Aliens: The Ultimate Doom

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Mav3rick
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Re: Xenomorph Bestiarum Vocabulum

Post by Mav3rick »

i have to say that i dont really see a facehugger as zombieman ¬¬
it seems better as a lost soul since they come from a pain elemental and for the kind of creature they are they must be deadly with the ability of 2 or 3 touch the player die
Endless123
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Re: Xenomorph Bestiarum Vocabulum

Post by Endless123 »

I'm not entirely agree with you on that point. Facehuggers are most of the time on the ground and pounce on their victim when they find one so having them replace lost souls would mean they will have to constantly fly which is not really how they were designed to do. Of course it all depends on which xeno will replace the painelemental. One of the possibilities would be to replace the painelemental with a xeno egg that open to let a facehugger out but it would have to be limited to 1 facehugger by egg to keep it as "Alien authentic" as possible.

As for the deadly part, in most of the Aiens games i've played and movies i saw they are barely deadly simply because if they kill their victims they won't be able to implant their egg and the xeno liniage would be at risk :lol: However they should have an attack that could neutralize the player for a few seconds (when they pounce at the player's face) if the player can't avoid the attack and after a few seconds if the player did nothing then it could kill him. But their basic attack never been the real threat but it's another story when they pounce at you face :lol:
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Mav3rick
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Re: Xenomorph Bestiarum Vocabulum

Post by Mav3rick »

Endless123 wrote:I'm not entirely agree with you on that point. Facehuggers are most of the time on the ground and pounce on their victim when they find one so having them replace lost souls would mean they will have to constantly fly which is not really how they were designed to do. Of course it all depends on which xeno will replace the painelemental. One of the possibilities would be to replace the painelemental with a xeno egg that open to let a facehugger out but it would have to be limited to 1 facehugger by egg to keep it as "Alien authentic" as possible.
did you realice that any enemy of doom can be change so they behave and attack on diferent way? because a lost soul can walk as a zombie man can fly so i dont see really a problem with that and even if there will be maps only with aliens there can be some kind of nest or special crature that drop them ;) wich will be the pain elemental :D
As for the deadly part, in most of the Aiens games i've played and movies i saw they are barely deadly simply because if they kill their victims they won't be able to implant their egg and the xeno liniage would be at risk :lol: However they should have an attack that could neutralize the player for a few seconds (when they pounce at the player's face) if the player can't avoid the attack and after a few seconds if the player did nothing then it could kill him. But their basic attack never been the real threat but it's another story when they pounce at you face :lol:
well i always see anybody that is pounce "die" in some kind of way on movies and in games is a simple game over so no idea what you mean here, that is way i say 2 or 3 attack and kaput player die other wise is a simple instant kill because nobody will be able to stop it from kissing the player face lol

will show "doomguy was french kissed by a facehugger"
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Kontra Kommando
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Re: Xenomorph Bestiarum Vocabulum

Post by Kontra Kommando »

Last night I was throwing together an alpha version of Aliens: The Ultimate Doom to get a feel for how it will be. I actually doubled up the warrior's presence in the game. I replaced zombieman with the Warrior, as well as the Imp. Honestly, it worked pretty well. Moreover, it made sense since the Warrior is the most prevalent caste within the hive. However, I do love variety, I will be messing around with a bunch of combinations.
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Kontra Kommando
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Re: Xenomorph Bestiarum Vocabulum

Post by Kontra Kommando »

Mav3rick wrote:
will show "doomguy was french kissed by a facehugger"
The obituary i wrote reads,"Player was impregnated by a facehugger."
Endless123
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Re: Xenomorph Bestiarum Vocabulum

Post by Endless123 »

Something tells me this mod will be really popular when you will release it and I'm sure i'm not the only one eager to play it :D
ObsessedWithMODs
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Re: Xenomorph Bestiarum Vocabulum

Post by ObsessedWithMODs »

Kontra Kommando wrote:Image

These are androids I am intending to create.

