Payload4367 Posted June 14, 2019 (edited) 1/7/2021: ALIENS: ERADICATION Full Version. The newest build of ALIENS: ERADICATION TC with many improvements and additions. After testing and tweaking the Eradication mapset, my attention turned to improving gameplay with the Doom/Doom2 iwads and custom maps/pwads. 8/9/2020 ALIENS: ERADICATION RC2 Update (Graphics, weapon, alt fires, etc). Many exciting changes based on suggestions and feedback from the community. Thanks everyone! 8 maps for GZDoom. All difficulties available. Mod and Mapset included in zip. ALIENS: ERADICATION TOTAL CONVERSION action/survival game (with 8 map single player campaign included). Newest Download: ALIENS: ERADICATION TC (NEW UPDATE) - Mod DB old DOWNLOAD rc2: https://www.moddb.com/members/payload4367/downloads/aliens-eradication-rc2-update old DOWNLOAD rc1: https://www.moddb.com/mods/aliens-the-ultimate-doom/downloads/aliens-eradication New trailer: Spoiler Some screen shots: Spoiler WHAT IS NEW (updated 1/7/2021): Spoiler *New changes in this update* Added ALT fire "Burst shot" to SHOTGUN that fires 3 shells in quick succession. Added an adrenaline speed boost that last for 30 seconds and then recharges after a short time. This was added to compensate for the slower player speed in the mod. Some doom platforming in various wads was impossible with this slower movement speed. This feature will help with wads that disable jumping allowing the player to use speed and possibly strafe running to traverse these sections. It can also help with nukage areas and to help in particularly hard fights. Rebalanced boss level (ERADICATION MAPSET) for all classes. The challenge was too much and felt cheap. More balancing for iwad/pwad item placements and amounts. Human enemies have a burning death animation when killed with fire. Player can run while reloading from iron sights. Previously, player speed would remain reduced until reload finished. Weapons revert to normal sights after reloading from iron sights. Pressing the iron sights key during reload animation will return to iron sights after reloading. Added IRON SIGHTS to pistol. Player movement is slowed when using iron sights. The FRIENDLY COLONIST now shows up in IWADS/PWADS as a cocooned human. You can rescue him with the "use key" or leave him to his fate. Once released, he can be ordered to follow or stand ground. More xeno CEILING BEHAVIOR. Previously, the standard ceiling Xenos would not jump back up to the ceiling after dropping the initial time. They do now...randomly jumping back and forth between ceiling and floor. Red border on MOTION TRACKER only appears when a facehugger is within range. More sprite work (improved iron site on Pulse Rifle, Pistol iron sights, etc) Fixed dynamic rotating emergency lights. They previously stopped working for some reason. Keys represented on HUD when found. (forgot this from last update log) Fixed smartgun tracer when playing with IWADS/PWADS. (was slightly bugged before) More BRIGHTMAPS. Lots more... Fixed BFALL1 and SFALL1 textures with appropriate dripping slime/acid. Fixed some texture patches and alignments. Changes from RC1 to RC2 (Graphics, weapon, alt fires, etc.) Improvements, fixes and additions based on feedback from the modding community (See below). -Alien BLOOD/ACID COLOR is a dull yellowish/green instead of neon green which is used for the Predator. -MOTION TRACKER signals are no longer color coded for individual actors and are now represented by simple white dots. Facehugger warning has been removed. -MOTION TRACKER audio is closer to the movie audio. -Under water counter for remaining oxygen added to hud. -FLAMETHROWER prevented from firing under water. -Various sound improvements. -KNIFE added to starting weapons (except the Colonist, who must find it). -PISTOL no longer has infinite ammo. -PISTOL can be switched from FULL AUTO to SEMI AUTO for Yutani-Operative and Synthetic classes. -FLAMETHROWER fire rips through multiple enemies. -FLAMETHROWER has alternate fire which tosses a fuel canister that can be detonated when shot. It can be picked up again and the fuel added back to your inventory. -SHOTGUN now has proper frames when reloading. -Player dismounts the POWERLOADER when changing weapons. You can get back in it. -Player's view height raises when using the POWERLOADER. -FLARES can be thrown at any angle with mouse look and leave behind a burnt out flare when expired. -Various sprite improvements. -TRACER FIRE speed increased for all weapons. -Map 7 now has a timer until exit lift arrives for the Yutani Class. -Various other map fixes. Extra Credits for RC2: Zikshadow - Added combat knife - Added under water counter - Sprite fixes (shotgun, satchel charge, pulse rifle, iron sites, Bonus med kit, motion tracker, and more) - Decorate (flamethrower, pulse rifle, power loader, weapon tracers, motion