Aliens: Colonial Marines TC - FINISHED

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

Postby Evilfish6666 » Tue Mar 19, 2013 4:24 pm

First thing FUCK GEARBOX!!!! That being said that travesty did eventually lead me here sooo meh!
Anyways this TC is the best aliens game ive played in a very long time, not since AVP 2 have i played a game that actually gets the atmosphere right. I salute you sir for making aliens scary again
some of the places you hid them buggers in was beyond sneaky lol
This TC gave me everything i wanted out of an aliens game unlike that latest peice of shit, and i didnt pay a penny.
Still the question remains.... should "mods" build on the doom engine by fans be scarier and far more enjoyable than retail games?
Probably not. Sad sad days we live in.
In my mind theres only one Aliens CM and its yours, not Randys!!!
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Trooper 077 » Wed Mar 20, 2013 12:28 am

Posting, Just to rage?
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby wildweasel » Wed Mar 20, 2013 12:29 pm

Trooper 077 wrote:Posting, Just to rage?

1: he's not really raging.
2: I don't see the point in calling him on it, as it's not like he's hurting anything with his post.
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Evilfish6666 » Thu Mar 21, 2013 12:48 pm

Nah not raging just letting the dude know his game rocks!
Its just nice to show appreciation to people for their hard work, especially when its of better quality than a certain game of the same name just released by gearbox. lol
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Nemesis6 » Thu Mar 21, 2013 7:00 pm

Indeed, this mod is indeed very, very good!
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Naitguolf » Fri Mar 22, 2013 8:53 am

Hope new maps done, and fix some issues. I wonder if someone could made better hud weapons....
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Potnop » Fri Mar 22, 2013 9:24 pm

This is what the Aliens Colonial Marines game should have been. This is friggin amazing, and is truly survival horror. Map 1 was so tough, trying to find ammo and all that...
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Nemesis6 » Fri Mar 22, 2013 10:23 pm

I'd love to see more maps for this, or an adaption of existing maps for multiplayer.
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Potnop » Mon Mar 25, 2013 3:18 am

Yeah more maps would be nice, maybe for the predator stuff as well. The maps were so well done and I want more heh... I guess quality over quantity really is the name of this mod, but the maps really take a while to beat since so they are very large and can be a challenge so you must go through very carefully.

One thing I was thinking about is how the Aliens are so tough. Would it be possible to make them faster but weaker and in more numbers? One of the fun things about the original AvP game was how satisfying it was to pop aliens with the guns, but it was still really hard because those things would tear you to pieces.

Also it'd be nice to have the reload weapon keys work rather than it automatically reloading. And the flash light didn't seem to work for me. And maybe get some better gun animations since the current ones are a bit choppy. I myself made Doom weapon reloading animations, and it was actually pretty easy to get good reloading frames by making most of the frames just take one sprite and rotate it.

Spoiler:


And the player speed might be a bit fast given how this isn't DooM but something that may be trying to feel a bit more realisticish? Reduced player speed combined with more agressive but weaker aliens might make tweak this in the right direction.

I wonder if there's a way to make the smart gun actually track enemies some how... Hmmm....
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby DrDoctor » Mon Mar 25, 2013 4:40 pm

Potnop wrote: And the flash light didn't seem to work for me.


Run the mod in gzdoom 1-5-06 and the flashlight should work just fine
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Deimos Anomaly » Tue Mar 26, 2013 4:43 am

My Colonial Marines TC better than the Gearbox game? Sorry, but i can't belive this :lol:
But thanks, this means alot to me!

And now the good news about my ACM game:
-New decoration stuff added on all the levels
-New areas and secrets on E1M1 and E1M2 maps
-Extended and upgraded hive on E1M3 level, now is more larger, more organic and more realistic!
-Two new levels (but not finished yet) for a new chapter with PREDATORS!

Greg Resch, aka "The Enigma" on ZDoom/Zandronum is working on a conversation for Zandronum, with multiplayer compatibility. Also he added the mounted shoulder lamp which replaces the flashlight and some other stuff like fixed the facehugger death so that it appears on your screen, acid released when an alien is killed that hurts the player (like in the old ACM demo)... I don't checked this yet, but sounds amazing!

Some new possible stuff:
-Inspired by AvP2 game, I'm considering the posibility to add some scripted Aliens characters (Ripley, Bishop, Hudson etc etc) on the levels, just on a few moments to bring more background history to the game. But only as this, you still be alone fighting xenos!
-Posibility to add the "USS Sulaco" as a previous mission briefing level before start with the E1M1 map. Just a level for take some gear, armament and ammo, and more background history. If you take some stuff from the armory and get some supplies, alot of goodies from the next level disappears, to keep the game harder!
-I'm looking to change the Alien Trilogy weapons for the Aliens Online ones, someone can work on a manual reload system?

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

Postby Evilfish6666 » Thu Mar 28, 2013 6:15 pm

Do belive this. Not just because that game's bad, but because yours was clearly made with love for the aliens franchise and theirs cleary was not. lol
And its inspired me to start my own aliens-ish type game.
Looking forward to the new stuff when it comes and i have a suggestion, Is it possible to make the aliens gain wound's without dying? (like losing limbs and such like in the old AVP 2000 game)
Could look quite cool?
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Amuscaria » Thu Mar 28, 2013 7:03 pm

This is already much better of a game than AVP 2010. God I wish i could go back in time to uncreate that horrid piece of crap.
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Nemesis6 » Fri Mar 29, 2013 12:22 am

Deimos Anomaly wrote:Some new possible stuff:
-Inspired by AvP2 game, I'm considering the posibility to add some scripted Aliens characters (Ripley, Bishop, Hudson etc etc) on the levels, just on a few moments to bring more background history to the game. But only as this, you still be alone fighting xenos!
-Posibility to add the "USS Sulaco" as a previous mission briefing level before start with the E1M1 map. Just a level for take some gear, armament and ammo, and more background history. If you take some stuff from the armory and get some supplies, alot of goodies from the next level disappears, to keep the game harder!
-I'm looking to change the Alien Trilogy weapons for the Aliens Online ones, someone can work on a manual reload system?

Opinions? Cheers!


About changing the Alien Trilogy weapons, I don't think that's a good idea -- They fit very well in my opinion. If you do decide to swap them with the Aliens Online ones, do remember to somehow add hands; The pulse rifle looks like it's held with one hand.
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Re: Aliens: Colonial Marines TC. 2012 Release, extras!

Postby Naitguolf » Fri Mar 29, 2013 5:52 am

Well, to me the weapons from Trilogy are totaly out of place. I really dislike them. Weapons from AvP from Jaguar seems to be better inmo.
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