I present to you:
Here's what you can expect to see in it:
-Textures, and sprite objects from Alien Trilogy (UD)
-Xenomorphs from Alien Trilogy (TC) 2017
-Weapons from Aliens: the Ultimate Doom, as well as non-xeno Monsters.
-Music from Aliens: The Ultimate Doom v8.0
Download Link:
http://www.mediafire.com/file/1fhnq6yko ... 5D+v.1.zip
Credits:
https://imgur.com/o4phFth
Spoiler:
//
Deimos Anomaly (Creator of the A:CM mod) has produced an amazing official map for the upcoming release of Alien:Legacy. We have combined it with the upcoming Alien Trilogy- gameplay conversion pk3 I am working on. Check it out!
//
Deimos Anamoly, and I came up with an idea to create an aliens-themed Doom mod sharing group. Since there's so many aliens-related mods, we wanted to create a centralized location for where people may find links to them. Thus "Acheron: Aliens Themed Doom Mod Sharing Group", is born on moddb.
Thus far we have provided links to the following mods. We urge people to contribute with information, and links to any we have missed.
Furthermore, moving forward with production of Aliens: Legacy, and other projects, by me and Deimos Anamoly; we will go under the name "Acheron Productions". This is also out of consideration, to all of the other contributors that have helped with those mods.
Mods from Acheron Productions:
Aliens (TC) 2017 [v 1.2]
Aliens: Colonial Marines (TC)
Aliens: The Ultimate Doom - Beta 9.2
Links to other Aliens-themed Doom mods (links will be provided in the article after approval on moddb):
The original Aliens (TC) by Justin Fisher
ZDoom Thread for AVP 2.0 JDREDALERT Edition
Doomwadstation's link to Alien vs Predator vs Terminator
Aliens Doom 3: Aliens vs Predator on Idgames
Aliens-X homepage
Zdoom Thread for Alien Trilogy (TC)
Zdoom Thread for [WIP]Aliens (USCM) weapons GZDoom +DOWNLOAD (Alpha 7)
//
Deimos Anomaly of Aliens: Colonial Marines (TC) has merged his project with Aliens: The Ultimate Doom. Thus, Aliens: Legacy is born, and Deimos is hard at work creating brand new maps. I will continue to advance the Monsters, weapons, and other aspects, with help from Deimos Anomaly as well.
Ultimately, we want to bring the gameplay aspect, and combat of ALIENS Ultimate Doom, and combine it with the masterful level-design and atmosphere of Aliens: Colonial Marines (TC).
Spoiler:
http://www.moddb.com/mods/aliens-the-ul ... om-beta-92
Here's an update to Aliens: the Ultimate Doom.
http://www.moddb.com/mods/aliens-the-ul ... om-beta-90
Here is beta 9.1
I have adjusted the enemy spawning to be more survival horror-esqe. Moreover, I have polished the game a bit as well. Further, I have the new interactive objects included in this version as well.
Aliens: the Ultimate Doom BETA 9.0 will be released at 12 AM tonight US Eastern Time.
Download:
http://www.moddb.com/mods/aliens-the-ul ... om-beta-90
Check out this playthrough video of map10 of Doom 2. It perfectly demonstrates the kind of gameplay that has been altered by the battle-spawners. This video shows a massive war between all of the factions. Every map is very chaotic; yet well balanced. "Not bad for a Human" is adequatly difficut now. "Very Tough Hombre" difficulty feels like the previous "not bad for a human" form 8.0.
This video demonstrates the latest editions to the mod. Notably, the spawning layout has been drastically changed to take advantage of the species-faction system within the game. Now randomly groups of different species will spawn in packs; in the xenomorph's case, its hordes. Further, I have improved upon the existing faction system so that enemies will not kill each other off screen at the beginning of the level. I have written it so the marine allies can still spawn as friendly, but not disturb the other monsters, without them seeing the player first.