tracker, and more) - SNDINFO (modified footsteps) - Playtesting. RC 1 -8 maps -New flashlight added for compatibility concerns with newer GZDoom builds. -Brightmaps added to select textures and sprites. -Mercenary and Yutani-operative enemies fire grenades as a secondary fire. -Visual improvements and effects. -Breakable trilogy boxes that spawn items based on player class. -The Loader now has an electric charge alt fire. -Facehuggers can climb the ceilings. -The motion tracker can be toggled on and off. -Rain effects can be turned off. -The Operative class can launch attack Drones. -The smartgun now locks onto anything within the large targeting reticule. No need to hold down the fire button and center the xhair on enemies. It will fire straight ahead when you press fire if there is no target. Manual fire is still available for shooting barrels in the middle of a bunch of enemies. -Enemies on the tracker are represented by different colors/shapes. white dot...Basic Xeno enemy white south/west arrow...Facehugger yellow dot...colonist yellow&red dot...crazed colonist green dot...mercenary pink dot...operative and synth pink north/east arrow...drone red dot...high tier monsters large red dot...Boss -A worthy boss fight for each class. -New hand sprites for the operative. HOW TO PLAY/ TESTED WITH: GZDOOM and the DOOM 2 iwad. Load the pk3 file before the wad file. The Eradication map set (wad) must be loaded with the Alien Trilogy mod (pk3) included in the zip file. Tested with: GZDoom 4.4.2 32bit Best played in "DARK" sector light mode in DISPLAY settings. If pop up text is too small/big, set the hud scaling options to "adapt to screen size" in HUD options. ALL DIFFICULTY SETTINGS AVAILABLE. The Aliens have risen again on planetoid LV426 at Weyland/Yutani corporation's best kept secret...A second colony! They still want the creature for research. FEATURES: 1. Four unique player classes with there own stories, enemy encounters, item placement, side/bonus missions, and even some maps exclusive to the class you have chosen to play. 2. Weapons and enemies from the Aliens Trilogy PS1 game, the Aliens films and more. 3. Play the single player, 8 map campaign or load up the mod with your favorite iwad or pwad to give them the "Alien treatment". Works with most Doom and Doom2 wads (not tested with other mods). 4. Deploy auto turrets and drones (class specific) to set traps or create defensive choke points. 5. Take advantage of environmental hazards (fire and electricity) to help even the odds. THE CLASSES: Spoiler The Colonist: Evade hordes of aliens, saving as many fellow colonist as you can, along the way. Once found, they can be ordered to follow you or stand in place to guard an area. The colonist is vulnerable to the face huggers attack. If they get close, run (don't walk) and they will likely miss their initial attack. If they are allowed to linger at your feet they will insta-kill you. The Mercenary: Raid the colony as a space-faring pirate, intent on obtaining valuable research and materials from the site. The constant rumors about alien genetics and ground breaking weaponology have peaked your groups interest in the new colony on LV426. The Mercenary is vulnerable to the face huggers attack. If they get close, run (don't walk) and they will likely miss their initial attack. If they are allowed to linger at your feet they will insta-kill you. The Yutani-Operative: As a member of the Special Operations Force (a Japanese arm of the Weyland/Yutani corp) you are tasked with wiping the site clean. All human witnesses must be eliminated. Other members of your team will collect genetic samples and possibly live specimens of the known Xeno elements. Full body armor and a helmet protect the Operative from face huggers, but beware of their acid blood. The Combat Synthetic: You are a security asset for the colony, activated in emergency situations. The colony's systems are disabled when a band of mercs assault the site and, as a result, release the specimens in the labs. Now you must destroy all Xeno elements. Face huggers recognize that the Combat Synth is not "alive" and, therefore, will abort its attempt to impregnate it. MANY WAYS TO PLAY: Spoiler All difficulty settings are implemented as well as each class presenting it's own unique difficulty. The easiest setting ("A FEW ALIENS") is more about tension, atmosphere and one on one encounters. The hardest ("HORDES OF ALIENS") puts you in a near impossible setting. "LOTS OF ALIENS" is closest to a medium setting and "SWARMS OF ALIENS" is very hard. "GAME OVER, MAN" is the Nightmare setting (not recommended:). CREDITS: Spoiler All credits are listed on the in-game INFO screen or in a Read me file included in the wad. A special thanks to KONTRA KOMMANDO and his team for permission to use his ALIENS: TRILOGY and ULTIMATE