I was brainstorming yesterday, and decided it would be better if I make Zombieman's replacement, the facehugger, and Shotgun guy replaced with the droid. A notable criticism of A:CM was that it had too many human( in this case human-like) enemies. I want these TCs to retain the prevalence of aliens.


Is that first pic from Aliens Colonial Marines? I don't recall seeing that sequence, maybe it was from one of the DLC packs since I never played those other than really briefly.

I think the problem with the human conflicts that was presented in the Aliens Colonial Marines game was that they introduced them too soon (at the very beginning of the second level) and way too frequent (more than half the game).

They could have re-adjusted the script of the game somehow and don't really introduce them until later halfway into the game. Even in Alien Trilogy the human and company enemies weren't introduced so quickly and neither were they so frequent until much later in the game. Even that game went back to the Derelict and stuff but the Xenomorphs remain the primary threat and focus.

Either way I thought their story and script was a piss poor excuse to through in a "retcon" to re-canonize things. I mean C'mon it should have been mainly about the Marines going up against Xenomorphs and surviving the infestation, etc.,, but NO instead they want to make Colonial Marines into an interquel that take places place primarily between Alien 3 and Alien 4, as well as some parts prior to the beginning of Alien 3.

It seemed like they intended to try and turn this into a Saving Private Ryan story, uh actually make that Saving Corporal Hicks, and the mercs are basically the future representation of Nazis.

If they had not went in that direction then they really could had a lot more room by focusing more on the conflict between Aliens and the Marines and then just later, much later, as in very late in the game bring the Mercs and Company as the villains and conspirators, but that was just too predictable with very little surprise, at least for anyone that have already seen all of the original Alien films by now, and for those that have not they'd just get lost on it. It wasn't well executed and presented and turn into a piss poor Call of Duty wannabe feeling to it.
Kontra Kommando wrote:Moreover, Zombieman, and Shotgun guy are typically found together. I figure it would be more realistic to see a droid amongst facehuggers, because they will most likely not attack the droid because it is not alive. Also, The facehugger is too small to hurt the droid really. Sort of like the relationship between hippos and alligators; they just co-exist in an environment. Of course there will be situatiuons when the droid is amongst the aliens, but that is unavoidable. Moreover, since it will be the only enemy with a gun (pulse rifle), it is bound to start a lot of infighting; which is a good thing! I want to program the combat droid to be similar to the Chaingunner. That would surely cause infighting, because it will continuously fire a stream of bullets.
I get what you mean, but can't you program them to already engage in combat once they are in the awoken/dormant state?

I don't know if you ever played AvP Classic 2000 or AvP1, but enemies fight against each other immediately when they make contact as long as they are not of the same species.

So is the Monster infighting coding is still fairly generic then? I thought it's possible to have different enemy types already engage in combat against each other when they first make contact before any player reaches them with current doom source ports. E.G. if you put AI controlled Preds and Aliens they should engage the moment they make contact and meet up, without having to wait for the player to make contact with them to trigger their active, awoken state.But just do what you can on this one.

Obviously if they are synths no Xenomorph would attack them directly since they provide little to no real value to their species due to the fact it's impossible to use a synths as hosts to expanding their hive and neither could they be eaten and consumed like flesh and meat.
Endless123
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Re: Xenomorph Bestiarum Vocabulum

Post by Endless123 »

"Obviously if they are synths no Xenomorph would attack them directly since they provide little to no real value to their species due to the fact it's impossible to use a synths as hosts to expanding their hive and neither could they be eaten and consumed like flesh and meat."

You forgot one thing, the xeno has - as top priority - to protect the Queen and the synths represent a formidable threat against the integrity of the hive and the Queen so logically a xeno would destroy any synths it crosses to prevent them to pose a threat to the hive and the Queen. That is if they are inside the hive. As for the outside i don't know. I guess the closer the synths are from the hive and the Queen the most likely the xenos would attack them.

