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.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Cool, I'm liking the level of detail on these new weapons.
- jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Thanks buddies. But i'm still lacking some sights frames, sadly.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
I'd be fine playing with them with decorative sights in the meantime, they all look like good additions to the arsenal.
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
The scoped Pulse Rifle is already implemented, and it uses the same scope sprite from the earlier Sniper Rifle. It has a 2.0 zoom and fires in bursts while sniping and full auto on regular combat. Too bad i couldn't add the sights for the shotgun for now... But i think that will be a strong weapon anyway. It will be an auto shotgun too, but with lower ROF if compared with the M68, and will have the max ammo capacity of 7 rounds. I'm also planning it to be stronger than the regular shotgun, while still weaker than the double barreled.
- jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Some ingame screenshots. I hope you guys like it so far.

Spoiler:I know i'm missing some weapons, but i don't want to spoil it all. But i think this can be a good tease.

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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Wow good work 
That minigun has some Doom 3's chaingun features isn't it? Don't worry that's one of the best looking minigun available and i'm sure no one will complain about it
And that Tactical Pulse Rifle looks really great, i can't wait to use it on monsters

That minigun has some Doom 3's chaingun features isn't it? Don't worry that's one of the best looking minigun available and i'm sure no one will complain about it

And that Tactical Pulse Rifle looks really great, i can't wait to use it on monsters

- jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Yes, that's the Doom 3 chaingun. It's been a very popular weapon these days, but's still one of my favorites and i think it fit's the Aliens Weapons visual in some way. Maybe i could recolor some part to olive green instead of silver, who knows. It works the same way as the AvP 2 Minigun: primary fire is the slower "start-spinning-than-start-shooting", while the alt fire makes the barrels always spin, waiting for shooting.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
The new guns are nice, but the coloring looks kind of weird on the 2nd pulse rifle and shotgun, like a weird lighting effect. The minigun is a good idea, though I agree it could be reskinned to match the green color of the CM guns.
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Honestly i prefer a black or silver minigun but i will enjoy it as much no matter the color it will bejdredalert wrote:Yes, that's the Doom 3 chaingun. It's been a very popular weapon these days, but's still one of my favorites and i think it fit's the Aliens Weapons visual in some way. Maybe i could recolor some part to olive green instead of silver, who knows. It works the same way as the AvP 2 Minigun: primary fire is the slower "start-spinning-than-start-shooting", while the alt fire makes the barrels always spin, waiting for shooting.

I only have one request about the minigun, please don't make it fires with a spread as wide as the one in Doom 3 because it's really difficult to aim with all the recoil and the wide spread.
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Well, my minigun have both recoil and spread (i'm adding recoil to every weapon) but this won't be a nasty and nearly impossible to control. Some people put much recoil in their weapons, mine's lighter and easier than most recoils you see around.Endless123 wrote:
Honestly i prefer a black or silver minigun but i will enjoy it as much no matter the color it will be
I only have one request about the minigun, please don't make it fires with a spread as wide as the one in Doom 3 because it's really difficult to aim with all the recoil and the wide spread.
The shotgun's weird lights/shadings were made by the original author. I'm not touching those sprites because honestly, i couldn't do anything better-Ghost- wrote:The new guns are nice, but the coloring looks kind of weird on the 2nd pulse rifle and shotgun, like a weird lighting effect. The minigun is a good idea, though I agree it could be reskinned to match the green color of the CM guns.

On the AvP 2010 Pulse Rifle, i think that's because the original weapon model had that old looking, rusty-like texture.
Spoiler:I tried to recolor, but the result was too artificial, so i tried converting it to some palettes on Slade. Doom's palette looked awful, dull and grey, but i had a better result with Duke Nukem's palette. However, some colors got mixed.

Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Sorry, but I will be honest, I never liked the way they modified look of such trademark weapon as pulse rifle in AvP 2010, so I would rather prefer if you kept original one instead. The looks of original just "screams" Aliens and is easily regocnized by everybody, but I think this new one will be sooner or later forgotten.
Anyways, those other new guns look very good, nice work!
Will that new hud get implemented into next release of this mod? Also, at right bottom corner of screen, above other ammo counters, is that gauge for flares?
Anyways, those other new guns look very good, nice work!

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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
But i'm not replacing the classic. There will be four classes, each will have its own Pulse Rifle. The original M41A is still there, live, well, kicking and i've even increased it's grenade power.
And yes, those are two gauges: one for how many grenades you have, and the other one for flares. About the HUD, it's official for the Colonial Marines Arsenal since last release. I still don't know if it will be added to the main mod, since that's up to Kontra Kommando.
And yes, those are two gauges: one for how many grenades you have, and the other one for flares. About the HUD, it's official for the Colonial Marines Arsenal since last release. I still don't know if it will be added to the main mod, since that's up to Kontra Kommando.
Last edited by jdredalert on Sat Sep 13, 2014 8:27 pm, edited 1 time in total.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Why oh why are so many FPS weapons in a chipped and scratched mess? I mean, that one in particular is being held by a marine. Forget the aliens, a marine would get his ass kicked all over the place by his sergeant for allowing his weapon to get into that state.
Oh yeah, I remember - it's teh reeeeelistik.
Oh yeah, I remember - it's teh reeeeelistik.

- jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Maybe they are trying to show that those weapons were used in many battles, who knows... but to be honest, i think we can blame the "reeeeelistik" thing.
You see, all Pulse Rifles in AvP 2010 have this old look. It would be ok if they were supposed to be an older model, but that's meant to be the top of the line, the successor of the M41A Pulse Rifle. They should be new and shiny...

Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Speaking of grenade, any possibility you could shrink the size of the grenade projectile? It is difficult to aim these grenades over certain surfaces etc when it shouldn't be.jdredalert wrote:But i'm not replacing the classic. There will be four classes, each will have its own Pulse Rifle. The original M41A is still there, live, well, kicking and i've even increased it's grenade power.
And yes, those are two gauges: one for how many grenades you have, and the other one for flares. About the HUD, it's official for the Colonial Marines Arsenal since last release. I still don't know if it will be added to the main mod, since that's up to Kontra Kommando.