Kontra Kommando Posted November 12, 2014 http://www.moddb.com/mods/aliens-the-ultimate-doom-tc-beta-73/videos/map-e2m1-demostration-by-endless123 Here is a link to a playthrough video of E2M1, from zdoom forum user, and contributor to this mod, Endless123. 0 Share this post Link to post
Kontra Kommando Posted November 21, 2014 Edit: image updated I plan on redrawing most of the sprites I've created with 4xs the amount of pixels so i could add more detail to the sprites. 0 Share this post Link to post
Kontra Kommando Posted November 25, 2014 via Imgflip GIF Maker Here is a gif of the finalized frontal frames for the xenomorph Drone. I made a ton of revisions before I finally came to this pose to move forward with. 0 Share this post Link to post
Kontra Kommando Posted December 23, 2014 http://www.mediafire.com/download/047rvawxhdxmc5u/ALIENS+The+Ultimate+DOOM+%28TC%29+Survival+Horror+Open+World.zip Game: Ultimate Doom E1M1 replacement with modified Open World map. BETA 1.0 I have created a separate version of Aliens: The Ultimate Doom, and have turned it into a survival-horror open world game.I have radically changed the layout of the game to include far less enemies, and even farther less ammo and other items. Their placement is randomized as well, so every time is a new experience. Further, I have decided to include sid doyle's Dark Doom mod, as well as Ronnie42's open world E1M1 replacement of Doom 1 as 1 level. Moreover, I am beginning to construct a network of vents; this version is just the beginning of what I will expand on. These vents interconnect to various parts of the map. I have even created a small sewer section. However, be warned, there are some of anomalies and dead-zones throughout the map; so you might get stuck rarely. Nevertheless, the experience of exploring the labyrinthine map with the haunting music in the background, is worth playing. There are a lot of game play changes here, its a much slower, and spookier game. I hope you enjoy it, and feedback is always welcome. 0 Share this post Link to post
Kontra Kommando Posted December 31, 2014 Here is the beginning of a new sprite sheet I will be working on in the new year. I'm in the process of creating a high-resolution sprite sheet of the Xenomorph Drone. I am using the 1979, NECA Alien figure to help me as a visual aid, as I draw up this new sheet. 0 Share this post Link to post
Jaxxoon R Posted January 2, 2015 Hey Kontra Kommando, I noticed that as of Beta 2.1 the Combat Synthetic's laser sight tends to float near walls, making it hard to aim in tight spaces: But with some (extremely) slight modifications to your LaserSightSpawner actor...ACTOR LaserSightSpawner : FastProjectile { +DONTSPLASH Mass 0 Damage 0 Speed 200 Radius 1 //By not defining these, Kontra Kommando, they went Height 1 //to the default of 20x16 -- that's too damn big. SeeSound "" DeathSound "" States { Spawn: TNT1 A 1 Loop Death: TNT1 A 1 A_CustomMissile("Lasersight",0,0,0) Stop } } We can open up a world of laser and dangerous! 0 Share this post Link to post
Kontra Kommando Posted January 14, 2015 Jaxxoon R said:Hey Kontra Kommando, I noticed that as of Beta 2.1 the Combat Synthetic's laser sight tends to float near walls, making it hard to aim in tight spaces: image But with some (extremely) slight modifications to your LaserSightSpawner actor...ACTOR LaserSightSpawner : FastProjectile { +DONTSPLASH Mass 0 Damage 0 Speed 200 Radius 1 //By not defining these, Kontra Kommando, they went Height 1 //to the default of 20x16 -- that's too damn big. SeeSound "" DeathSound "" States { Spawn: TNT1 A 1 Loop Death: TNT1 A 1 A_CustomMissile("Lasersight",0,0,0) Stop } }image We can open up a world of laser and dangerous! Thanks for letting me know, I will add this fix to the next update. 0 Share this post Link to post
Kontra Kommando Posted January 14, 2015 Here's a pretty cool 10 minute gameplay video done by "10min Gameplay", on Youtube. I really like how it looks at 60 fps. 0 Share this post Link to post
Kontra Kommando Posted February 14, 2015 via Imgflip GIF Maker Here is a GIF of the progress I've made thus far on the sprite sheet for the High-Resolution Xenomorph Drone. 0 Share this post Link to post
Marnetmar Posted February 15, 2015 can Jones be the final boss of this pls look at the mischievous little fuck 0 Share this post Link to post
Jaxxoon R Posted February 15, 2015 Have a joke secret level where Xenomorphs are mind controlled by implanted kittens parasitic wasp-style, and when you kill them the kittens leap out and start puking acid hairballs at you. Then Jones rises from his mighty fishbone throne pillow scratching post and swipes at you with his terrible claws of sheer fear, causing a scary cat jumpscare. 0 Share this post Link to post
Enjay Posted February 15, 2015 Is it just me or does it look like it's doing a slinky dance of some sort? Stoopid sexy alien. Actually, it's a pretty impressive sprite. How does it look in game? I worry that the very pale head may be too contrasted to the relatively dark body. 0 Share this post Link to post
EffinghamHuffnagel Posted February 16, 2015 Damn. You got there ahead of me. Yeah, I noticed that from the front view the alien looks positively female. I think it's the narrow waist and the larger torso. Replace the head and it becomes a bar dancer from Star Wars. 0 Share this post Link to post
Enjay Posted February 16, 2015 EffinghamHuffnagel said:Replace the head and it becomes a bar dancer from Star Wars. :D 0 Share this post Link to post