EDIT: The new sprites have not been added yet. The ones in the video are still the older xenomorph sprites but with the blood recolor.
Here is a preview of a large map I am working on. Moreover, I have recolored of 1,291 sprite frame, to change the color of the xenomorph's blood from green to yellowish.
http://www.moddb.com/mods/aliens-the-ultimate-doom
Acid blood re-color coming soon.
Check out this playthrough video of Aliens (HD)
Here are some previews of the upcoming demo for Aliens (HD).
//
Here are some screen shots of some gorey scenes. I'm not even half done with it; I supposed there could be near over 100 unique gibs and a currently uncertain amounts of deaths, and xdeaths. Though, I will probably work on completing the demo before I finish everything in regards to the gore.
Crawling sprites are to be added before I release the demo.
Here is a link to the NECA sprite sheet: http://i.imgur.com/0T5xlY6m.jpg
//
http://www.moddb.com/members/kontra-kom ... -tc-beta-8
Many changes have been made since 7.3:
-More intelligent and aggressive Xenomorph AI. The Xenomorphs, will now strafe out of danger to avoid pain. They will perform jumping attacks, in two variations. Some will jump attack diagonally; also serving as a group flanking tactic against the player. Now the enemy horde will surround you, with jumping melee attacks. The acid ball has been omitted from every xenomorph except the Flying xeno.
--Game-balancing and New enemy spawning rates
-Many New Gibs have been added, and blood decals now work properly.
-Eggs can now be gibbed
-Refined soundtrack selection, to better fit the overall theme of the game.
-All previous errors have been corrected. However, the newest version of GZDoom does indicate that some are present. Nevertheless, the mod is still playable with past and present versions of GZDoom.
Aliens: The Ultimate Doom (TC) BETA 7.3:
http://www.moddb.com/mods/aliens-the-ul ... tc-beta-73
Aliens: The Ultimate Doom (TC) Survival Horror Open World [E1M1 Replacement] BETA 2.1: http://www.mediafire.com/download/srdvj ... TA+2.1.zip
Moddb Mod Page:
http://www.moddb.com/members/kontra-kom ... tc-beta-73
News 2/2/15:
Here is a preview of the progress I've made on the high-resolution Xenomoprh Drone sprite sheet. I will used these sprites for an upcoming WAD I have planned; Alien (TC). In this game, a single Xenomorph drone will be the main antagonist. I will also have a few droids in the game as well. This game will be a survival-horror, naturally.
Media:
http://www.mediafire.com/download/047rv ... +World.zip
Game: Ultimate Doom
E1M1 replacement with modified Open World map.
BETA 1.0
I have created a separate version of Aliens: The Ultimate Doom, and have turned it into a survival-horror open world game.I have radically changed the layout of the game to include far less enemies, and even farther less ammo and other items. Their placement is randomized as well, so every time is a new experience. Further, I have decided to include sid doyle's Dark Doom mod, as well as Ronnie42's open world E1M1 replacement of Doom 1 as 1 level. Moreover, I am beginning to construct a network of vents; this version is just the beginning of what I will expand on. These vents interconnect to various parts of the map. I have even created a small sewer section. However, be warned, there are some of anomalies and dead-zones throughout the map; so you might get stuck rarely. Nevertheless, the experience of exploring the labyrinthine map with the haunting music in the background, is worth playing. There are a lot of game play changes here, its a much slower, and spookier game. I hope you enjoy it, and feedback is always welcome.
*Update* I will be upgrading many of the monster sprites with more detailed sprites.
BETA 7.3: http://www.moddb.com/mods/aliens-the-ul ... tc-beta-73
Moddb Mod Page: http://www.moddb.com/members/kontra-kom ... tc-beta-73
I would like to congratulate myself, jdredalert, Sergeant_Mark_IV, and all of the other various contributors, and beta testers [honorable mention for Endless123, Doomero, and Valherran] for us reaching this milestone in the progression of this mod.
