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Kontra Kommando
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http://www.mediafire.com/download/3...TC+BETA+1.1.zip]

EDIT: 1.1 now available. Fixed the issue with ammo.

Old Post 05-07-14 00:57 #
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Doomkid
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The spritework looks really nice here, downloading now :)

Old Post 05-07-14 03:21 #
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Kontra Kommando
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Doomkid92 said:
The spritework looks really nice here, downloading now :)


Thanks!

Here is Beta 1.2

http://www.mediafire.com/download/7...TC+BETA+1.2.zip

I reduced the Warrior(Zombieman replacement)'s melee attack power to that of an imp's.

Old Post 05-07-14 12:08 #
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Kontra Kommando
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http://www.mediafire.com/download/k...oom++BETA+2.zip

Beta version 2.0 is now available.

Monster arrangement has been altered
Smartgun now uses its own ammo
Many sprites have been added
Many New graphics for interface
New Help page
Many errors fixed

I have also expanded my "special thanks to" list. The list names those who have supported in the development of this WAD by answering and helping with technical questions. If I have left anyone out, I apologize; please let me know!

After a week of vacation, I spent all day working on improving this WAD. I hope you enjoy it, and as always, I encourage feed back and suggestions.

Old Post 05-15-14 04:46 #
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Kontra Kommando
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http://www.mediafire.com/download/7...ts+Beta+2.1.zip

Here is Beta 2.1, the following are the list of improvements:

- All miss-aligned textures and switches have been fixed. (Special thanks to GreyGhost and Plums for the technical advice.)

- Music added to the intro and intermission. I've been exploring some of the old school aliens midi files, I've included a song from Konami's Aliens Aracade, and Alien (Commodore 64). I think I could do a lot with Konami's Aliens Arcade OST particularly; I feel it would suit this WAD well ( https://www.youtube.com/watch?v=i5pO9JDP7dU#t=78) I just need to figure out howto rip the midis from the rom. But I really have no idea at this point.

-Some mistakes and error corrected.

Old Post 05-16-14 05:36 #
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_bruce_
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Very respectable work. Creating good sprite art is a hard task.
Props.
Btw, the C64's Alien sid rocks. The game is ace too!

Last edited by _bruce_ on 05-17-14 at 18:07

Old Post 05-16-14 23:23 #
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Brad_tilf
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This looks like a pretty worthy project. So, you know, if you're interested in setting up your own website to promote it and set up screenshots, updates - the usual - feel free to contact me. Doom Wad Station is more than happy to offer space to worthy projects

Old Post 05-17-14 16:40 #
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Kontra Kommando
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New:

BETA 3.0 is has arrived. I have corrected all of the errors in the loading message box. Moreover, I have made significant changes to gameplay. Now the rocketlauncher is the only replacement decorate object for the flamethrower. The other objects, the flamethrower used to occupy, are now "gas", which is the ammo for the flamethrower. The spitting drones that currently hold the place of the doomimp, now have a_chase; the constant strafing was getting annoying. Now only the drones that are replacing demons have a_fastchase (the dodging action.) Both the flying drone and warrior have been modified, and are much more aggressive. Moreover, I corrected the slow wing flapping animation; it looks a lot better now. Moreover, I have corrected the frame error with the combat synthetic.
I was able to dig up the OST I originally wanted. Episode one has song from Konami's Aliens arcade. Episode two has song from Sega's Alien 3. Finally, episode 3 has the sound track from Alien vs Predator, from snes. The only issues some of you may have is that the inclusion of these songs have now made the file almost 64 MBs. But other than that, I feel I have the beta version working really well. The next major upcoming improvements will be the inclusion of new xeno types. However, I will be making corrections to issues that you may uncover. There is a strange issue, albiet a tiny one. The first flying warrior you encounter one E3M1 does not fire his projectile acid correctly. However, every single other flying warrior in the game works fine. At any rate, please enjoy Beta 3.0

http://www.mediafire.com/download/8...BETA+3.0%5D.zip

Old Post 05-17-14 22:03 #
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Kontra Kommando
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_bruce_ said:
Very respectable work. Creating good sprite art is a hard task.
Props.
Btw, the C64's Alien sid rocks. The game is ace too!




Brad_tilf said:
This looks like a pretty worthy project. So, you know, if you're interested in setting up your own website to promote it and set up screenshots, updates - the usual - feel free to contact me. Doom Wad Station is more than happy to offer space to worthy projects


Thank you!

I feel the new beta, is getting a lot closer to what I have in mind for this WAD. A lot of the new additions, particularly the music, and game play rearrangement, provide a really interesting experience overall. I just need to make a few more xenomorph types, before I would deem this TC complete.