DOOM mods for this project. If I have forgotten anyone, please let me know and I will correct any errors. SOME TIPS FOR PLAYING: Spoiler General tips: -Keep your eye on the Motion Tracker. Not only during the "quiet" moments, but in the middle of combat to see if you are being flanked. -Exploration is the best way to prevent running out of health and ammo. *ALL DIFFICULTY SETTINGS ARE AVAILABLE* - play on "A Few Aliens" for a more "Isolation" feel all the way up to "Hordes Of Aliens" for an extreme challenge. IF PLAYING AS A COLONIST: -Not recommended for a blind playthrough. -This is a survival style class where the player faces challenges of resource management, minimal starting equipment, lack of armour and auto turrets. -Heavy exploration is required to find weapons and items. Search areas thoroughly before moving to the next. -Friendly NPCs can help in a gunfight but are not crucial to the gameplay. (they do not count towards the "monster count") -Use fire and electrical hazards to destroy incoming xenos. Be careful though. -If all you have is a pistol, you can lure an enemy to burst through a vent cover, allowing you access to the vent system. -If you are lucky, an NPC will drop a red key card upon death (but not if you grenade them), allowing access to storage rooms. The card can also be found in a secret. IF PLAYING AS A MERCENARY: -Place your turrets wisely and protect them. The xenos will destroy them quickly if surounded. Some situations can required multiple turrets. -Collecting INTEL folders in the map will allow you access to the exit or other areas (depending on the map). They are placed at randomn spots. -"Use short, controlled bursts" with your pulse rifle to conserve ammo. IF PLAYING AS A YUTANI-OPERATIVE: -Your mission is to kill all colonist and mercenaries in the level. This will allow access to the exit. -The flamethrower is best used on xenos and the pulse rifle on humans. But they will both do the job. -Release drones to survey areas and attack enemies. -Use cover tactics against the humans who, unlike early alien enemies, have a ranged attack. -If you are lucky, a colonist or mercenary will drop a red key card upon death (but not if you grenade them), allowing access to storage rooms. The card can also be found in a secret. IF PLAYING AS A COMBAT SYNTHETIC: -Med kits will not work for the synths. They must find repair/replacement stations (use auto map and look for red crosses). So watch your health closely. -Save the smartgun for larger engagements to conserve ammo. Edited January 8, 2021 by Payload4367 : Updated 32 Share this post Link to post
AffanDede Posted June 14, 2019 Another "Payload" Paul project? This should be interesting. 1 Share this post Link to post
Payload4367 Posted June 14, 2019 17 minutes ago, AffanDede said: Another "Payload" Paul project? This should be interesting. It's certainly different. Let me know what you think. 0 Share this post Link to post
Payload4367 Posted June 21, 2019 Very surprised and thrilled to see this. I think he liked it :) 5 Share this post Link to post
Kills Alone Posted June 29, 2019 Here is my recent playthrough as a Merc on Swarms of Aliens difficulty: Three reasons why I used GZDoom's alternate HUD: 1) Easier to read (colors & size options), only thing missing was available turrets. 2) Playing at 1920x1080 the health bar at the top of the screen is cut off OR if HUD preserves aspect ratio is enabled its off the screen. 3) I forget number three ... wait, thats it, I can see the item/secret/enemy count, helpful for confirming kills and what not. Great mod, very happy the Alien Trilogy mod is still gettin' that sweet sweet home cooked lovin'. I cannot wait for more. Potential improvements: 1) Wish all weapons had iron site mode and secondary fire. 2) Movable flood lights. 3) More interactive containers such as the lockers. 4) Underscores make it easier for the (casual) end user: Alien Trilogy Payload Edition.pk3 becomes Alien_Trilogy_Payload_Edition.pk3 5) Worms (not in this playthrough) seem harder to kill then they should be, maybe its the size. 3 Share this post Link to post
Payload4367 Posted June 29, 2019 (edited) Thanks for playing and commenting. On 6/28/2019 at 10:05 PM, Kills Alone said: 1) Wish all weapons had iron site mode and secondary fire. I'm still learning to mod at this point (more of a mapper really), but I'm getting better and will if I can. On 6/28/2019 at 10:05 PM, Kills Alone said: 2) Movable flood lights. I have yet to use those...guess it's a good time to check em out, because that sounds like a solid idea. On 6/28/2019 at 10:05 PM, Kills Alone said: 3) More interactive containers such as the lockers. Another good idea. On 6/28/2019 at 10:05 PM, Kills Alone said: 4) Underscores make it easier for the (casual) end user: Alien Trilogy Payload Edition.pk3 becomes Alien_Trilogy_Payload_Edition.pk3 Will do, thanks. On 6/28/2019 at 10:05 PM, Kills Alone said: 5) Worms (not in this playthrough) seem harder to kill then they should be, maybe its the size. I have never even looked at their health...lol...I'll look into it. Thanks again, now I'm gonna sit back and watch your video. Edited June 30, 2019 by Payload4367 1 Share this post Link to post