Not only have I uploaded the latest update (BETA 7.3) to moddb.com, but I have also created an official mod page for Aliens: The Ultimate Doom (TC) there.
http://www.moddb.com/mods/aliens-the-ul ... tc-beta-73 (Has not been authorized by their mods yet, but will be later)
Moreover, I have linked the mod page to the Brutal Doom moddb page as well.
http://www.mediafire.com/download/ldj3x ... TA+7.2.zip
Here is a link to BETA 7.2
Included you will find a lot of new content
Here is stuff added since the last beta.
-New improved motiontracker
-New Weapon Update
-Brutalized Gore
-Classes
-New Xenomorph Types
-New Synthetic Types
-New Colonial Marine Types
-Randomized Soundtrack & More Songs
-Randomized Enemy Placement
-Randomized item and weapon placement
-Autoturrets
-New HUD
-Dynamic Lighting
-New enemy infighting behavior
-New and improved enemy AI
-New wall and floor textures
-various dismemberments, decapitations, and gibing
This update is 3 months in the making. It has been worked on extensively by me, jdredalert, and Sergeant_Mark_IV. I hope you enjoy it, and please give me your feed back.
Jd already has mentioned all of these thing in prior posts, but here’s a tally of the updates we can expect to see in BETA 7.0
-New Weapons
-New Classes
-Motion Tracker
-New Enemy Behavior
-Droids will attack Xenomorphs, and vice versa.
-Praetorian Xenomorphs
-Randomized ammo placement
-New Gore and revised Acid-blood system
-New Explosive barrel
-New Sprites and Textures
-New Sounds and tracks
-Sound Track Randomizer
-New Gameplay balancing
-Flashlight
-Dynamic Lighting
-Better performance, cleaner file organization, and massively reduced file size.
I may even be missing something…
Here’s a recap of development events:
Jdredalert, and Sergeant_Mark_IV both created updates to the PK3 file. Currently, jdredalert is in the process of merging the two divergent PK3 files into one bad ass game. I myself am working on converting the rest of the textures for Ultimate Doom, and creating new sprites to be used for the Praetorian. I am also working to create new sprites for various dismemberments. We’re not entirely sure when the PK3 file will be ready. But it will be worth the wait, I assure you. These new updates really make the game seem much more enjoyable to play.
Once this update is complete, and tested by the good people of this forum, I believe it may be ready to become Version 1.0. At that point, the file will be hosted on Moddb.com
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http://www.mediafire.com/download/c27cg ... 6.0%5D.zip
Hey everyone, here is a link to Beta 6.0
I have decided against creating the moddb page for now, as the mod is still not content complete.
There are still some things to be worked out, but I think this build will certainly please a lot of you.
I will try to address the lag issue in lower-end PCs in the next beta. But for now, please enjoy this version.
http://www.mediafire.com/download/vqdnu ... 5.7%5D.zip
I have a lot going on this week due to Labor Day celebration. Thus, I was unable to get everything I wanted to get done. But I feel I should share my progress with you all, thus far. I still have more work to be done. But please enjoy Beta 5.7.
----------------------------------------
via Imgflip GIF Maker
Preview of the Xenomorph Runner.
http://www.mediafire.com/download/829dl ... 5.6%5D.zip
I present to you BETA 5.6
Here is what's been added:
Brand new custom Xenomorph Warrior and Drone Sprites
Brand new custom wall textures, ceilings and floors
Reduction of acid wait time by half
------
I still need to work out implementing the new Colonial Marine Arsenal with jdredalert. Also, I still need to finish off the rest of the residual original doom textures. Moreover, there are still the previous benign loading errors from the last BETA.
I have finished the Drone.
Now that both the Warrior and Drone are complete, all I have to do is cut them out. Expect an update later tonight.
I have further detailed the face to look even closer to the actual warrior.David from Prometheus wrote: A superior species, no doubt.
Behold, the new Warrior sprite sheet, version 2.