I would definitely love to have my TC reviewed! Once I have made all of the improvements I have set out for, I will submit it for review. In the meantime, I will try to produce some play-through videos, as well as pics. I will contact you with the results.

Last edited by Kontra Kommando on 05-17-14 at 22:24

Old Post 05-17-14 22:10 #
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Kontra Kommando
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Here is a playthrough I have made of me going through E2M1 of Aliens: Ultimate Doom. Enjoy!

Old Post 05-18-14 23:47 #
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Here is another playthough I did of the first few mission of "Knee-Deep in Acid".

Old Post 05-19-14 02:26 #
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Here's a short video of E3M1 and E3M2, I made before work this morning. E3M2 has the coolest song for the the type of level it is, imho.

Old Post 05-19-14 13:22 #
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Solid Snake
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Awesome music I must say.

Old Post 05-20-14 13:54 #
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Kontra Kommando
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TheUltimateDoomer said:
Awesome music I must say.


Thanks,

Originally, I had a more creepy sounding soundtrack in mind. But after playing through the WAD a few time, I realized I wanted an old-school arcade-like feel to the atmosphere. The action is fast-paced; due to the xenos constantly getting in the player's face to attack. I took the osts from Konami's Aliens arcade; AVP [SNES], and Alien 2[ Genesis]; the intermission song is from Alien [Commodore 64].

EDIT: E1M3 is actually a Contra song. I had accidentally left it in there, but I will keep it. At any rate, Contra emulated Aliens in its imagery; especially the final stage.

Old Post 05-20-14 16:06 #
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Gez
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Typo in your mapinfo: it's Deimos, not Demios.

Old Post 05-20-14 17:36 #
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Kontra Kommando
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Gez said:
Typo in your mapinfo: it's Deimos, not Demios.


Thanks for catching that, I'll correct it in the next Beta.

Old Post 05-20-14 18:19 #
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Kontra Kommando
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http://i.imgur.com/pSQuttyl.png

New:

http://www.mediafire.com/download/9...BETA+4.0%5D.zip

ALIENS: The Ultimate Doom (TC) [Beta 4.0] has arrived, and I had made some major changes. I decided to replace all of the weapon sprites with those of Aliens Online [1997]. I got rid of the pistol, because it really seemed useless at this point. Instead, the player will start with a Pulse Rilfe, that has 50 bullets, and 2 grenades. Moreover, each clip box has been increased to 20 bullets to make up for the lack of zombieman clip-drops. Further, I have included the double-barrel shotgun that is based on the SUPER SHOTGUN (KDIZD)'s decorate file and sound, with an alien online sprite sheet I edited. I have also included the Sniper Rifle; both the sniper rifle and super shotgun were downloaded from Realm667.

I have also replaced a number of pickup items, such as the armor, health bonuses, etc. I will make it a goal to completely replace every doom pick up in the game. I believe will also venture to replace the Moon Base Textures completely as well. This will probably take a while, but I plan on including all of them in one future update; not incrementally.

Finally, I have fixed the issue with the Queen alien. I created the proper mapinfo for the final levels.

Please report back any errors, or suggestion. Your feedback is always welcome, and much appreciated.

Old Post 05-25-14 01:21 #
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Megamur
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I assume this isn't compatible with Justin Fisher's classic Aliens TC, correct?

Old Post 05-25-14 02:59 #
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Kontra Kommando
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Megamur said:
I assume this isn't compatible with Justin Fisher's classic Aliens TC, correct?


I specifically designed it for Ultimate Doom. I'm not sure how it would work with Aliens:TC. But I did merge it with one of my old doom maps, it was pretty interesting. You can basically merge this with any doom 1 map and convert it.

Old Post 05-25-14 03:22 #
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Kontra Kommando
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BETA 4.1

http://www.mediafire.com/?pga17ak6pqrjddx

Here is an update that fixes the weapon animations for the shotguns.

Old Post 05-25-14 20:27 #
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Kontra Kommando
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Here are some screenshots

http://i.imgur.com/hSoUPvBl.png
http://i.imgur.com/tHU2R7Fl.png
http://i.imgur.com/rHWYlrMl.png
http://i.imgur.com/klQrAiIl.png
http://i.imgur.com/1YoJQbTl.png
http://i.imgur.com/dpnIj2Tl.png

Old Post 05-26-14 13:36 #
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Kontra Kommando
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Here are some more.

http://i.imgur.com/HpbJkFEl.png
http://i.imgur.com/BQYcCuVl.png
http://i.imgur.com/9Z13V2ol.png
http://i.imgur.com/6obqSgJl.png
http://i.imgur.com/hPXOHnvl.png

Old Post 05-26-14 13:38 #
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Kontra Kommando
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http://i.imgur.com/KSeiS5Rl.png

http://www.mediafire.com/download/y...BETA+5.0%5D.zip

Attached is Beta 5.0, I decided that it seems polished enough at this point to allow for some beta testing. There will be further improvements made in the near future.