Kills Alone Posted June 29, 2019 4 minutes ago, Payload4367 said: I have never even looked at their health...lol...I'll look into it. Might not be the health, could be their overall speed combined with small size. Didn't encounter them often enough to say for sure. 0 Share this post Link to post
Payload4367 Posted July 1, 2019 On 6/28/2019 at 10:05 PM, Kills Alone said: Here is my recent playthrough as a Merc on Swarms of Aliens difficulty: By the way, that playthrough and editing in the video is fantastic. Great job! Thanks for featuring my stuff on your channel. 2 Share this post Link to post
Kills Alone Posted July 2, 2019 Thanks Payload, when I don't have the time for serious modding/mapping I still like to offer any support or insight I can. Forgot to say I really appreciate open ended maps like this where the approach is left up to the player and how the level opened up more over time allowing further exploration and back-tracking. Great stuff. Recently I was thinking how would semi-dynamic enemy spawns work so the player cannot memorize them all. The player class option works pretty well in that respect. Starting as Colonist is interesting what with just a pistol, the friendly AI were a neat touch as well. Curious, did I cheat by grabbing the flamethrower early? This is definitely the best Aliens themed ZDoom map I've played on, of course it couldn't have happened without Kontra_Kommando's efforts. :) 0 Share this post Link to post
Payload4367 Posted July 2, 2019 1 hour ago, Kills Alone said: Curious, did I cheat by grabbing the flamethrower early? No, that secret is there for the player to access even without the yellow key if they notice how to get there. The player still needs the key to progress past that secret area so the map doesn't break. In later builds I plan on making it a little harder to get some of the weapons not given by the class chosen, so gameplay elements like the pistol's inability to break open vents becomes a larger factor providing a little more gameplay variety. The combat synth can't use med kits now, and must find repair stations in the map that have finite resources. Looking to create as much variety between the classes as possible. Thinking out loud :) 0 Share this post Link to post
Kyoh1 Posted July 3, 2019 Brings me back to a decade and a half ago, when I used to play AVP2... A total change from Dark Encounters, but still nice to play. I felt just slightly disappointed when you spoke about choosing class, I thought I could choose also from Alien or Predator class. :D I will try to provide some feedback asap. 0 Share this post Link to post
Payload4367 Posted July 3, 2019 1 hour ago, Kyoh1 said: Brings me back to a decade and a half ago, when I used to play AVP2... A total change from Dark Encounters, but still nice to play. I felt just slightly disappointed when you spoke about choosing class, I thought I could choose also from Alien or Predator class. :D I will try to provide some feedback asap. Thanks a bunch. lol...sorry to pull the rug out from under ya' about the classes, but you should be pleased to know that the Predators do make an appearance in later maps along with other enemies. Still can't play as them though :) 0 Share this post Link to post
Payload4367 Posted August 1, 2019 Some playtesting footage. With each class having it's own unique enemies, items, stories, set piece encounters as well as their placement on the map, it's like making 4 maps in one. Slow going... Some classes even have their own areas on the map accessible to only that class. Try the demo of map1 in the OP. 2 Share this post Link to post
Kontra Kommando Posted August 23, 2019 (edited) Just finished the Merc and Weyland-Yutani Operative classes, it was a lot of fun: https://www.moddb.com/mods/aliens-the-ultimate-doom/features/aliens-eradication-demov2 Edited August 23, 2019 by Kontra Kommando 1 Share this post Link to post
Kontra Kommando Posted August 26, 2019 Here's a new play through on youtube. 1 Share this post Link to post
Kontra Kommando Posted August 26, 2019 11 minutes ago, Kontra Kommando said: Here's a new play through on youtube. There is also this article on the demo: https://www.alphabetagamer.com/aliens-eradication-beta-demo/ 1 Share this post Link to post
