Aliens vs. Marines - AVM

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: Aliens vs. Marines - AVM

Post by JimmyJ »

Blade3327 wrote:Images in that last post aren't quite showing up for me.

Just wanted to pop in and say I'll be keeping tabs on this. Aliens Online was a blast, particularly because of how Doomish it felt. Seeing something like that with a little more depth as a full-on multiplayer TC will be both unique and a lot of fun to play. Kudos on the custom textures and resources as well. Definitely a must-have when it comes out :).
The images aren't working for me either, I wanna see.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

*Images moved to front page*

This isn't even close to what the final architecture will look like, but I'm anxious to show off some of the new material so here it is. Some of the textures are still rough but at least I have decent place holders.
Last edited by Tragos on Wed Mar 30, 2011 8:40 pm, edited 1 time in total.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Aliens vs. Marines - AVM

Post by Big C »

Dude, if these are just placeholder graphics, the finished product is probably going to make people need new skivvies. :P
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

Currently I'm using an old throw away scanner and a slightly busted digital camera for digitizing the numerous panels. Some of the textures come out usable while others are quite inferior compared to what they "could" be. I touch all of them up the best I can, but you can only do so much for a smudgy blurry image. I'm attempting to build a rig specifically for digitizing the panels, there are about 10 things on my parts list but unfortunately the problem is I lack the needed funds at this time. The sprites for this project are equally if not more impressive but I refuse to show them until quality rips are completed. What you see here is my best attempt using low quality hardware. Anyone have an old decent digital camera for sale? :D I hate being poor.

Now accepting donations to purchase the following:

1. 2 New lazy susans.
2. 2 gallons chroma key paint. Green and blue.
3. New digital camera.
4. Large Format scanner ( can be used )
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

Latest screens all moved to the front page. This project also has officially moved back to Gzdoom. Sorry Skulltag but your incompetent community and insufficient amount of updates has forced me to switch ports. There was no way Skulltag could handle what I have planned for AvM. A good example of two failures would be Zombie Horde and All out War 2, while both are pretty neat projects they fall short of my own expectations and suffer from serious flaws in their game play which affect their playability . Some of the issues with both projects could be cleaned up with proper coding or simple tweaks but I doubt it will happen anytime soon. I can hardly wait to start messing around with polyobjects again, does anyone know of a good example. wad?
User avatar
.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Re: Aliens vs. Marines - AVM

Post by .+:icytux:+. »

Hey the new shots look really great.
But i can tell you, that nothing about Zombie hordes and AOW2's shittyness depends on the port, just the creators, and the community.
You can use polyobjects just as well(well almost) in skulltag as you can in Gzdoom. Skulltag is pretty far behind with the features, but those features arn't really groundbreaking either, you could actually manage without using them.

Anyway I totally support GZDoom more than Skulltag. But for a pretty multiplayer based mod, I still think your choice was sort of unexpected. :P Oh well, i guess skulltag catches up with its features some time in the future.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

Added 2 additional screens, just more of the same. The map design is reminiscent of Aliens Online which will not make the final cut, the real maps are heavily inspired by Aliens which will surpass what you currently see here. Stayed tuned for more good stuff!

At the risk of derailing this thread, I will say that Skulltag is full of great idea's and projects that are executed rather poorly. AVM originally started out using Gzdoom so switching it back is not really anything major. It was only based upon numerous suggestions that I even made the switch in the first place. Other than the convenient host and client features, everything else is a step backwards. Gzdoom is where its at the kids can have Skulltag.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Aliens vs. Marines - AVM

Post by wildweasel »

Let's try to not let this go too far into an unwarranted source port war.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

wildweasel wrote:Let's try to not let this go too far into an unwarranted source port war.
Those are just opinions bud, but I must agree. I have no desire to derail this thread and the trolls could be lurking?
User avatar
DrDoctor
Posts: 132
Joined: Fri Nov 06, 2009 5:04 am

Re: Aliens vs. Marines - AVM

Post by DrDoctor »

Although it might be too late to suggest this to Tragos (and he might be aware of them) One good way to make alien sprites is to base them off the Revoltech figures

Drone (comes with a facehugger)
http://www.bigbadtoystore.com/bbts/prod ... ode=retail

Warrior
http://www.bigbadtoystore.com/bbts/prod ... ode=retail

Queen
http://www.bigbadtoystore.com/bbts/prod ... ode=retail

Predator
http://www.bigbadtoystore.com/bbts/prod ... ode=retail

The nice thing about these toys is that they are VERY poseable and almost every part is interchangeable, which can make for some nice alt deaths (like if you want the head or torso blown off you can do that, or for real horror put this head on a queen body.) The only downside this they are quite pricey. I personal have the warrior and queen figures, and I must say they are sweet :D

Quick note: The box of the queen figure suggests that the powerloader exosuit might be coming out soon. Whether or not it will include a Ripley figure I'm not sure of.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

I already know about these, but thanks! I went really overboard with all of my Aliens merchandise so I'd rather use what I already have. I'm convinced that I own two of the same figures used in Aliens Online to render the sprites. Not the original figures but the very same model's Mythic used. The only real problem with the Revoltech figures is they are party made of clear plastic, unlike the promotional versions. I would have to repaint them before they would be usable.
Last edited by Tragos on Tue May 10, 2011 4:56 pm, edited 2 times in total.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: Aliens vs. Marines - AVM

Post by Blade3327 »

Only issue with the Pred is that the typical Revoltech joints make him look incredibly skinny. A NECA figure would be a little better for that (only problem is the paint apps aren't too great, but shrunk down and digitized, it should be fine).
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Aliens vs. Marines - AVM

Post by Tragos »

No worries because I don't need a Predator for AvM, I will never need one. :D
ObsessedWithMODs
Posts: 79
Joined: Thu Oct 18, 2012 10:14 pm

Re: Aliens vs. Marines - AVM

Post by ObsessedWithMODs »

This is the only other Aliens related Mod for Doom that I am aware of and it's entire progress seemed to have stopped.

I don't know if Robert (Tragos2d) got a Cease and Desist letter from Fox or something.

I can only hope he stopped for ANY other reason besides the above mentioned although that doesn't mean any guarantee he will have time to pick this up, and his site (http://www,tragos2d.com) has been down for quite some time now.

The last I've checked he was working on like 3 other Raycast projects so maybe because those are prioritized by him, he'll return to this much later.... or so I (and we) hope.

But if it did get 'foxed' I can only assume it had to do with Fox trying to protect their new licensed Aliens Colonial Marines game and trying to maximize profits.

But that's alright, there are still plenty of Aliens related mods we can find and play without having give Fox a single cent.

Oh, one other thing this isn't the only "Aliens vs Marines" Mod out there, there another Aliens vs. Marines Mod for Crysis 2, although that isn't out yet hopefully it doesn't get that legal mumbo jumbo BS.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Aliens vs. Marines - AVM

Post by wildweasel »

ObsessedWithMODs wrote:This is the only other Aliens related Mod for Doom that I am aware of and it's entire progress seemed to have stopped.

I don't know if Robert (Tragos2d) got a Cease and Desist letter from Fox or something.
He stopped because he got banned for being a jerk.
Locked

Return to “Abandoned/Dead Projects”