This version is more polished than the last, with subtle, but significant changes to each frame. As you notice, the tall has become shorter, and more old-school interpretation of dinosaurs-like. The head in the front view now has the proper perspective; probably the most radical change to the monster. The side view has a more anatomically correct shape. There are now extra appendages on the forearms. Further, the tail attack come from between the legs; just as perverse and sadistic as the xenos were in the movie. (the blonde from the first film was impaled through her anus, like this off-screen.) Overall, this version is much closer to the movie depiction.
Now to get started on the drone. But first, some Zzzzz.
By tomorrow, I will have Kontra Kommando's Xenomorphs (Version 2) available.
via Imgflip GIF Maker
POLL CLOSED.
I was never truly quite satisfied with the end result. I've ask others which they think is better, and have gotten mixed results. Version one is the original, and the current spritesheet being used. I think version 2 is more anatomically correct. However, I will leave it for you to decide on if I should change the Warrior, and Drone's appearance. I will leave the flying xenomorphs alone; the older look will help distinguish them further. The poll will be open for two weeks
Hey guy, this is a 15 minute preview of what the progress I've made thus far with the textures. I have not yet finished, but I would like to share what has been accomplished thus far. I still have some work to do, but I don't want to rush it. I want to take my take time to create textures that truly give the Aliens feel. Anyways, I hope you enjoy the video. Feedback is always welcome.
Still working on the texture conversions. I've managed to get through a lot of them. Here is a preview of one of the tech walls I'm replacing.
Here's a preview
Here are some screen shots of my progress thus far. If I keep the momentum going, I may be able to totally convert every single texture in doom to my own custom textures by this weekend.
http://www.mediafire.com/download/i31as ... TA+1.0.zip
I present to you Aliens: The Ultimate Doom (Open-World TC) BETA 1.0
I have simply combined Aliens: The Ultimate Doom (TC) BETA 5.5 with Ronnie42's Doom 1 under 1 level.Version 3: http://www.moddb.com/games/doom-compile-project
I'm proud to say, we were Ronnie42's 666th download for his awesome WAD!
http://imgur.com/SfWXA6G
I have been granted permission to use his WAD as a foundation for an open-world version of the TC.
Moreover, I plan on expanding on the level as well. I would like to implement a system of air vents the player would be able to navigate through in order to access different parts of the base. further, I will in fact be creating my own custom base textures, which will be the next big project I plan on tackling soon. Moreover, I will be including all of the weapons that jdredalert has made, and place them within the level. I was also thinking of creating rouge survivors that could wander around the base, trying to evade the aliens. However, I think they would probably die fairly quickly, so I will need to experiment with that idea. I haven't been able to see if any marines could survived, but I'm certain, that some will. When the game starts up, the death counter starts to rise up; that is the friendly marines fighting the aliens. But I have a plan to get around that. In the meantime, please enjoy this open world version of the game. This was a spontaneous idea of mine. From now on, when I update the regular TC, I will update this one as well.
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http://www.mediafire.com/download/u04gp ... 5.5%5D.zip
Finally, BETA 5.5 has arrived!
I hope you will enjoy all of the new additions to the TC. The change has been so significant, it really deserves to be called 6.0; but we have more in-stored for that version! Beta 5.5 is certainly a milestone in the development of this project. As a recap of what has developed during the time between BETA 5.0 and now; we have see several new additions to the project. Sergeant_Mark_IV has given me his permission to utilize his work, and he sent me his version Aliens VS Predator VS Terminator. I have included sounds, and several sprites to fill in some remnants of what needs to be converted to the Aliens universe. The Predator is now the replacement for the Cyberdemon. There are two new colonial marines included as replacements for the blursphere and berserker pack. Further, I have given the drone, warrior, flying drone, and flying warrior a brutalized death, with flying gibs. I have created my own custom gibs, and blood sprites, that are used as lethal projectile xenomorph acid. I have also created a custom HUD, along with custom armor. The ape-suit now make you immune to acid damage for your health, but decrease armor damage still. The colonial marine armor reduces acid damage to health by half. finally, I have created replacements for the story for E1M1, E2M8, E2M8, E4M8.
