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.
Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Skrell »

Please post an updated video of this up and coming mod! :)
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Endless123 »

Skrell wrote:Please post an updated video of this up and coming mod! :)
You asked for something i think ;)



As you'll see in the video i'm not doing really good but i managed to survived :lol:
Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Skrell »

I LOVE how this is turning out and am VERY excited to see it coming along ; however, there is 1 thing that is driving me nuts :
The guns don't seem to have any "kickback" in the animations. I would highly recommend the author add some screen shaking to the weapons making it a bit more challenging to aim but realistic and while adding "weight" to the firing animation. Thoughts?? :)
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Endless123 »

Skrell wrote:I LOVE how this is turning out and am VERY excited to see it coming along ; however, there is 1 thing that is driving me nuts :
The guns don't seem to have any "kickback" in the animations. I would highly recommend the author add some screen shaking to the weapons making it a bit more challenging to aim but realistic and while adding "weight" to the firing animation. Thoughts?? :)
Don't worry about that, just play all the classes and choose the one you like :) Note that i only shown the Assault class in the video and i only played one map and of course there is plenty more weapons for you to discover(me favorite is the minigun :D ) which will give you enough troubles to aim to match your taste ;)

Just a little advice, use the smartgun with the auto-aim on that way the rampant aliens on the floor won't caught you off-guard as often as they'd do if you use any other weapons.

EDIT : Here is a little weapons demo i just made. Of course i had to cheat a little to but who cares :lol: Enjoy :D
User avatar
jdredalert
Posts: 1676
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by jdredalert »

Actually they have. The weapons have a slight recoil pitch, but it's not a heavy one since it's an action paced mod, with a more arcade-ish approach.
Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Skrell »

jdredalert wrote:Actually they have. The weapons have a slight recoil pitch, but it's not a heavy one since it's an action paced mod, with a more arcade-ish approach.
ahh ok gotcha. I didn't realize that...i had thought it was going for a more ambient/realistic feel to scare the player.
User avatar
Valherran
Posts: 1412
Joined: Tue Oct 27, 2009 12:58 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Valherran »

Skrell wrote:
jdredalert wrote:Actually they have. The weapons have a slight recoil pitch, but it's not a heavy one since it's an action paced mod, with a more arcade-ish approach.
ahh ok gotcha. I didn't realize that...i had thought it was going for a more ambient/realistic feel to scare the player.
That might come later with the custom map pack.
User avatar
Kontra Kommando
Posts: 968
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kontra Kommando »

http://www.moddb.com/mods/aliens-the-ul ... endless123

Thanks for the videos Endless123, I have posted them to the moddb page.

If anyone else would like to submit play through videos, I would be happy to post them there.
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Endless123 »

Once again i'm glad i could help :)

NOTE : Sorry for my bad gameplay, I'm getting old i guess :lol: I hope someone more skilled would be able to do a playthrough series of at least one episode of Doom 1.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by DOOMERO-21 »

Hi, sorry guys for not advance so much with the semi circle radar, i am in period of my thesis (for my professional tittle) and i need to finnish my experiments. But i am close to found the variable of the semicircle radar, the only problem is some angles of view, the radar not display the enemies and i need to fix that....
Kagur
Posts: 165
Joined: Fri Mar 14, 2014 12:40 am

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kagur »

This mod. Its just perfect in terms of combat and everything else. If I didn't know better, I was under the impression that AJL of the AVP 2 mod community made this.

However, something should be done about the difficulty. Its relatively too easy to beat this on anything other than the last difficulty and even that is only difficult because of the respawning enemies. I do recall Aliens respawning in the AVP games, but in that difficulty, its just too much. I love the fact that you have put in some very recognizable music in this (I specially love the Sega Genesis Alien 3 soundtrack), but I was hoping to find this particular piece in there somewhere:

https://www.youtube.com/watch?v=u0_KecVgolA

from 9:10 to 11:15. Its a really awesome song.

The only negative aside from that are that some of the guns are really ugly looking (in general, a lot of items and misc stuff need graphical improvement). Oh and the enemies, made exceptionally well, are kind of scrawny overall. I mean, you could really use some beefy, mass loaded heavy enemy varieties (Some armored Alien types, The Crusher Alien from ACM, King Alien, Exosuits, Power loader, The newborn Alien from Alien resurrection, Cyborg Aliens (Xenoborgs) etc.).



Glitches:

The machinegun flamethrower combo's flame doesn't work

The flamethrower change color from blue to fiery yellow

Some of your weapons do the exact same thing (particularly the shotgun and machine guns basically being more or less the same). If you can make such great variety with enemies, please do so with the player's guns too. Now a mod like X-weapons helsturm had complaints about having too much fireworks and lightshow weapons that lit the place up with bright lights. That was extreme for that mod, but over here, those weapons would do very nicely to light up and balance the dark broody environment.

Its funny but the turrets can be pushed by the acid from the Queen Alien. :lol: Not that I didn't think they weren't powerful, but Acid does corrosive damage not explosive, pushing damage.

