Colonial Marines TC - FINISHED

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hornfluffy
Posts: 3
Joined: Thu May 09, 2013 1:13 am

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by hornfluffy »

I am also a graphic designer, I would love to make some artwork like something for your title screen or make some textures for you.
ObsessedWithMODs
Posts: 79
Joined: Thu Oct 18, 2012 10:14 pm

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by ObsessedWithMODs »

Anyone interested in updating the current Sentry Gun sprites to look more closer or accurately to the way they look in the movie - Aliens Special Edition?

Because right now all we have is a modified version of the Sentry Gun's sprites seen in the old Classic DOS FPS known as Duke Nukem 3D for this Mod and Virtue's Aliens TC Special Edition.

Here's an example of a more faithful and accurate looking Sentry Gun seen in the film:
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However this is a 3D model I'm hoping to see someone create and release an updated sprite for this mod and virtue's mod based on this 3D model someone else made for AvP Gold about a year or 2 back. One thing that is slightly inaccurate about this 3D entry gun model is that the "Ammo Drum" should be on the "opposite" side)

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VENOM85430

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by VENOM85430 »

Hey marines. Congratulation for the creator of this wad. it's a best and scariest aliens's mod i have play. but now, I want to know if this wad can be play in coop . If yes , HOW PLEASE ?
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Deimos Anomaly
Posts: 101
Joined: Thu May 27, 2010 12:36 pm
Location: Barcelona, Spain

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Deimos Anomaly »

I created a Facebook page for Aliens: Colonial Marines.
Take a look:
https://www.facebook.com/pages/Aliens-C ... 3078926944
With some new info.
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Captain J
 
 
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Location: An ancient Escape Shuttle(No longer active here anymore)
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Captain J »

an pretty good hollywood style, i really need to play this too. i'm recommend it if you're kind of alien hardcore fan.
ObsessedWithMODs
Posts: 79
Joined: Thu Oct 18, 2012 10:14 pm

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by ObsessedWithMODs »

Deimos Anomaly wrote:I created a Facebook page for Aliens: Colonial Marines.
Take a look:
https://www.facebook.com/pages/Aliens-C ... 3078926944
With some new info.
That's totally awesome!!

I am so glad you are still supporting your Mod. Unlike GearBox and Sega, they already made their quick money and now all the DLC had been released for their officially licensed Aliens game I think the fanbase and community is left in the dust to suffer for it.

So Deimos, are there just new levels included or will there be also new features or gameplay mechanics in your future updated release?

Will your new levels layout be updated and mapped similarly like the way the Hadley's Hope Colony Complex was presented to players in GearBox's game?

Also would it be possible to make it Co-Op compatible even if it's not entirely focused on Co-Op gameplay. I always felt there should be a balance between you are on your own and being in a Colonial Marine Squad Unit like in the movies presented it. Colonial Marines operate with Infantry FireTeams, but since there is no class system implemented or present in your Mod maybe you or someone can work with you on that in the future. It potentially would help greatly and makes much more sense to have Co-Op when a Marine Class System is implemented to represent a Fire Team.

I still kept in mind you are a mapper and not a coder so I only asked about the maps.
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Deimos Anomaly
Posts: 101
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Location: Barcelona, Spain

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Deimos Anomaly »

ObsessedWithMODs wrote:
Deimos Anomaly wrote:I created a Facebook page for Aliens: Colonial Marines.
Take a look:
https://www.facebook.com/pages/Aliens-C ... 3078926944
With some new info.
That's totally awesome!!

I am so glad you are still supporting your Mod. Unlike GearBox and Sega, they already made their quick money and now all the DLC had been released for their officially licensed Aliens game I think the fanbase and community is left in the dust to suffer for it.

So Deimos, are there just new levels included or will there be also new features or gameplay mechanics in your future updated release?

Will your new levels layout be updated and mapped similarly like the way the Hadley's Hope Colony Complex was presented to players in GearBox's game?

Also would it be possible to make it Co-Op compatible even if it's not entirely focused on Co-Op gameplay. I always felt there should be a balance between you are on your own and being in a Colonial Marine Squad Unit like in the movies presented it. Colonial Marines operate with Infantry FireTeams, but since there is no class system implemented or present in your Mod maybe you or someone can work with you on that in the future. It potentially would help greatly and makes much more sense to have Co-Op when a Marine Class System is implemented to represent a Fire Team.

I still kept in mind you are a mapper and not a coder so I only asked about the maps.
Thanks for your kind words!
That mod is the work of my life, so it's impossible for me to leave it. Every day i have new ideas to implement, it's a never ending story!
Also i do this for myself, but i'm sure every Doom and Aliens fan would enjoy and appreciate it.

