Hopefully they implement that.
Aliens: The Ultimate Doom
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Kontra Kommando
- Posts: 973
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
I could've sworn I've seen mods do it before. You could make the Synths friendly and help the player ala Brutal Doom's AI marines. Or just add other colonial marines to even things out.
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
I remember playing a MOD that made the player let off a silent sound that awakened everything that could hear it as soon as the game started. Silent being, they can hear it, but you can't. Basically a sound with no audio file, but it registers to the monsters.-Ghost- wrote:Is there no way to make them in-fight as soon as they're "awakened" by the player without messing with the map first?
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Yeah, I think I was playing the Doom Classic mod or something, but it'd wake them all up so sometimes monster closets would open with half the monsters dead from friendly marines.
- Kontra Kommando
- Posts: 973
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
hey guys,
I know I was supposed to upload 5.5 last night, but I didn't quite finish it, and it was getting close to 2 AM here. However, tonight and tomorrow I will have ample opportunity to finish and upload it. I should note, this will be quasi-brutalized, and feature the gibs and gore I have created. But once I recieve the new brutalized version from sgt. mark, I will continue forward with that as the standard. 5.5 will merely be a showcase for what is to come in 6.0.
I will also leave the non-brutalized version 5.0, for those that prefer to play that, but it will no longer be updated by me from this point on.
I have decide to just hold off on this for now. There are still major changes that need to be made. I assure all of you, the next thing that is release will be a major improvement.
I know I was supposed to upload 5.5 last night, but I didn't quite finish it, and it was getting close to 2 AM here. However, tonight and tomorrow I will have ample opportunity to finish and upload it. I should note, this will be quasi-brutalized, and feature the gibs and gore I have created. But once I recieve the new brutalized version from sgt. mark, I will continue forward with that as the standard. 5.5 will merely be a showcase for what is to come in 6.0.
I will also leave the non-brutalized version 5.0, for those that prefer to play that, but it will no longer be updated by me from this point on.
I have decide to just hold off on this for now. There are still major changes that need to be made. I assure all of you, the next thing that is release will be a major improvement.

- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Hell hath no fury as the next release!
-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Something tells me the next release will be epic 

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Significant progress has been made since my last post, but everything's too WIP to be shown off for the full effect at the moment. However, the map is nearly complete; since I'm slow, it should probably be finished in a few days.
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
That's great news, idGamer. I'll start mapping in a few days from now; i'm finally in college vacation. I'm not a great mapper, but i'll do my best, for sure!
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Well, I finished faster than I anticipated, so the first version of the map is complete now.
Kontra Kommando, I've sent you a PM with the map and further information.
Kontra Kommando, I've sent you a PM with the map and further information.
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
idGamer, make sure you tell us about the map, about what you thought about the map while you were creating it. It's important so it can fit better our plot.
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
All right, should be easy enough. Should I tell you with a PM to you or Kontra Kommando, or should I just post it in the thread?jdredalert wrote:idGamer, make sure you tell us about the map, about what you thought about the map while you were creating it. It's important so it can fit better our plot.
- Kontra Kommando
- Posts: 973
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Tonight, I will now begin work on creating some levels for the 32-level megawad.
- Kontra Kommando
- Posts: 973
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers
Status update:
Right now I'm in the process of drawing multiple dismemberments which Sergeant_Mark_IV will implement 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.
Right now I'm in the process of drawing multiple dismemberments which Sergeant_Mark_IV will implement 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.
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- Posts: 26
- Joined: Tue Dec 24, 2013 9:46 pm
Re: ALIENS:The Ultimate Doom (TC) & 32-lvl MegaWad: Recruiti
This is a really good mod. I know this might sound like a [censored word] idea.... but has anyone ever considered combining Evil Dead 2 with Aliens?! Anyone?! Like the technology from the Aliens movie and the guns from Evil Dead 2 and Aliens but the demons/monsters are from Evil Dead 2 and Dungeons and Dragons?! Anyone?! :3