Payload4367 Posted September 28, 2019 Work continues with vigor on this project :) Posting a lot over at Moddb. https://www.moddb.com/members/payload4367/blogs Maps 1 and 2 are officially done. Playtesting and all. On to testing and tweaking Map 3. The map build is complete just needs some final polish. All the basic mapping through map 05 is done. Other changes/additions (not yet updated in demo version): Spoiler The Aliens are more deadly with some small adjustments to their behavior. Often, it seemed they would thrust into you but not connect with an attack, so I shortened the response time between states. I felt the xenomorphs should be something you don't want to get next to...at all. The Mercenary enemy can now fire grenades (much like the player class) along with its pulse rifle attack. Unlike the player grenades, the enemy grenades bounce a few times before detonating. This gives the player a chance to move to safety. The Mercenary enemy has a shoulder lamp with dynamic light bound to the actor. The Yuntani Operative enemy can employ a flamethrower (much like the player class). Once within range, the enemy will switch from the pulse rifle to the flamethrower. This enemy is not featured in the available demo and will appear in later maps in the game. Some Aliens can spit acid that can hurt the player on impact or by leaving a nasty pool of acid to be stepped on. This enemy is not featured in the available demo and will appear in later maps in the game. Added brightmaps for select textures and sprites. At this point in the story... Spoiler The Mercenary class will be faced with a choice. Join the colonists and abandon their plundering of valuable intel, or continue their criminal deeds and murder all colonists on sight. Will the colonist's pleas convince you that there is no other way to survive the alien onslaught? The Colonist will discover the magnitude of the danger he has been thrown into, as you face the first wave of marauding mercenaries, bent on profiting from the secret research underway at the colony. The Yutani-operative must continue his "leave no witnesses" mission, with the alien horde making this increasingly more difficult. The Combat-synthetic battles through swarms of aliens in an attempt to clear the colony of the biological threat. Optimized and cleaned up maps 1 and 2 to improve performance and maintain 60+fps. Testing PC specs: IntelXeon CPU 2.13GHz Win10 64bit GeforceGTX960 Demo Download (only works in v.3.7.2 or newer): http://www.mediafire.com/file/a2fj2old4awkddl/ALIENS_ERADICATION_DEMO.zip/file 2 Share this post Link to post
Payload4367 Posted October 23, 2019 Updated the DEMO to version 3 with 2 maps and lots of changes and improvements. Link in OP along with more info. New video by KillsAlone: 4 Share this post Link to post
Kontra Kommando Posted October 24, 2019 Great video, and great new level! Excellent job! 2 Share this post Link to post
Kontra Kommando Posted October 25, 2019 (edited) Mr. Icarus plays Aliens: Eradication Edited October 25, 2019 by Kontra Kommando 1 Share this post Link to post
Payload4367 Posted February 9, 2020 (edited) Releasing all 7 playable maps because this is taking so long. Work continues and all feedback is appreciated. Much has changed and more will be changed. http://www.mediafire.com/file/0bbpnhwphkx67s6/ALIENSERADICATIONBETA1.zip/file Some new screen shots: Edited February 10, 2020 by Payload4367 9 Share this post Link to post
Firedust Posted February 9, 2020 The screenshot link doesn't seem to be working. 0 Share this post Link to post
Payload4367 Posted February 10, 2020 3 hours ago, Firedust said: The screenshot link doesn't seem to be working. Dang it. This is my first attempt at using imgur. I must be doing something wrong. I'll check into it. Thanks. 0 Share this post Link to post
Kontra Kommando Posted February 16, 2020 Thanks for taking this mod to new heights, I am really enjoying the level design. Fantastic work! I will try to make a play through video when I can. 1 Share this post Link to post
Payload4367 Posted May 3, 2020 I am excited to announce the release of Aliens: Eradication (RC1), an 8 map action/survival game, designed for use with Kontra Kommando's Aliens Trilogy (Payload edition). Update info in OP with new link as well as screen shots and more. NEW DOWNLOAD: https://www.moddb.com/mods/aliens-the-ultimate-doom/downloads/aliens-eradication 5 Share this post Link to post
Kontra Kommando Posted May 4, 2020 (edited) I'll be making a full playthrough, once my new laptop arrives. This should be 2020 Mod of the Year IMHO. 1 Share this post Link to post
Kontra Kommando Posted May 5, 2020 "Payload4367 has released an 8-map action survival game for use with Kontra Kommando’s Aliens Trilogy (Payload edition) mod on GZDoom. And, ironically, this fan-made Aliens game is more faithful – and a better retro-experience – than Aliens: Colonial Marines." https://www.dsogaming.com/news/aliens-eradication-is-an-8-map-action-survival-game-for-gzdoom-and-is-available-for-download/ 0 Share this post Link to post