I still need to implement jdredalert's new update, so this week I will work in coordination with him in organizing the layout of the weapons and pickups. Later this week I will release and addtional update to this WAD; BETA 5.6.
There are some known errors, most notably, i need to fix mapinfo for the episodes. Anything you come across, please tell me, and I will include it for the update.
In the meantime, I hope you enjoy this BETA. I felt it was too much fun to play, to not release it.
[version in video is outdated]
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...
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.
===========================================================
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.
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Kontra Kommando's Xenomorphs (version 1.1)
http://www.moddb.com/games/doom/addons/ ... orphs-v-11
jdredalert's Colonial Marine Arsenal (version 1.1)
http://www.moddb.com/games/doom/addons/ ... rsenal-v10
Kontra Kommando's Aliens Textures & Floors (version 1.0)
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.
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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
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Aliens: The Ultimate Doom (TC)
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.
______________________________________________________________________________________________________________________________________________________________________________
Update
Edit: 4.1 : http://www.mediafire.com/?pga17ak6pqrjddx
ALIENS: The Ultimate Doom (TC) [Beta 4.0] has arrived, and I had made some major changes. I decided to replace all of the weapon sprites with those of Aliens Online [1997]. I got rid of the pistol, because it really seemed useless at this point. Instead, the player will start with a Pulse Rilfe, that has 50 bullets, and 2 grenades. Moreover, each clip box has been increased to 20 bullets to make up for the lack of zombieman clip-drops. Further, I have included the double-barrel shotgun that is based on the SUPER SHOTGUN (KDIZD)'s decorate file and sound, with an alien online sprite sheet I edited. I have also included the Sniper Rifle; both the sniper rifle and super shotgun were downloaded from Realm667.
I have also replaced a number of pickup items, such as the armor, health bonuses, etc. I will make it a goal to completely replace every doom pick up in the game. I believe will also venture to replace the Moon Base Textures completely as well. This will probably take a while, but I plan on including all of them in one future update; not incrementally.
Finally, I have fixed the issue with the Queen alien. I created the proper mapinfo for the final levels.
Please report back any errors, or suggestion. Your feedback is always welcome, and much appreciated.
-------------------------------------------------
Background
The Weyland-Yutani corporation, has been conducting secret experiments with teleportation on the two moons of Mar; Phobos and Deimos. Upon opening a gateway to the colonist-settled moon Acheron (LV-426), a small spider-like creature had emerged and quickly scurried into an air-vent. To follow was the complete infestation, of Phobos and Deimos. Every human that was not killed initially, were taken to be cocooned within the Xenomorph hive. All but one lone colonial marine...
-------------------------------------------------
Beta 3.0 Playthrough Videos:
Here is another playthough I did of the first few mission of "Knee-Deep in Acid".
-------------------------------------------------
Old:
BETA 3.0 is has arrived. I have corrected all of the errors in the loading message box. Moreover, I have made significant changes to gameplay. Now the rocketlauncher is the only replacement decorate object for the flamethrower. The other objects, the flamethrower used to occupy, are now "gas", which is the ammo for the flamethrower. The spitting drones that currently hold the place of the doomimp, now have a_chase; the constant strafing was getting annoying. Now only the drones that are replacing demons have a_fastchase (the dodging action.) Both the flying drone and warrior have been modified, and are much more aggressive. Moreover, I corrected the slow wing flapping animation; it looks a lot better now. Moreover, I have corrected the frame error with the combat synthetic.