I don't had the chance to play the Gearbox game yet, but for all i've read and heard, is not a very good game. I saw some Alien fans completely disappointed with the game, saying is just like a new Call Of Duty game but with some xenos, also the plot of the game is quite weird and even not corresponds to the original Aliens history. On the other hand some gamers said the game is not that good, the overall IA is so stupid and other similar stuff.
But as i said i have to play it for judge the game myself.

No new levels for now, just a lot of new and secret areas on the maps. Although i'm working on a completely new episode, with a new plot and history. With a bit of luck it could be released (per separate of the upcoming update) in about a year. But there's a lot of work to do, time will tell.

And about the co-op, i added all other Player starts (from 1 to 8) on all the maps; i will add a cooperative mode, it will be funny. But i have to let this task to someone else who can add it properly.
Some class system would be awesome too, but that's something beyond my abilities hehehe but i'm open to any kind of help about this.
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Virtue
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Location: Manchester UK

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Virtue »

awesome! so glad to see this continuing! any help with decorate or new weapons etc give me a shout :)
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Deimos Anomaly
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Location: Barcelona, Spain

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Deimos Anomaly »

Virtue wrote:awesome! so glad to see this continuing! any help with decorate or new weapons etc give me a shout :)
Hey mate! You know ACM was made possible thanks to your mod, it was the definitive key to my project. So we should keep working togheter :D
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Virtue
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Location: Manchester UK

Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Virtue »

Deimos Anomaly wrote:
Virtue wrote:awesome! so glad to see this continuing! any help with decorate or new weapons etc give me a shout :)
Hey mate! You know ACM was made possible thanks to your mod, it was the definitive key to my project. So we should keep working togheter :D
I do :)

since its become available to have class-based pickups, i can complete my Predator class extension for Aliens SE, however I still need to figure a way how to do a facehugger death (aka having it filling the screen/hud when you die) as you cant have a weapon when youre dead, and I dont know ACS, its still evading me. Im also busy with DragonDoom Z but if youre interested in the predator class (which is all but finished) give me a shout!
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Ed the Bat
Posts: 3060
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Graphics Processor: nVidia with Vulkan support
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Post by Ed the Bat »

Forgive me if I'm way late on this, but I have a fix for the broken flashlight. Redefining the two light actors like so seems to make it work again:

Code: Select all

ACTOR LightPuff
{
	+PUFFONACTORS
	+ALWAYSPUFF
	+NOBLOCKMAP
	+NOGRAVITY
	+RIPPER
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		TNT1 A 2 NODELAY light(FLASHLLIGHT)
		Stop
	}
}
ACTOR LightAround
{
	States
	{
	Spawn:
		TNT1 A 2 NODELAY light(FLASHLLIGHT2)
		Stop
	}
}
On a related note, I thought I heard something about wanting a shoulder-mounted light so it doesn't need to be held in place of a weapon? If so, it probably shouldn't be too tough to do. I've got a few ideas in mind already, so I can try to slap something together, if it's wanted.
Last edited by Ed the Bat on Thu Nov 14, 2013 12:47 am, edited 1 time in total.
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Deimos Anomaly
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Location: Barcelona, Spain

Re: Aliens: Colonial Marines TC - Important question!!

Post by Deimos Anomaly »

Considering i'm close to finish all the last new areas and details on the levels, and in fact close to finish 100% the LV-426 episode...

What i have to do now?
That's a question to everyone who played and love my TC:

-A complete (not so long, maybe 4 levels) episode?
-Or just random levels for online game? (mostly deathmatch and short levels for coop)

I think both ideas are good, but i will finish ACM (at least for now and for some time) and move to another good projects i have in mind.
That's why i ask, the players have the final word!

https://www.facebook.com/pages/Aliens-C ... 3078926944
That's the official facebook page, take a look at the new areas for the upcoming release!
D00mfan
Posts: 31
Joined: Tue Jun 11, 2013 9:41 am

Re: Aliens: Colonial Marines TC - Important question! (last

Post by D00mfan »

The mediafire download link isn't working.
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Vampocalypse
Posts: 32
Joined: Sat Jan 26, 2013 8:26 pm

Re: Aliens: Colonial Marines TC - Important question!!

Post by Vampocalypse »

Deimos Anomaly wrote:-A complete (not so long, maybe 4 levels) episode?
An extra episode is always welcome in my opinion!
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: Aliens: Colonial Marines TC - Important question! (last

Post by Endless123 »

Pretty good mod with well designed levels. I have one small problem though ... Everytime i get outside the game lags really badly. It lags a bit inside buildings but it's nearly unplayable when i get outside.

I tried everything in the OpenGL settings and display settings without any result. The only thing that works was to remove all the mod's textures lol. Not to mention the graphics became really ugly without the textures as you can guess lol.

Since removing the textures is clearly not an option, do you have an idea of what could solve this?
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