apt

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'apt' means 'aliens, predator and terminator'

15 files

  1. A Partial Conversion based on these three movies, featuring:
    3 single-player levels, new monsters and weapons, new sounds, music, graphics, etc.

    This is a legalized and bug-fixed version of AVPVT.ZIP.

    33 downloads

    (32 reviews)

    Submitted

  2. 2 downloads

    (1 review)

    Submitted

  3. a single-player level for Doom II featuring new monsters, weapons, sound and music, and a few textures. T2 is a combination of several Doom addons including Theme Patch and AliensDoom.

    T2 REQUIRES A SOURCE PORT WHICH CAN IMPORT DEHACKED PATCHES AND PWADS CONTAINING SPRITE DATA - SUCH AS ZDOOM, MBF, SMMU, BOOM, PRBOOM, LEGACY, ETC.

    This is a modified version of T.ZIP (containing the latest file tryit.bat dated 20/4/95). The original author of the T.zip compilation is unknown, but the authors of the original material are:
    Theme14 and Theme16 (weapons, monsters, sounds, etc.) - Werner Spahl
    AliensDoom (weapons, sounds, etc.) - Marc Gordon, David Lobser, Mike Dickson, Dan Goldwasser, Bernd Kreimeier
    predator.wad (sound effects) - Dream Warrior & Time Traveler
    techbar.wad (status bar) - Josh (aka Phallus)

    WARNING:
    The original T.zip was a poorly designed and put together addon for Doom II. The author took two excellent Partial Conversions (AliensDoom and Theme Patch), joined them together (badly), added some stuff, and the result was a confused mess! Just to add insult to injury, the wads supplied in T.zip were bloated with OVER 4MB OF WASTED SPACE!!! Because T.zip was badly conceived and implemented, this updated version is not much better than the original.

    2 downloads

    (1 review)

    Submitted

  4. Just like Dutch (Arnold Schwartzenegger) in the movie PREDATOR you're up against a formidable, semi-invisible enemy. Also like the movie, you've got a few of your buddies to help, but they don't have your skills and soon it will be just you against the Predators - that's right, there's more than one this time! But it gets worse .... there's also Aliens and Terminators (from their respective movies: Aliens and The Terminator) trying to stop you from achieving your main goal - rescue the hostage.

    "Predator & Prey 2" (thprey2.wad) is a Doom II version of thprey.wad, designed to work with Theme Patch v1.7 by Werner Spahl. This version was not only converted, but many of the bugs have been removed, and new graphics have been added relevant to the Alien-Predator-Terminator (A.P.T.) theme - see below for changes.

    5 downloads

    (4 reviews)

    Submitted

  5. (read this!): TO PLAY THIS LEVEL THE CORRECT WAY YOU MUST INSTALL THE THEME DOOM PATCH 1.7!

    5 downloads

    (4 reviews)

    Submitted

  6. (read this!): TO PLAY THIS LEVEL THE CORRECT WAY YOU MUST INSTALL THE THEME DOOM PATCH 1.7!

    Append (not -as!) the theme17.wad then deutex -join theme17.wad thurbgfx.wad run the game with doom -file theme17.wad thurban.wad and restore with deutex -res theme17.wad

    4 downloads

    (3 reviews)

    Submitted

  7. Themealt.deh is an UNofficial alternate dehacked patch and theme2.wad is an additional wad to use with Werner Spahl's Theme Patch 1.7 for levels not specially designed for Theme Patch. It's a load of fun to have a small amount of respawning enemies on while you play deathmatch with some people. Turn on fast monsters too for some intensity.

    1 download

    (0 reviews)

    Submitted

  8. Theme Patch skins of enemies from Werner Spahl's Theme Patch for Doom Legacy, ZDoom, or any other source port with skin support. These were modified to make them suitable for replacement players.

    3 downloads

    (2 reviews)

    Submitted

  9. (read this!): TO PLAY THIS LEVEL THE CORRECT WAY YOU MUST INSTALL THE THEME DOOM PATCH 1.7!

