Aliens: The Ultimate Doom

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

Post by Kontra Kommando »

Biosyn wrote:Kontra, its good you're expanding the HD sprites but, now this is just me speaking, I would suggest completing one first before moving on to the next.

The suit you've done looks good but keep the scope a bit low. Too much expanding at this point might seem overwhelming.

I would suggest finishing the drone you have going on there before starting the others.

Just a suggestion based on opinion.
After I finished the drone, and the warrior sprite sheets, I plan to re-make some of my old maps with updated content. I will revisit and refine two maps I have already created, and plan on creating some additional maps for it. This set of maps will only feature the drone, warrior, facehugger/eggs, and the queen as the final boss. I will even remove the spitting ability from the drone for this wad. I will make this the survival-horror I was talking about in earlier posts. It will be very dark, and you will have to rely solely on flares to see in some parts. Also, I will have the enemies placed strategically, and even create higher difficulties with even less ammo and more enemy spawn. I also plan on creating original music, as well as even more textures and flats. This will be a separete kind of game from Aliens: The Ultimate Doom (TC). Though, what ever aesthetic content I create for it will find its way into Aliens: The Ultimate Doom (TC) but the style of game play, will be mutually exclusive from it.

Therefore, once I complete the drone and warrior, I will focus on creating this. Then after that, I will get to finishing those other sprites.
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Carbine Dioxide
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Carbine Dioxide »

Will you redo any of the pickups or textures? In my opinion, new pickups would fit the style that you use for your aliens and textures.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Valherran »

I think I might have found the problem with the Smartgun ammo pickups. In Doom 2, I noticed that when I couldn't pick up anymore, the console said the last ammo drum I picked up was an energy cell pack. So I guess something is causing them to register as a cell ammo, or they are randomly spawning as cell packs with Smartgun ammo sprites.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Endless123 »

Valherran wrote:I think I might have found the problem with the Smartgun ammo pickups. In Doom 2, I noticed that when I couldn't pick up anymore, the console said the last ammo drum I picked up was an energy cell pack. So I guess something is causing them to register as a cell ammo, or they are randomly spawning as cell packs with Smartgun ammo sprites.
I know i said it before but i'll say it again just in case it could help

After i checked the DECORATE.ItemSpawners i noticed there is nothing replacing the cell pack so my theory is since zdoom don't find a replacement for it it just spawn a regular energy cell pack but since the sprite of the cell pack have been replaced by the one of the smartgun drum and it's exactly the same sprite name zdoom only shows the new icon but use the regular cell pack with it's message. So in theory if there is a specific spawn that replace the cell pack it should solve the problem. Well that's my theory :P
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by jdredalert »

Funny, because i replaced the Cell packs with Smartgun drums in the CM Arsenal. Maybe Kontra had changed something doing the new stuff and forgot to add it back. Note that those drum's sprites have the same name as the regular cells.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Endless123 »

jdredalert wrote:Funny, because i replaced the Cell packs with Smartgun drums in the CM Arsenal. Maybe Kontra had changed something doing the new stuff and forgot to add it back. Note that those drum's sprites have the same name as the regular cells.
Figured :lol:

I ran a small test just to validate or invalidate my theory and after i add the following to the item spawners list ...

Code: Select all

actor randomrandomizer : RandomSpawner Replaces Cell
{
	DropItem "Smartgundrum"
	DropItem "Smartgunbullets"	
}	

actor randomrandomizer2 : RandomSpawner Replaces CellPack
{
	DropItem "Smartgundrum"
	DropItem "Smartgunbullets"	
}
... no more cell pack message :D

Meaning your are probably right, Kontra probably modified the file and forgot to put it back in. Who could blame him though, he has so many stuff in progress at the moment specially with his sprites it's normal he forget things.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kontra Kommando »

jdredalert wrote:Funny, because i replaced the Cell packs with Smartgun drums in the CM Arsenal. Maybe Kontra had changed something doing the new stuff and forgot to add it back. Note that those drum's sprites have the same name as the regular cells.
Yep, i messed it up. :lol:

Didn't intend on it, but I will restore it, so it works properly.
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Mav3rick
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Mav3rick »

Hey after looking some alien stuff that you have made i wanted to give you some points of view :)
Spoiler:
A. I suppose that it may be a little flat and tall, and for some reason the fact that the skull is clear to see it take away some alien feeling maybe puting it all black will give it his menacing look
B. You may think of lowering this so they dont look so pronounced
C. Nice smile :D very good
D. The tail is on the wrong way is not coming from the center (weird nobody told about this) if you are able to fix this perspective when in movement just move the half of the tail and as a recomendating that make it look is wobbling in the air
E. The best way i think with the hands will be close to the chest in position like ready to do a lunge, just make them move in noding way as it move ;)

and also this may help you in reference :D
Spoiler:
Cheers for the hard and amazing job you have made so far :)
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Valherran »

He's going by the Xenomorph designs from the movies, that concept art is nowhere near the same.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kontra Kommando »

Image

http://i.imgur.com/QzKqWNp.gifv

This is what I've done thus far with the xenomorph drone frontal frames A1-D1. I see what you're saying about the tail though, I can address that.
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Slax
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Slax »

Looks like he's got a breath mask on.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kontra Kommando »

Slax wrote:Looks like he's got a breath mask on.
Image
Image
Yep, I intended on that. I want to make it look similar to the costume design used in Alien (1979).
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Valherran »

Yeah... There's a reason why they made it much less transparent on the top...
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TheMightyHeracross
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by TheMightyHeracross »

They got rid of the transparent top only for the Xenomorph Warriors. Drones always had the transparent dome. The only reason it wasn't always noticeable in the first movie was because of the rather dark lighting.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,

Post by Kontra Kommando »

http://www.amazon.com/gp/product/B00E57 ... 580&sr=8-1

Image

I'll be picking this up for myself, for Christmas. I will use it as a model to look at while I draw the rest of the Drone sprites. I already have the Warrior figure by NECA.

I also have a Hudson figure, in full colonial marine attire. I will use that as a visual reference once I improve the marines to have 4x the sprites.
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