Icon of Sin / Baphomet
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > ALIENS: The Ultimate Doom (TC) BETA 5.5 Released & 32-lvl WAD
Pages (4): [1] 2 3 4 »  
Author
All times are GMT. The time now is 17:54. Post New Thread    Post A Reply
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://www.mediafire.com/download/u...BETA+5.5%5D.zip

Finally, BETA 5.5 has arrived!

I hope you will enjoy all of the new additions to the TC. The change has been so significant, it really deserves to be called 6.0; but we have more in-stored for that version! Beta 5.5 is certainly a milestone in the development of this project. As a recap of what has developed during the time between BETA 5.0 and now; we have see several new additions to the project. Sergeant_Mark_IV has given me his permission to utilize his work, and he sent me his version of Aliens VS Predator VS Terminator. I have included sounds, and several sprites to fill in some remnants of what needs to be converted to the Aliens universe. The Predator is now the replacement for the Cyberdemon. There are two new colonial marines included as replacements for the blursphere and berserker pack. Further, I have given the drone, warrior, flying drone, and flying warrior a brutalized death, with flying gibs. I have created my own custom gibs, and blood sprites, that are used as lethal projectile xenomorph acid. I have also created a custom HUD, along with custom armor. The ape-suit now make you immune to acid damage for your health, but decrease armor damage still. The colonial marine armor reduces acid damage to health by half. finally, I have created replacements for the story for E1M8, E2M8, E2M8, E4M8.

I still need to implement jdredalert's new update, so this week I will work in coordination with him in organizing the layout of the weapons and pickups. Later this week I will release and addtional update to this WAD; BETA 5.6.

There are some known errors, most notably, i need to fix mapinfo for the episodes. Anything you come across, please tell me, and I will include it for the update.

In the meantime, I hope you enjoy this BETA. I felt it was too much fun to play, to not release it.

Last edited by Kontra Kommando on 07-29-14 at 13:37

Old Post 02-04-14 08:17 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
scifista42
Senior Member


Posts: 1801
Registered: 05-12


Well, the problems I have with this enemy are:

1. His striping (on the body and tail) turns into quite an ugly mess of pixels when viewed from a distance. I recommend a bit smoother gradient between the darker and brighter stripes. Maybe get rid of every second stripe to get enough space for such a gradient?
2. Another problem I often see in custom enemies, his blood seems way too bright and uni-shade, specially in comparison to his dark skin.

I admit I don't know the model creature. I also admit I'm a bad pixel artist myself, I just said what I thought. Congrats on the full sprite set though, that's why I'll probably never push through in this discipline, because I don't have the patience and endurance. :)

Old Post 02-04-14 08:37 #
scifista42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



scifista42 said:
Well, the problems I have with this enemy are:

1. His striping (on the body and tail) turns into quite an ugly mess of pixels when viewed from a distance. I recommend a bit smoother gradient between the darker and brighter stripes. Maybe get rid of every second stripe to get enough space for such a gradient?
2. Another problem I often see in custom enemies, his blood seems way too bright and uni-shade, specially in comparison to his dark skin.



Thanks for the feedback! I'll take your artistic critiques into suggestion. I planning on continuing to tweak this custom monster, until its as perfect as possible. I also want to add more to the decorate file, like including the pounce attack that the brutalized imps use. As for the blood, do you mean the blood decals, or the blood in the sprite? I went with green/bright green, as it has been used for the color of the Xeno's acid blood before (ala Aliens Trilogy). Perhaps it could benifit from more various shades of green? The problem is, sometimes the colors don't translate exactly the way you want it, when its in game.


scifista42 said:
I admit I don't know the model creature. I also admit I'm a bad pixel artist myself, I just said what I thought. Congrats on the full sprite set though, that's why I'll probably never push through in this discipline, because I don't have the patience and endurance. :)


Your honesty is much appreciated! And yea, I started on this project about two weeks ago; about as long as creating a medium sized map at full speed. It definitely took a lot of dedication, on normal days I could only churn out 5 frames per day. The Xenomorph Warrior shouldn't take me as long; all I have to do is change up the head, and add spike-like appendages to the shoulders (which is basically all they did to the original movie xeno, in James Cameron's Aliens). The Queen is going to be the real challenge. I'm still on the fence about the Dog-xeno, but odds are I will create that spritesheet as well.

Old Post 02-04-14 15:16 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BaronOfStuff
Senior Member


Posts: 1233
Registered: 06-08


Not bad at all! The most obvious (and only major) issue is the lack of tail in the gib sprites. Planning on adding that later?