    3 downloads

    (2 reviews)

    Submitted

  10. Do you ever wanted to see ALIEN vs PREDATOR vs TERMINATOR in Doom? Now it is possible! The Theme Doom Patch modifies Doom and Doom 2 to feature the deadly monsters from your favorite action movies:

    4 downloads

    (3 reviews)

    Submitted

  11. This is technically version 2.0 of our Predator 2 sound wad, as the never-released version 1.0 was just for Doom1 (or at least carried no D2-specific sounds). Replacement for almost all sounds is included - all creature and player sounds, and most weapon sounds. Most noticeable in the unreplaced category are all chainsaw sounds. If anybody has any ideas, feel free to send them along to the e-mail addresses below. We are currently working on version 2.1, which will offer improvements over this version, mainly in the arachnotron sounds.

    My main comment about this wad is that it is *violent*! Profanity, guttural screams, and *loud* weapons abound. It is one of the rudest sound wads out there, and we're still trying to make it better.

    Berserking was never this fun!

    1 download

    (0 reviews)

    Submitted

  12. This file is the sprites file needed by DCK to display the things when in graphical display mode (hit 'T' when editing things). Putting this into your DCK directory (back up your original!) will save you the trouble of having to make it yourself by merging the THEME17.WAD file into your DOOM.WAD.

    1 download

    (0 reviews)

    Submitted

  13. Your mercenary company has been hired by 'the company' to put down a rebellion on a Scientific Colony (specializing in genetic research). After fighting off meager resistance on the surface, you find your way down to the central bunker, location of the plantary shield generator. Turning off this piece of equipment will allow the company's orbital forces to bomb the outpost back into the stone age. According to the schematic, the generator lies in the hub of the level. The controls to get into the hub are in the computer room (SW corner). Unfortunately, intelligence indicates that the computer room is almost certainly locked down behind three blast doors. The controls to open these are scattered across the installation (author's note: if you pull a switch and don't see an immediate effect, you've probably opened one of these doors).

    Of course this plot is one of those 'Alien vs Predator' scenarios. However, you'll be confronting much more than that nefarious duo here. Terminators, crazed militia, and various other denizens of action movies abound in this level. Play it and see for yourself.

    2 downloads

    (1 review)

    Submitted

  14. The following files will allow you to create/edit DOOM levels for use with the THEME17 patch in DCK v2.2. (Now there's no reason that more people can't create THEME-levels!)

    All that was essentially changed was frame references & various data about the things in the game. This way, things will show up with their proper dimensions & names while you are in the editor. In addition, you will be able to see them provided you have followed the instructions below.

    1 download

    (0 reviews)

    Submitted

  15. Ok, so here are the Predator sounds for Doom, tested with Doom v1.2. We wasted the better part of a night's rest to put them together. A few notes regarding some of the sounds in Predator:

    The sound of the BFG is a spliced sound of the Predator's laser. It has two parts, three beeps and a whoosh. In the movie the beeps come after the whoosh but in the BFG, well, the beeps come first.

    Many lines in the movie were "chopped" for clarity.
    "I'll bleed you (2 second pause) real quiet."
    becomes
    "I'll bleed you real quiet." (no pause)

    The chaingun sound was a total compromise. We would have loved to have used Blane's minigun, but when sampled and run with doom, instead of a chaingun it sounded like industrial machinery, no matter how many times we tried. So instead we settled for the sound of normal machine gun fire. In pistol mode it sounds terrible and even in chaingun we found the sound to be mediocre. But oh well. What can we say. T2.WAD and ALIENS2.WAD are two instances where the chaingun sounds good for different reasons. T2 just looped a single pistol shot. In ALIENS2 the compromise is that the pistol sounds cheesy while the chaingun sounds at least halfway decent. The same could not be said about Predator.

    (Ultimately a gunshot from a Doom audio package was selected. Not my idea, but D.W.'s - T.T.)

    7 downloads

    (5 reviews)

    Submitted

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  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D