I decided against using the contra ost for episode one; that would have been a bit strange, and immersion breaking. Instead, I was able to dig up the OST I originally wanted. Episode one has song from Konami's Aliens arcade. Episode two has song from Sega's Alien 3. Finally, episode 3 has the sound track from Alien vs Predator, from snes. The only issues some of you may have is that the inclusion of these songs have now made the file almost 64 MBs. But other than that, I feel I have the beta version working really well. The next major upcoming improvements will be the inclusion of new xeno types. However, I will be making corrections to issues that you may uncover. There is a strange issue, albiet a tiny one. The first flying warrior you encounter one E3M1 does not fire his projectile acid correctly. However, every single other flying warrior in the game works fine. At any rate, please enjoy Beta 3.0
Link: http://www.mediafire.com/download/8bsua ... 3.0%5D.zip
http://www.mediafire.com/download/798p8 ... ta+2.1.zip
Here is Beta 2.1, the following are the list of improvements:
- All miss-aligned textures and switches have been fixed. (Special thanks to GreyGhost and Plums for the technical advice.)
- Music added to the intro and intermission. I've been exploring some of the old school aliens midi files, I've included a song from Konami's Aliens Aracade, and Alien (Commodore 64). I think I could do a lot with Konami's Aliens Arcade OST particularly; I feel it would suit this WAD well ( https://www.youtube.com/watch?v=i5pO9JDP7dU#t=78) I just need to figure out howto rip the midis from the rom. But I really have no idea at this point.
-Some mistakes and error corrected.
Old:
http://www.mediafire.com/download/kpef4 ... BETA+2.zip
Beta version 2.0 is now available.
Monster arrangement has been altered
Smartgun now uses its own ammo
Many sprites have been added
Many New graphics for interface
New Help page
Many errors fixed
I have also expanded my "special thanks to" list. The list names those who have supported in the development of this WAD by answering and helping with technical questions. If I have left anyone out, I apologize; please let me know!
After a week of vacation, I spent all day working on improving this WAD. I hope you enjoy it, and as always, I encourage feed back and suggestions.
Old:
Beta 1.2
http://www.mediafire.com/download/75qpv ... TA+1.2.zip
Here is one last beta before I go, I will make another with more changes when I return.
- I reduced the Warrior(Zombieman replacement)'s melee attack power to that of an imp's.
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Old:
Spitter verses Gorrilla Xenomorph
Which would like for me to replace the Imp with?
I could always include both eventually, but this poll is specifically for the spot of Imp.
Spitter Xenomorph:
http://avp.wikia.com/wiki/Spitter
http://alienanthology.wikia.com/wiki/Spitter
Gorilla Xenomorph:
http://avp.wikia.com/wiki/Gorilla_Alien
http://aliens.wikia.com/wiki/Gorilla_Alien
I am sort of torn on which should be included. Both are know for a powerful acid projectile attack. The Gorilla is more old-school, while the Spitter is a new edition. It is believable that the moon base had some apes populating laboratories. But the Spitter has a more sincere conforming design; another divergent evolution. Nevertheless, I dislike the bright glowing sacs on its head. Personally, I think I should vote for the Gorilla. But since its so close, I would like for you guys to help me make the decision. The poll will be open for two weeks.
Older:
Check out my play-through of an Alpha version of ALIENS: The Ultimate Doom (TC). I apologize for the lack of sound, I do not have a microphone. There is still a ton of work to get done. But I believe I will be able to provide a Beta for you guys sooner than later. There are some bugs that need to be worked out, but I will be sure to address them eventually. I hope you enjoy the video.
Older:
For those that do not know, Aliens: The Ultimate Doom TC is a WAD I am in the process of creating. The aim is to replace all of the original Doom's monsters with my own custom Xenomorphs, and related enemies. Moreover, I will endeavor to change the hell textures to my own custom hive textures. Further, weapons will be replace with those found in the alien universe, (i.e pulse rifle, smartgun, etc) Check here for updates on the progress of this WAD.
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I've completed the Combat Synthetic sprite sheet. Now all that is left is the creation of the sound files, and putting it together in a WAD.
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Here is the Flying Xenomorph Warrior, revised with 25% larger wings.