Old Post 02-04-14 15:25 #
BaronOfStuff is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



BaronOfStuff said:
Not bad at all! The most obvious (and only major) issue is the lack of tail in the gib sprites. Planning on adding that later?


Thanks man! I was considering it when I was making it. But I'll include it once I make version 2 of this monster, that will be in the classic Xeno pack.

Old Post 02-04-14 15:42 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
scifista42
Senior Member


Posts: 1801
Registered: 05-12


Blood decals are OK, they appear just for a short while anyway. I meant the bright blood in the (normal) death animation of the enemy itself. You worked just with a couple of colour indexes there and I think you've chosen them too bright. I know it's easy to criticize when I'm not editing it personally, I realize the pain and increased work with every added colour shade. Maybe add some darker / very dark green pixels all around. I experimentally tried to translate colour index 120 to 127. It wasn't really an improvement, but the darker green at least fitted well to the Drone's black skin. So I'd say trying to create sort of a gradient from brighter to darker green pixels would be worth it for these death sprites - they're only five!

Good luck!

Old Post 02-04-14 15:45 #
scifista42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



scifista42 said:
Blood decals are OK, they appear just for a short while anyway. I meant the bright blood in the (normal) death animation of the enemy itself. You worked just with a couple of colour indexes there and I think you've chosen them too bright. I know it's easy to criticize when I'm not editing it personally, I realize the pain and increased work with every added colour shade. Maybe add some darker / very dark green pixels all around. I experimentally tried to translate colour index 120 to 127. It wasn't really an improvement, but the darker green at least fitted well to the Drone's black skin. So I'd say trying to create sort of a gradient from brighter to darker green pixels would be worth it for these death sprites - they're only five!

Good luck!



Thanks for the advice! I will have this in-mind when I polish this up.

Old Post 02-04-14 17:09 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
MajorRawne
Senior Member


Posts: 1299
Registered: 04-10


One tiny problem: Don't the aliens have yellow blood?

Sprite set looks excellent, can't wait to give this monster a try.

Old Post 02-04-14 20:44 #
MajorRawne is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



MajorRawne said:
One tiny problem: Don't the aliens have yellow blood?


I based my idea of green blood for the acid off of Alien Trilogy.
http://www.gametronik.com/site/rubr...n%2BTrilogy.jpg


MajorRawne said:
Sprite set looks excellent, can't wait to give this monster a try.


Thanks dude, I hope you enjoy it! Ultimately, my goal is to provide more resources for people to create more Alien themed WADs. The famous Aliens TC mod is approaching its 20th anniversary. This whole project is sort of a homage to that WAD.

Old Post 02-04-14 21:01 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
NaturalTvventy
Forum Regular


Posts: 818
Registered: 06-09


That's awesome.

Old Post 02-05-14 05:58 #
NaturalTvventy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://www.mediafire.com/download/f...Drone_v_1.1.zip

Here is a link to version 1.1

Endless123 from the zDoom forum brought a couple issues to my attention, and I made some corrections; the Read Me file lists them.

Moreover, Endless123 is creating a Predator TC, where you can play as the predator itself. He has incorporated my Xenomorph into the game.


The Beta is available here:
http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Old Post 02-05-14 20:22 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://www.mediafire.com/download/n...l_One_v_1.0.zip



Attached is a link to an Aliens themed map I have created; the level has the working name of Starship Konrad. It is a medium sized map, with few, but deadly enemies, ,little ammo ,and provisions. This WAD is more inspired by Ridley Scottís Alien, than James Cameronís Aliens. Nevertheless, there is more than one Xeno to deal with, unlike the original Alien movie. It is my hope that this map will inspire a sense of reluctance and terror on the part of the player, when venturing into the many dimly little, and shadowy areas. You will hear the sounds of the xenomorph drones skulking in the shadows, eagerly waiting for you to stumble into them. This WAD is a survival-horror, not an action game. You will need to explore the map thoroughly, if you want to have better chances at survival.

This will be version 1.0 of this WAD, as I plan to come back to it, and add even more detail, and custom textures. This is the first level of many, which I plan to create, making this essentially a demo to a larger TC WAD. I also plan on creating a more diverse set of enemies, which will be in a later verison of the map. This includes the facehugger, warrior, chestburster, and perhaps the dog-xeno. I also plan on making the queen, but she obviously wonít be featured on MAP01.

The Xenomorph Drones have been supped up. Their attack range has been increased to 64; their speed increased to 30; and they now have A_Fastchase, which makes them strafe left and right to avoid danger. This is done to make them more becoming of the movie monster they emulate; agile, fast, and lethal.