Kontra Kommando Posted February 16, 2015 EffinghamHuffnagel said:Damn. You got there ahead of me. Yeah, I noticed that from the front view the alien looks positively female. I think it's the narrow waist and the larger torso. Replace the head and it becomes a bar dancer from Star Wars. Since the sprite is huge, I had to scale it down to 0.165. I could make it xscale 0.2 and yscale 0.165. Which succeeds in making the xenomorph a bit wider. But honestly, I think the proportions of which I used are accurate. The xenomorph is supposed to have a tall, ectomorphic body and narrow waist. Here is the model that I used as a visual reference. I choose NECA's 7 inch figure for its accuracy. This looks better in-game, because they are still tall, and imposing. 0 Share this post Link to post
Kontra Kommando Posted February 16, 2015 Enjay said:Is it just me or does it look like it's doing a slinky dance of some sort? Stoopid sexy alien. Actually, it's a pretty impressive sprite. How does it look in game? I worry that the very pale head may be too contrasted to the relatively dark body. GIF never seem to do the sprite animations justice. It translates better in game, because the sprite becomes smaller or larger as it moves around. It really does look like a dance, when they stand in place. I think it looks pretty good in-game. But when standing next to other vanilla style enemies, it sticks out like a sore thumb. at any rate, I don't intend of using them for wads that have vanilla style enemies. 0 Share this post Link to post
Kontra Kommando Posted March 27, 2015 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 select, 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. 0 Share this post Link to post
Kontra Kommando Posted March 28, 2015 Here is a video demonstrating the new beta in action. 0 Share this post Link to post
Kontra Kommando Posted March 28, 2015 Here is a Russian video with commentary, that playsthrough some of Ultimate Doom, and Doom II, with the 7.3 Beta. I was uploaded to youtube a few days ago. 0 Share this post Link to post
Kontra Kommando Posted March 28, 2015 ActualWinter, from the Misery mod for S.T.A.L.K.E.R. made a cool playthrougth video for Beta 8.0. Also check out his page. http://www.moddb.com/mods/stalker-misery/ 0 Share this post Link to post
Kontra Kommando Posted March 31, 2015 Here is another playthrough video by ActualWinter. This time, its on the hardest difficulty. Also, Aliens the Ultimate Doom reaches number 5 of the top 100 mods today on moddb. 0 Share this post Link to post
scifista42 Posted March 31, 2015 Congrats! What does the "Trend" field on the right side mean? Your mod has radically the highest number of that. 0 Share this post Link to post
Kontra Kommando Posted March 31, 2015 scifista42 said:Congrats! What does the "Trend" field on the right side mean? Your mod has radically the highest number of that. thanks,I'm not sure actually, though its probably relative to the frequency of the popularity of the day. 0 Share this post Link to post
scifista42 Posted March 31, 2015 Kontra Kommando said:frequency of the popularity of the day. What does this mean? 0 Share this post Link to post
Kontra Kommando Posted March 31, 2015 scifista42 said:What does this mean? I think its the number of visits, and downloads of that day. 0 Share this post Link to post
Kontra Kommando Posted April 3, 2015 The next beta will have some major graphical changes to the textures. I revised some of the blander looking ones, and will aim to fully convert all of Doom and Doom II's residual texture. Moreover, I will replace the Icon of Sin level in Doom II with something more fitting. 0 Share this post Link to post
kalinus Posted April 5, 2015 Man I should of gotten involved in this project. XD Great work all involved! I've got too much on my plate but if I do make something I'll be sure to let you know! 0 Share this post Link to post
Kontra Kommando Posted April 6, 2015 kalinus said:Man I should of gotten involved in this project. XD Great work all involved! I've got too much on my plate but if I do make something I'll be sure to let you know! Sorry, but its not open for public collaboration, other than discussion and suggestions here on the thread. I'm currently working on the project solo. I actually want to keep it that way. I originally started the project by myself and later collaborated with some of the other people in the credits. Now, it has reverted back to a solo project from here on. Beta 8.0 was created by solely me, as were the all the early betas. I have also created nearly all of the custom sprites for the actors, and custom textures; with the exception of a few. I believe it was from 5.0-7.3, that I started to bring on board co-authors for specific tasks; jdredalert created weapon coding; moreover, he and many others helped to implement the motion-tracker. Sergeant_Mark_IV sent me his Alien verse Predator verse Terminator Mod, which a lot of the code is based off of, but has been modified extensively by me, him, and jd. Later, Endless123 and jdredalert began collaborating in making AVP, and I have continued as the lead & once again sole author of Aliens: Ultimate Doom. The two games share similarities, but are unique from one another in significant ways. 0 Share this post Link to post
FireFish Posted April 6, 2015 Enjay said:Is it just me or does it look like it's doing a slinky dance of some sort? http://i.imgur.com/w1iZgbu.gif Stoopid sexy alien. Aw, c'mon man. She's doing the H.R. Giger erotic alien thing. give her some slack will ya. I cant wait until she brings in the special insertion tubes. Also, this mod seems to be something mighty impressive ! 0 Share this post Link to post
Kontra Kommando Posted April 27, 2015 Here are some previews of the new custom textures that I have re-vamped for Aliens: The Ultimate Doom. They will be present in the next upcoming Beta 9.0. 0 Share this post Link to post