While the Alien A.I is very good, I was a bit disappointed to see them unable to simply jump down from a ledge to get to the player. Aliens of all things never had height damage in any of their game, whether it be the older AVP games or the newer Alien games. They are that strong and shouldn't be limited by any kind of environment.
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by -Ghost- »

I think the problem with letting them run off ledges is that it'd make some maps impossible, especially if you start a level where enemies can already see you. You'd be hard pressed to fight off half the entire map at once if they all just chased you across everything.
User avatar
jdredalert
Posts: 1676
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by jdredalert »

Kagur wrote:

Glitches:

The machinegun flamethrower combo's flame doesn't work
Yes, it does. But it needs to be reloaded. Pushing the reload key twice will do.
The flamethrower change color from blue to fiery yellow
That's not a glitch. In Aliens, when Ripley descends into the hive to save Newt, the flame color is blue, due to the fact that the fuel canister is full. After she burned all the eggs chamber, the flame was fiery yellow because the fuel was running low. You can note that the flames change color in game only when the fuel is under 40 (if i recall right).
Some of your weapons do the exact same thing (particularly the shotgun and machine guns basically being more or less the same). If you can make such great variety with enemies, please do so with the player's guns too.
Actually no, they don't do exact the same thing. They are sometimes similar, but all have some unique features:

M41A Pulse Rifle (classic and Tactical versions): Although they have a fast rate of fire, it's the lowest among the Pulse Rifle variations. The tactical Pulse Rifle have the scope and fires in bursts while scoped. The classic variant can fire under iron sights (default mouse3) but it's in full auto. Also, the classic M41A grenade launcher is stronger.

M41A/2 Pulse Rifle: The most advanced Pulse Rifle, successor of the M41A have a faster rate of fire and a weaker grenade launcher than it's older cousin. It also supports iron sighted fire (default mouse3).

Heavy Pulse Rifle: Heavy variant of the Pulse Rifle, designed for extreme combats. Has the fastest rate of fire, but it's also a little more difficult to wield because of the recoil, and also can overheat after sustained fire. The only Pulse Rifle that don't have any secondary fire.

And the shotguns:

Ithaca 37: Moderate damage, pump action shotgun. Fires 10 pellets per shot and reloads one shell after another. Holds up 7 shells.

Automatic Shotgun: Moderate damage, full auto shotgun. Fires 10 pellets per shot and reload is drum magazine based. Holds up to 20 shells.

Tactical Shotgun: Massive damage, full auto shotgun. Fires 20 pellets per shot and reloads one shell after another. Holds up 7 shells. The sights are not implemented yet, but will.

Double Barreled Shotgun: Massive damage, pump action shotgun. Fires 20 pellets per shot and reloads one shell after another. Holds up 8 shells and consumes two shells on each fire. Can fire if only one shell is loaded, with half damage.
Its funny but the turrets can be pushed by the acid from the Queen Alien. :lol: Not that I didn't think they weren't powerful, but Acid does corrosive damage not explosive, pushing damage.


This is how the acid damage works: they are actually small explosions (A_Explode) happening one after another. I think this weird behavior can be avoided increasing the mass of the turrets.
User avatar
Valherran
Posts: 1412
Joined: Tue Oct 27, 2009 12:58 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Valherran »

The machinegun flamethrower combo's flame doesn't work
Works fine for me.
While the Alien A.I is very good, I was a bit disappointed to see them unable to simply jump down from a ledge to get to the player. Aliens of all things never had height damage in any of their game, whether it be the older AVP games or the newer Alien games. They are that strong and shouldn't be limited by any kind of environment.
As -Ghost- said, this would make some maps impossible to beat because at least half of the map would come barreling down on you at the start of the level. Even more so when you decide to start fresh at a random level. And i'm sure there will be a workaround to this for when the map packs get released so that it doesn't throw the balance off of the normal games.
The only negative aside from that are that some of the guns are really ugly looking (in general, a lot of items and misc stuff need graphical improvement). Oh and the enemies, made exceptionally well, are kind of scrawny overall. I mean, you could really use some beefy, mass loaded heavy enemy varieties (Some armored Alien types, The Crusher Alien from ACM, King Alien, Exosuits, Power loader, The newborn Alien from Alien resurrection, Cyborg Aliens (Xenoborgs) etc.).
Enemies are still a WIP due to them being custom sprites made by Kontra Komando.
However, something should be done about the difficulty. Its relatively too easy to beat this on anything other than the last difficulty and even that is only difficult because of the respawning enemies.
This will change when the spawn rate of certain things is fixed and newer enemies are added in. The reason it is so easy is because often times you awaken a Predator inside a teleport trap, and it starts fighting everything in it. When it dies trying to fight everything in it, it suicides and kills everything in there. So when you get to the area you know there should be a horde of monsters coming to jump you, nothing happens. :lol:

The Marine allies also tend to clear the map of enemies as well, hopefully some new method will get put into their later on to prevent this from happening. Such as programming the enemies and ally marines to only start infighting when they see the player and not as they awaken (as mentioned before).
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by -Ghost- »

Yeah, I'd prefer to keep the allies effective rather than weak cannon fodder if possible. It's nice seeing them hold their own for the most part.

I discovered an interesting WAD to play this with when looking through levelsets. 5till L1 Complex (http://www.doomworld.com/idgames/?file= ... 9/5l1c.zip) is a really big colony with tons of trees, buildings, enemies, etc. The funny part is that all the trees get replaced by facehuggers and other things, so you actually get a pretty cool recreation of a hive from the fields of eggs. Of course, this makes the start of the map hell, but the allied marines can help keep it from getting too bad and it turns into an interesting slog through an overrun colony. The bodies, eggs, etc give a nice level of detail that helps the ambiance a lot.
Last edited by -Ghost- on Fri Nov 14, 2014 9:50 pm, edited 1 time in total.
Post Reply

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