Version 1.2 of the Xenomorph Drone is included in the Map WAD.

Moreover, take a look at the comparison pic of the Warrior and the Drone. I plan on completing a new sprite sheet for them, and will make them available for download.

http://imgur.com/ClHpxVr

Old Post 02-14-14 02:09 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
plums
Senior Member


Posts: 1652
Registered: 08-13


Something is wrong with your download link.

Old Post 02-14-14 05:51 #
plums is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



plums said:
Something is wrong with your download link.


http://www.mediafire.com/download/n...l_One_v_1.0.zip

Thanks for bring this to my attention. But idk what the hell is wrong with mediafire. I saw that the file does have some downloads, it worked at first, but now it says the link is invalid. Above is a new link that I have provided.

This has happened before when I made version 1.1 of my xenomorph. Idk what is going on with mediafire, but I'm starting to get a little annoyed.

Last edited by Kontra Kommando on 02-14-14 at 10:59

Old Post 02-14-14 10:50 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://i.imgur.com/RDSEx4Kl.png

http://i.imgur.com/NX7uOUjl.png

http://i.imgur.com/uGKnJ2Ll.png

http://i.imgur.com/MsEhqprl.png

zDoom.org thread: http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Download it here:
http://www.mediafire.com/download/l...edatorBeta7.pk3


Check out Beta 7 of Endless123's Predator mod. This WAD features my Xenomorphs as a replacement for the imps. Keep an eye out for this WAD's progress!

Old Post 02-17-14 13:51 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:

http://i.imgur.com/eZO1IKX.png

http://www.moddb.com/members/kontra...onster-for-doom

Attached is a link to download my new custom enemy; the Xenomorph Warrior. in addition to the creation of this new monster, I am planning on making revisions to the Xenomorph Drone. I have made some improvements in needed areas. The tail has been shortened in poses where it looked too long. Moreover, the tail has also been included in the gib animation as well. I will try to get those revision done for the Drone by tomorrow night.

In the meantime, check out the new Xenomorph Warrior. They are tougher and stronger than the Drone, as they should be.

Last edited by Kontra Kommando on 02-27-14 at 04:05

Old Post 02-27-14 03:58 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2791
Registered: 09-10


Aren't Xenos' tails supposed to be attached to their crotches? I remember something like that in the original Alien along with the head being slightly transparent so you could vaguely see the outline of eye sockets.

For reference:


http://cdn.bloody-disgusting.com/wp...N-SCULPTURE.jpg

http://images2.alphacoders.com/116/116320.jpg

http://2.bp.blogspot.com/_TFBFHx0gM...1600/alien1.jpg

Last edited by Marnetmar on 02-27-14 at 05:43

Old Post 02-27-14 05:34 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



Marnetmar said:
Aren't Xenos' tails supposed to be attached to their crotches? I remember something like that in the original Alien along with the head being slightly transparent so you could vaguely see the outline of eye sockets.

For reference:


http://cdn.bloody-disgusting.com/wp...N-SCULPTURE.jpg

http://images2.alphacoders.com/116/116320.jpg

http://2.bp.blogspot.com/_TFBFHx0gM...1600/alien1.jpg



I think you're mistaken; its a regular tail that is connected to their spine. For the picture your referenced, It just the way it was positioned.

http://www.oafe.net/articulation/art/0902g.jpg

http://www.theaveragegamer.com/wp-c...Neill-Cover.jpg

Moreover, the drone does in fact have a translucent look to their dome skull. But that also depends on how the light hits it. This is a nuance that has been overlooked by other alien games using a similar art-style.

http://gon.cdn.on.net/uploads/2013/07/avp-2.jpg


At any rate, I'm not looking to create a photo-realistic version of the xenomorph. Its done in a style that is similar to Doom.

Old Post 02-27-14 12:31 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://www.moddb.com/members/kontra-kom ... version-13

Version 1.3 of the Xenomorph Drone is now available for download. In it, I have made improvement to the sprites, by shortening the tail in some frames, and add the tail to the gib animation.

Old Post 03-01-14 17:18 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


Check out the review for Starship Konrad at the Doomwadstation!

http://www.doomwadstation.net/2014/starship/

Old Post 03-02-14 23:02 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:
http://i.imgur.com/1xkot8j.png

Here is the first sprite I have created for the Queen Xenomorph custom monster. I just resumed work on my sprite art today, I had to take a break to deal with personal matters. But now I will get back to work, double-time.

