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 »

Just bumping...

Image

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

Post by Endless123 »

That's a good bump i'd say :lol:

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

Post by jdredalert »

Now that i've made it work, how about put some Aliens feel into it?

Image

A big thank you to DOOMERO-21, the original author of the radar. I've tweaked it a bit, so it will work as a motion tracker instead of a radar, but nonetheless, he's the one who did this tool.
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-Ghost-
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by -Ghost- »

Looks nice. Will the player start with it, or have to find it in the level? Could be a good way to add more gear variety like the flares.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Valherran »

Think you can move it to the bottom of the screen?
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Valherran wrote:Think you can move it to the bottom of the screen?
Personally i'd place it in the middle-bottom of the HUD so the player would be able to keep an eye on it without having to directly look at it - but it's just a personal taste :P

@jdredalert : Will you use it for both your Colonial Marine Arsenal and Kontra's mod?
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

Hello Everyone!

jdredalert has done fantastic work on Beta 7.0; I am very excited to release it once it is complete. Truly he has inspired and motivated me to implement some more content as well. I will try to finally create the Praetorian, as well as completely converting the Base textures of the original Doom. I will even convert the base and hell textures of Doom II completely in the future.

jdredalert has added new depths of gameplay to this mod, that makes it an even better experience! I'm really have a lot of fun playing the WIP he sent; as are my friends. This is truly a badass update to say the least.


I was thinking, for the radar, we should make it translucent, and put it in one of the bottom corners. Also, changing the color to green; I feel it would be even more like Aliens.

At any rate, adding the radar within and of itself totally ups the immersion x10. :D
Last edited by Kontra Kommando on Wed Sep 24, 2014 7:53 am, edited 1 time in total.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

Endless123 wrote:
Valherran wrote:Think you can move it to the bottom of the screen?
@jdredalert : Will you use it for both your Colonial Marine Arsenal and Kontra's mod?
I think he should use it for both, that would be awesome.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

Further,

there will be new characters you can choose from when you play jd's new class system. I will create sprite sheets for characters similar to those in the movie, but will be our own originals.

We'll have a character similar to Ripley, Vasquez, and Hicks

I want to model the Ripley-like character after this hot blonde girl from Aliens Arcade

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

Post by Endless123 »

It's good to see you are still around my friend :D

I also think both mods would benefit of a motion tracker addition.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

Imagevia Imgflip GIF Maker

Here is a preview of the blonde female protagonist, she will be one of 3 for now. I based her off of the Female Doom Marine sprite sheet by zdoom user, Alice Jameson . the quality isn't so great from this gif site, thus it will look better in-game. I will also change the color of her clothes
Endless123 wrote:It's good to see you are still around my friend :D

I also think both mods would benefit of a motion tracker addition.
Thanks man, I had a bunch of stuff I needed to handle in my personal life. But now I feel like I can dedicate more time to modding again.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Don't worry about it, we all have our own life and stuff we have to take care of :)

BTW are you planning to include a Hellen Ripley character?
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

Image

Here is a second preview of the Sprite sheet WIP.

@Endless, I don't want to make the characters from the movie, but rather similar to those characters, but original.

Right now, we plan on making this blonde girl (inspired by the girl from aliens arcade and ripley), a Latina girl (inspired by vasquez), and Doomguy's character. (inspired by Hicks, and Hudson). Eventually I would like to make even more characters, like a black character inspired by the Sargent from James Camerons's Aliens. I was even thinking about making a Synthetic character as well.
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

-Ghost- wrote:Looks nice. Will the player start with it, or have to find it in the level? Could be a good way to add more gear variety like the flares.
You will start with it, as a default Colonial Marine gear. The tracker is too tricky for me to make it work as a pickup item.
Valherran wrote:Think you can move it to the bottom of the screen?
Endless123 wrote:
Personally i'd place it in the middle-bottom of the HUD so the player would be able to keep an eye on it without having to directly look at it - but it's just a personal taste :P

@jdredalert : Will you use it for both your Colonial Marine Arsenal and Kontra's mod?

I'm still getting used to it, but yeah, it can be moved all around. However, since the HUD bar is at the bottom of screen maybe we'll need to create a new HUD. We'll try to find a good position for it. About the tracker on the Arsenal, why not? :P
Kontra Kommando wrote: I was thinking, for the radar, we should make it translucent, and put it in one of the bottom corners. Also, changing the color to green; I feel it would be even more like Aliens.
I agree about the translucent, but the tracker was blue in the movies, and one of the trademarks of all your work until here was how things look exactly as they were on the big screen. The only green trackers we saw in Alien (which was an improvised motion tracker, and for civilian use) and Alien Trilogy, to match the all green HUD. From Aliens Online to Colonial Marines, they always used the blue pattern...
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Kontra Kommando »

jdredalert wrote: I agree about the translucent, but the tracker was blue in the movies, and one of the trademarks of all your work until here was how things look exactly as they were on the big screen. The only green trackers we saw in Alien (which was an improvised motion tracker, and for civilian use) and Alien Trilogy, to match the all green HUD. From Aliens Online to Colonial Marines, they always used the blue pattern...

You're right about that! And yep, authenticity has been a hallmark of this project for sure. I think I got it twisted when I saw the AVP (Jaguar) Hud :P
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