Aliens: The Ultimate Doom

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
Kontra Kommando
Posts: 973
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Kontra Kommando »

TheMightyHeracross wrote:http://forum.zdoom.org/viewtopic.php?f=15&t=46166

Just put this up. :)
Hopefully they implement that.
User avatar
-Ghost-
Posts: 1788
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by -Ghost- »

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.
User avatar
Valherran
Posts: 1412
Joined: Tue Oct 27, 2009 12:58 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Valherran »

-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?
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.
User avatar
-Ghost-
Posts: 1788
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by -Ghost- »

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.
User avatar
Kontra Kommando
Posts: 973
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Kontra Kommando »

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. :twisted:
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by jdredalert »

Hell hath no fury as the next release!
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Endless123 »

Something tells me the next release will be epic :D
User avatar
idGamer
Posts: 322
Joined: Mon Jul 29, 2013 12:19 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by idGamer »

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.
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by jdredalert »

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!
User avatar
idGamer
Posts: 322
Joined: Mon Jul 29, 2013 12:19 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by idGamer »

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.
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by jdredalert »

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.
User avatar
idGamer
Posts: 322
Joined: Mon Jul 29, 2013 12:19 pm

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by idGamer »

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.
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?
User avatar
Kontra Kommando
Posts: 973
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Kontra Kommando »

Tonight, I will now begin work on creating some levels for the 32-level megawad.
User avatar
Kontra Kommando
Posts: 973
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: [Poll] ALIENS 32-Level MegaWAD - Recruiting Mappers

Post by Kontra Kommando »

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.
FlynnTaggart777
Posts: 26
Joined: Tue Dec 24, 2013 9:46 pm

Re: ALIENS:The Ultimate Doom (TC) & 32-lvl MegaWad: Recruiti

Post by FlynnTaggart777 »

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
Post Reply

Return to “TCs, Full Games, and Other Projects”