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Kontra Kommando

Aliens: The Ultimate Doom (TC) [Major Changes inbound for Graphics, and Gamplay]

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ATTENTION: The following previews are not properly reflective of the next upcoming beta. I will provide a video in the weeks to come.



http://www.moddb.com/members/kontra-kommando/downloads/aliens-the-ultimate-doom-tc-beta-8

Many changes have been made since 7.3:

-More intelligent and aggressive Xenomorph AI. The Xenomorphs, will now strafe out of danger to avoid pain. They will perform jumping attacks, in two variations. Some will jump attack diagonally; also serving as a group flanking tactic against the player. Now the enemy horde will surround you, with jumping melee attacks. The acid ball has been omitted from every xenomorph except the Flying xeno.

--Game-balancing and New enemy spawning rates

-Many New Gibs have been added, and blood decals now work properly.

-Eggs can now be gibbed

-Refined soundtrack selection, to better fit the overall theme of the game.

-All previous errors have been corrected. However, the newest version of GZDoom does indicate that some are present. Nevertheless, the mod is still playable with past and present versions of GZDoom.

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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. :)

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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.

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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.

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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!

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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.

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

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

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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/rubriques/abandonware_action/Jeux/Alien%20Trilogy/Foto%2BAlien%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.

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http://www.mediafire.com/download/fs439ffvc5pvk13/Xenomorph_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

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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 Scott’s Alien, than James Cameron’s 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 won’t 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

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plums said:

Something is wrong with your download link.


http://www.mediafire.com/download/n875notj9b1bxjo/Starship_Konrad_-_Level_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.

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New:



http://www.moddb.com/members/kontra-kommando/addons/xenomorph-warrior-custom-monster-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.

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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-content/uploads/2014/01/ALIEN-SCULPTURE.jpg

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

http://2.bp.blogspot.com/_TFBFHx0gM8k/TEJajGrtcfI/AAAAAAAAE-4/WuvYIe0YDdU/s1600/alien1.jpg

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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-content/uploads/2014/01/ALIEN-SCULPTURE.jpg

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

http://2.bp.blogspot.com/_TFBFHx0gM8k/TEJajGrtcfI/AAAAAAAAE-4/WuvYIe0YDdU/s1600/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-content/uploads/2012/05/Aliens-Colonial-Marines-Single-Player-ONeill-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.

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New:


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.

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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.

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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. I’m hoping to complete the graphics phase of it by this weekend. Granted that I don’t get swamped with other things, or get lazy. Further, I have attached another pic that demonstrates the scale of the Queen.




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

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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.











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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.

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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.

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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.

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http://www.mediafire.com/download/nnu8sf3qv333jxf/ALIENS+The+Ultimate+Doom+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!

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