"So is the Monster infighting coding is still fairly generic then? I thought it's possible to have different enemy types already engage in combat against each other when they first make contact before any player reaches them with current doom source ports. E.G. if you put AI controlled Preds and Aliens they should engage the moment they make contact and meet up, without having to wait for the player to make contact with them to trigger their active, awoken state.But just do what you can on this one."

Entirely agree with you on that one(yep you are not dreaming :lol:) However i don't know if it's possible with (G)zdoom. The best would be to make them active on the spot then if there is no other target then they could go to the inactive state until the player arrived. The only problem is if it works, how many Preds/Aliens you put on the map the keep it playable while staying challenging.
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Kontra Kommando
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Re: Aliens: The Ultimate Doom TC/ Xenomorph Bestiarum Vocabu

Post by Kontra Kommando »

Update!

Image

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.

Addition:

Image

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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Kontra Kommando
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Re: Xenomorph Bestiarum Vocabulum

Post by Kontra Kommando »

Endless123 wrote:Something tells me this mod will be really popular when you will release it and I'm sure i'm not the only one eager to play it :D
Thanks a lot dude! :D
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acidhoez
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Re: Aliens: The Ultimate Doom TC/ Xenomorph Bestiarum Vocabu

Post by acidhoez »

any plans for predators?? or do you intend on this being a alien only story line ? either way its still looking fantastic and i look forward to seeing this finished
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Kontra Kommando
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Re: Xenomorph Bestiarum Vocabulum

Post by Kontra Kommando »

ObsessedWithMODs wrote:
Is that first pic from Aliens Colonial Marines? I don't recall seeing that sequence, maybe it was from one of the DLC packs since I never played those other than really briefly.
I believe they were from the 2010 AVP game.
ObsessedWithMODs wrote:
I get what you mean, but can't you program them to already engage in combat once they are in the awoken/dormant state?

I don't know if you ever played AvP Classic 2000 or AvP1, but enemies fight against each other immediately when they make contact as long as they are not of the same species.

So is the Monster infighting coding is still fairly generic then? I thought it's possible to have different enemy types already engage in combat against each other when they first make contact before any player reaches them with current doom source ports. E.G. if you put AI controlled Preds and Aliens they should engage the moment they make contact and meet up, without having to wait for the player to make contact with them to trigger their active, awoken state.But just do what you can on this one.
I don't think I can mess around with particular enemies in the game, the TC will just broadly replace each enemy with a new one. If it were a custom map, (which I will eventually make 10 of for aliens) I could then give some of them ambush and dormant flags, and such.
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Kontra Kommando
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Re: Aliens: The Ultimate Doom TC/ Xenomorph Bestiarum Vocabu

Post by Kontra Kommando »

acidhoez wrote:any plans for predators?? or do you intend on this being a alien only story line ? either way its still looking fantastic and i look forward to seeing this finished
http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Check out Endless123's beta; the predator is his specialty. I've been in collaboration with Endless.
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acidhoez
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Re: Aliens: The Ultimate Doom TC/ Xenomorph Bestiarum Vocabu

Post by acidhoez »

Kontra Kommando wrote:
acidhoez wrote:any plans for predators?? or do you intend on this being a alien only story line ? either way its still looking fantastic and i look forward to seeing this finished
http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Check out Endless123's beta; the predator is his specialty. I've been in collaboration with Endless.
ah cool, i saw this a while ago, any plans for enemy predators though ? they would probably be really difficult to make though, especially with the throwing animations for the smart disc and spear
Endless123
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Re: Aliens: The Ultimate Doom TC/ Xenomorph Bestiarum Vocabu

Post by Endless123 »

acidhoez wrote:they would probably be really difficult to make though, especially with the throwing animations for the smart disc and spear
You are right, it's harder than i though. I'm trying to modify the smartdisc of my Predator to comeback automatically like in AvP 3(2010) but for some reasons it not working. I guess i'll need some help if i can't figure that out :P I guess trying to do it AI-side would probably be harder. But let just focus on Kontra Kommando Aliens instead of my own mod. This is his thread after all and i don't want to steel the show.
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