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Here are two videos by Endless123, demonstrating the Queen Xenomorph with his Predator Beta 9.7 mod. You can download the Predator 9.7 Beta from here: http://forum.zdoom.org/viewtopic.php?f=19&t=45192
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Flying Warrior in the works; there will be a flying drone as well. Both will have have a acid spit projectile attack, along with a lethal melee attack. The wings were taken from the Death Wyvern, from Hexen.
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Here are some pics from the Hive level of the Aliens WAD I'm creating. I used Justin Fisher's facehuggers and eggs for now, but I plan on making my own eventually. I created custom textures for the hive, as well as decoration such as the stalagmites, and the Queen's egg laying sack. I plan on adding even more to this WAD in the future. Here is a preview, I hope you get to play this level, because it really is quite fun.
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Work on the Praetorian Xenomorph has begun.
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http://www.moddb.com/members/kontra-kommando/addons
The Xenomorph Queen (v 1.0) is finally complete! Download her, along with the Xenomorph Drone (v 1.3) and Warrior (v 1.1) in the same pack.
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April 10, 2014
Check out these two videos made by Endless123. It is a playthrough of my level, Starship Konrad, combined with his Predator 9.7 Beta. Download his WAD from here: http://forum.zdoom.org/viewtopic.php?f=19&t=45192
Moreover, below is my latest progress on the Queen Xenomorph Sprite Sheet. I’m hoping to complete the graphics phase of it by this weekend. Granted that I don’t get swamped with other things, or get lazy. Further, I have attached another pic that demonstrates the scale of the Queen.
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Here is the progress I've made thus far for the Queen. I have had my hands tied this month with work and my personal life, so I haven't had much time to work on my sprite art. However, now I have a chance to make more time for this project. I have completed most of the major parts of the sprite sheet; the torso and head from every angle. Now what needs to be done is adding arms, legs and tail, as well as the attack and death animations. I'm not certain when I will be finished, but I don't think it should be too long at this point.
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I now present to you, the dancing queen. Just kidding, this is a gif of the walking animation. Sorry for the slow progress on this one thus far; I'm juggling my work, and personal life along with this project. Moreover, the queen is much larger than my previous editions.
*Tail revised
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Here is the first sprite I have created for the Queen Xenomorph custom monster. I just resumed work on my sprite art today, I had to take a break to deal with personal matters. But now I will get back to work, double-time.
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http://www.moddb.com/games/doom/addons/ ... m-monsters
Download both 1.3 of the Drone, and 1.1 of the Warrior here.
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http://www.moddb.com/members/kontra-kom ... r-for-doom
Attached is a link to download my new custom enemy; the Xenomorph Warrior. in addition to the creation of this new monster, I am planning on making revisions to the Xenomorph Drone. I have made some improvements in needed areas. The tail has been shortened in poses where it looked too long. Moreover, the tail has also been included in the gib animation as well. I will try to get those revision done for the Drone by tomorrow night.
In the meantime, check out the new Xenomorph Warrior. They are tougher and stronger than the Drone, as they should be.
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http://www.mediafire.com/download/n875n ... _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 lit, 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
Check out Endless123's Beta 6! These Xeno drones will be featured in his excellect WAD: http://forum.zdoom.org/viewtopic.php?f= ... 54#p747054
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http://www.mediafire.com/download/fs439 ... +v+1.1.zip
Here is a link to version 1.1
Endless123 brought a couple issues to my attention, and I made some corrections; the Read Me file lists them.
Also, be sure to check out Endless123's Predator WAD (http://forum.zdoom.org/viewtopic.php?f=19&t=45192); these Xenos will be included!
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Attached is a xenomorph drone that I have created the sprites for, as well as the decorate file. I have used John Fisher's soundbites from the Aliens TC. But plan on ripping my own from the movies. I am endeavoring to create all of the classic xenomorphs; the warrior, the dog-xeno, and the Queen; I want to release them all in one WAD. In the meantime, check out the drone, and give me some feed back.