Notable improvements

-All new weapons arsenal put together by jdredalert
-Map Edits for E2M8, and E3M8 for a much better finale.
-The Queen is now more resistant to fire, allowing for a much better boss battle.
-New Acid spitting attack by jdredalert. I also expanded on this, and created an Acid blood splash back with new sprites. Now if you are too close, you will be hurt by acid. Also, enemies leave an acidic pool of blood after death. Not only does it serve a practical purpose, I feel it also spices the game up with a little more blood and gore. Kills look a little more savage.

I hope you enjoy this WAD!

Old Post 06-01-14 00:07 #
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Kontra Kommando
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Demonstration Video of New E3M8 and jdredalert's Colonial Marine Arsenal, along with other new features.

Old Post 06-01-14 16:45 #
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Kontra Kommando
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ZDoom thread link: http://forum.zdoom.org/viewtopic.php?f=19&t=45213

Over at the zdoom forum, I and a few others have been throwing ideas together for a 32 level Aliens-themed megaWAD. There are currently spots available to whoever is interested in contributing a Map(s). Below are links to the resources we will be using for the project. Even more custom-content will be added as the project matures.


Kontra Kommando's Xenomorphs (version 1.1)

http://i.imgur.com/xOzYYUxl.png
http://www.moddb.com/games/doom/add...xenomorphs-v-11

jdredalert's Colonial Marine Arsenal (version 1.0)
http://i.imgur.com/nu3rpqLl.png
http://www.moddb.com/games/doom/add...ine-arsenal-v10

Kontra Kommando's Aliens Textures & Floors (version 1.0
http://i.imgur.com/tHw7wZXl.png
http://www.moddb.com/games/doom/add...ures-floors-v10

Old Post 06-06-14 23:36 #
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Sergeant_Mark_IV
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I was working on Aliens mod some time ago, and I posted a beta of it on the former BRDoom forum before it shutting down again. It got some gibs, a smartgun that works more like the one on AVP and ACM games, Predators that can perform fatalities on Xenomorphs, a functional motion tracker, and other stuff that you might find interesting. PM me if you are interested, and I will send you the file.

Last edited by Sergeant_Mark_IV on 06-07-14 at 02:40

Old Post 06-07-14 02:26 #
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Kontra Kommando
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Sergeant_Mark_IV said:
I was working on Aliens mod some time ago, and I posted a beta of it on the former BRDoom forum before it shutting down again. It got some gibs, a smartgun that works more like the one on AVP and ACM games, Predators that can perform fatalities on Xenomorphs, a functional motion tracker, and other stuff that you might find interesting. PM me if you are interested, and I will send you the file.


Excellent man! I will PM you to discuss the details.

Old Post 06-07-14 03:38 #
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kalinus
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I feel like I'm a very good mapper the problem is that I never finish mine so I wont say I can work on some but if I do I will pm you the link to the map(s) :P

I got so many projects I'm doing now but this looks really good I've been following it for a while now.

Also look here for variants http://en.wikipedia.org/wiki/List_o...Alien_franchise

Get a name then google image search that +alien or +xenomorph

would like to see a big variety of this the swimmer alien would be really nice!

Last edited by kalinus on 06-07-14 at 11:41

Old Post 06-07-14 11:35 #
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purist
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If you still need help when I'm at the end of my personal project I'll maybe do some mapping for you. I wouldn't mind trying something a little different like this

Old Post 06-07-14 16:59 #
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Kontra Kommando
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kalinus said:
I feel like I'm a very good mapper the problem is that I never finish mine so I wont say I can work on some but if I do I will pm you the link to the map(s) :P

I got so many projects I'm doing now but this looks really good I've been following it for a while now.

Also look here for variants http://en.wikipedia.org/wiki/List_o...Alien_franchise

Get a name then google image search that +alien or +xenomorph

would like to see a big variety of this the swimmer alien would be really nice!




purist said:
If you still need help when I'm at the end of my personal project I'll maybe do some mapping for you. I wouldn't mind trying something a little different like this


Your contributions are absolutely welcome. Right now there are a ton of spots up for grabs.

Over at the zdoom.org forum,(http://forum.zdoom.org/viewtopic.ph...45213&start=315) we already have a few on board, one being Demios Anomaly, author of Aliens: Colonial Marines TC. Right now we are still working out where the setting should take place. But the poll is pointing towards it being in a space ship or space station.

out of the 32 maps, which slots would you like for me to put you guys down for?

Old Post 06-08-14 05:19 #
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