Aliens: The Ultimate Doom

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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Sure, no problem. Consider it done.
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Guess i should give you guys a sitrep about how the works are doing.

I'm almost finished with the weapons. Turns out that we're not getting 7 new weapons as i promissed, instead there will be 9 weapons + the new basic shotgun sprites, so if this last one counts, there's a total of 10 new guns to the fun! Also, i'm adding new drop chances for the regular Doom enemies (for the stand alone CM Arsenal) and new pickup items (for both arsenal and main mod), since a lot of new weapons could mess up with our already tight pickup list.

I know there's is still some good amount of work left to do, but i want you guys know that i'm trying my best to finish it until next sunday. I'm having college exams next week, so i will not have free time for mods for a little while and that's why i'm giving myself a deadline.

So here some new previews:
Spoiler:
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Valherran »

Awesome! I wouldn't mind trying this on the Doom monsters too. :-P
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Valherran wrote:Awesome! I wouldn't mind trying this on the Doom monsters too. :-P
Agree with you entirely :D

Those new weapons will add even more fun into an already awesome mod :D
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Thanks for your support, fellows.

I realized that i've started to create new dynamic lights for torches and other light sources, but haven't finished. So i'm improving it right now.

EDIT - And with this pic, i finally declare that all the work around weapons and lights are done. Now there's only the pickups left
Spoiler:
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

It's done. The new Colonial Marines Arsenal v. 1.4 is complete and is already uploaded. Before you guys throw yourselves into the meat grinder, i suggest you to read the change log bellow. There are a lot of new things added to the arsenal, some weapons were rebalanced and new guns are now on scene. Not only that but new drop chances and new items too.
Spoiler:
Now, to the phase two: i'll discuss with Kontra Kommando about how to implement those changes into the main mod. Expect the unexpected in the next TC update! Until then, enjoy the new Arsenal!
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-Ghost-
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by -Ghost- »

The new guns feel pretty nice so far, and they look great. Only thing I think might need to be tweaked a little is ammo drops. Zombies drop a ton of ammo now, so you're pretty much always full on pulse rifle/pistol rounds with plenty leftover. They might need a chance to just drop one or the other, or maybe make the basic zombies more likely to do pistol ammo than rifle ammo or something. I do like how they drop flares though, any plans for other gear like flares for the player?
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Normally, the Pulse Rifle Clip would be worth a few handful rounds, but since Kontra Kommando changed the ammo value to 99 in the main wad, so did i in the Arsenal. Also, everyone was complaining about scarce ammunition. However, you can still find yourself out of ammo in some maps. I was playing Alien Vendetta now, and can confirm that. And remember that in the main wad, you won't be fighting too much human/synthetic enemies, so the ammo drops can be a lot lower. About the flares, i found a bug: you're not carrying all the flares to the next map. I'll fix that.

New gear... dunno. Deployable sentry guns, perhaps. I'm kinda empty on new ideas, so what kind of gear can you suggest?
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Valherran »

TNR Shoulder Lamp and M314 Motion Tracker would be great. :-P
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Valherran wrote:TNR Shoulder Lamp and M314 Motion Tracker would be great. :-P
Yeah a motion tracker is kinda trademark of the AvP series for the marine campaign and it would be great to have one.

I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar

Screenshot - Top right corner of HUD - Cybermind's Radar
Spoiler:
Here is the link to Cybermind's radar mod
http://forum.zdoom.org/viewtopic.php?f= ... ar#p561072

It's an old mod but it's working great with most mods i played with it so far so it will be handy i'm sure :)
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Stormblade
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Stormblade »

Are we going to be able to wield a M41A Pulse Rifle duct tape with M72 Flamethrower like in the Aliens movie?

I'm a huge Aliens fan so I really dig this project man!

Also I'm new to the forums and stuff. So hi everyone!

:D
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Stormblade wrote:Are we going to be able to wield a M41A Pulse Rifle duct tape with M72 Flamethrower like in the Aliens movie?

I'm a huge Aliens fan so I really dig this project man!

Also I'm new to the forums and stuff. So hi everyone!

:D
First welcome to the forum :)

Second there is already a flamethrower/pulse rifle combo in the mod if i'm not mistaken. Unless Kontra Kommando removed it from his Aliens mod because the combo is still in the latest jdredalert's CM arsenal (the link is just a few posts above mine ;) )

Download link for jdredalert's Colonial Marines Arsenal
http://www.mediafire.com/download/bjh94 ... 1.4%5D.pk3

Have fun :D
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TheMightyHeracross
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by TheMightyHeracross »

Endless123 wrote: I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar
Spoiler:
PLEASE YES.
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Big C
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Big C »

Endless123 wrote:
Valherran wrote:TNR Shoulder Lamp and M314 Motion Tracker would be great. :-P
Yeah a motion tracker is kinda trademark of the AvP series for the marine campaign and it would be great to have one.

I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar

Screenshot - Top right corner of HUD - Cybermind's Radar
Spoiler:
Here is the link to Cybermind's radar mod
http://forum.zdoom.org/viewtopic.php?f= ... ar#p561072

It's an old mod but it's working great with most mods i played with it so far so it will be handy i'm sure :)
Radar looks good, but if Kontra and co. want it accurate to the movies, it'd have to only display a front-facing cone as opposed to a full 360 degree circle.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Easy, just adapting the graphics to show only the top half of the radar without changing anything else and this will be done ;)
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