Old Post 03-09-14 01:43 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:

http://i.imgur.com/f3VNbVZ.png

Here is the progress I've made thus far for the Queen. I have had my hands tied this month with work and my personal life, so I haven't had much time to work on my sprite art. However, now I have a chance to make more time for this project. I have completed most of the major parts of the sprite sheet; the torso and head from every angle. Now what needs to be done is adding arms, legs and tail, as well as the attack and death animations. I'm not certain when I will be finished, but I don't think it should be too long at this point.

Old Post 04-01-14 04:36 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:

April 10, 2014




Check out these two videos made by Endless123. It is a playthrough of my level, Starship Konrad, combined with his Predator 9.7 Beta. Download his WAD from here: http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Moreover, below is my latest progress on the Queen Xenomorph Sprite Sheet. Iím hoping to complete the graphics phase of it by this weekend. Granted that I donít get swamped with other things, or get lazy. Further, I have attached another pic that demonstrates the scale of the Queen.
http://i.imgur.com/TCfTtU3l.png
http://i.imgur.com/iJV8KBf.png


For other related WADs and Custom Enemies, check here: http://www.moddb.com/members/kontra-kommando

Last edited by Kontra Kommando on 04-26-14 at 18:26

Old Post 04-10-14 21:31 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:

http://i.imgur.com/GUc9j4pl.png

http://www.moddb.com/members/kontra-kommando/addons

The Xenomorph Queen (v 1.0) is finally complete! Download her, along with the Xenomorph Drone (v 1.3) and Warrior (v 1.1) in the same pack.


http://i.imgur.com/4v4p6JIl.png

Old Post 04-15-14 13:15 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:

Here are some pics from the Hive level of the Aliens WAD I'm creating. I used Justin Fisher's facehuggers and eggs for now, but I plan on making my own eventually. I created custom textures for the hive, as well as decoration such as the stalagmites, and the Queen's egg laying sack. I plan on adding even more to this WAD in the future. Here is a preview, I hope you get to play this level, because it really is quite fun.

http://i.imgur.com/XcXAZtyl.png

http://i.imgur.com/UFfxLHkl.png

http://i.imgur.com/h2srNZSl.png

http://i.imgur.com/StvgDBol.png

http://i.imgur.com/avdrxWel.png

http://i.imgur.com/9l7OFbAl.png

Old Post 04-19-14 11:57 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
plums
Senior Member


Posts: 1652
Registered: 08-13


Your previous WIP stuff didn't really sell me on this, but those shots are starting to look pretty good. Egg sack (?) in the last shot still looks out-of-place, but I'm sure it'll improve.

Old Post 04-19-14 12:48 #
plums is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13



plums said:
Your previous WIP stuff didn't really sell me on this, but those shots are starting to look pretty good. Egg sack (?) in the last shot still looks out-of-place, but I'm sure it'll improve.


Yea, I need to get rid of that lite color boarder around the image; it makes it pop out too much.

Also I agree that those GIF and sprite sheets didn't do the monsters justice. But they look a lot better in an environment, moving around naturally.

EDIT:

Here is the revised egg sack. I think it blends in better with the environment now.

http://i.imgur.com/Y1knnUsl.png

Last edited by Kontra Kommando on 04-19-14 at 18:37

Old Post 04-19-14 17:45 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13






Here are two videos by Endless123, demonstrating the Queen Xenomorph with his Predator Beta 9.7 mod. You can download the Predator 9.7 Beta from here: http://forum.zdoom.org/viewtopic.php?f=19&t=45192

Old Post 04-26-14 18:24 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


New:


Check out my play-through of an Alpha version of ALIENS: The Ultimate Doom (TC). I apologize for the lack of sound, I do not have a microphone. There is still a ton of work to get done. But I believe I will be able to provide a Beta for you guys sooner than later. There are some bugs that need to be worked out, but I will be sure to address them eventually. I hope you enjoy the video.

Old Post 05-03-14 23:51 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1234
Registered: 02-13


http://i.imgur.com/BiT7Y3v.png

http://www.mediafire.com/download/n...m+TC+BETA+1.zip

Looks like you guys will be able to play this WAD sooner than I had expected. I managed to put this Beta together. I am fully aware of the error messages in the beginning, but it does not prevent this WAD from being functional. I intend to address them in the near future. Moreover, there are several additions that will be added to the WAD in the future, such as new Xenomorph types. I invite you all to play test this WAD, and help me make it as best as it can possibly be.

I hope you enjoy this, as much as I enjoyed making it!

Old Post 05-06-14 12:50 #
Kontra Kommando is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 17:54. Post New Thread    Post A Reply
Pages (4): [1] 2 3 4 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > ALIENS: The Ultimate Doom (TC) BETA 5.5 Released & 32-lvl WAD

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.