Aliens Eradication | Colonist | No Failure Runs | Part 1
I'll keep this short, as my changelog to the mod is long enough that I prefer to keep the fluff short this time. Love this mod somewhat, I recommend it from a certain point of view.
Saw the Aliens Eradication demo aeons ago, liked it though there's a number of things I find troubling with it. Waited until RC1 comes out to see if the problems are sorted. They still aren't. Thought that perhaps this is exactly the author's vision and that I have to start meddling with things myself if I want to have the things I want. The final result is this. Here's me running the entirety of the Colonist class's campaign with the ol' NFR rules. Difficulty is Hordes of Aliens/UV.
Anyways, regarding the changes to this version of the mod I'm playing, it's a long one:
- All weapon sounds replaced.
- Various other sounds from items, environment, to even secret sounds are replaced. Too much to note.
- Pistol now has limited ammo, no more cheesing entire encounters. Mags randomly drop from crates and killed Colonists.
- HUD has air indicator. Felt that it made underwater sections unnecessarily difficult since you couldn't tell when you're drowning.
- Shotgun reload frames modified so the it actually looks like you're reloading and not swinging the shotty side-to-side.
- Pulse Rifle grenade frames modified so it doesn't look like you're reloading the mag for the grenade pump. Also did it for the Yutani M41A.
- Pulse Rifle "rocket" sprites replaced for proper launched M40 grenades with rotations. Basically just ports from the stuff I did for the HDest Aliens set.
- Satchel Charge sprites replaced. It's still the HL1 modelshot, but they've been made smaller and use Alien Trilogy's hands for consistency. Also did it for the Yutani Operative.
- Overall firearm tracers made faster, this has the added effect of human enemies being more dangerous. Good for me, since I want to make them as equally dangerous as the xenos. The original felt too much like bullethell.
- Motion detector changed so it's less arcadey. It no longer made distinctions, everything detected is grouped into one white blob sprite. Facehugger indicator also disabled. Hostile indicator disabled. Wish I could make it a proper "motion" detector instead of an "NPC" detector, including stuff like debris/gibs/doors/etc, but alas, I lack the intelligence necessary.
- Added keycards to fullscreen HUD. They're not there originally, making figuring where you're supposed to go irritating unless you swap to the statusbar HUD and then back.
- Removed "whennotzero" in the HUDs so that empty guns and whatnot show zero instead of having it be blank. A nitpick, but still. Armour is also ARMOR now.
() Not something that I personally did, but for my run, I added in Use to Pickup so I don't end up running past supplies and wasting them willy nilly (wasting half a M41A mag and then grabbing the big 2 mags pickup while evading xenos brings me internal injury to the soul, I'd like less of this kind of shenanigans whenever possible).
- Tags added to all pickups so they won't look like code entity names with Use to Pickup.
- Various items have their pickup messages changed along with some reskins here and there. Too many to note here.
- Added Knife as a melee weapon. You can now also break open vent covers without the need of a powerloader or throwing active explosives through (or, as I've only known after playing through the entire mod and then again for the NFR, shooting the middle bottom bit with a tracer weapon. God, such a stupid insipid mechanic).
- Made the powerloader a temporary tool than a weapon you could lug around. You'll drop it if you switch to any other weapon. I will admit, it being thrown is silly, but I'm compensating incase I'm not using Use to Pickup and could accidentally pick the loader up again before it's fully thrown away.
- Flamethrower given +RIPPER to its projectiles. Now it acts more like a flamethrower should than a glorified arc-thrown plasma rifle. Reliable too if you're aiming for a particular priority target while being swarmed, like a facehugger egg behind an alien group or something.
- Replaced Pulse Rifle ironsights sprites for something that fits the AT view sprite better (closed top bit with no additions to the sights, plain vanilla). Also added proper firing frames to ironsight shooting, and offsets for grenade launching.
- Replaced keycard sprites. HUD keys included.
Mods Used:
Doom Sound Bulb: https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/
PSX/N64 HQ Sounds: https://forum.zdoom.org/viewtopic.php?f=46&t=52877
Alt Sounds: https://www.moddb.com/addons/doom-alt-sound-project
Personal DRLA Sounds: https://forum.zdoom.org/viewtopic.php?f=43&t=52851
Aliens Eradication RC1: https://www.moddb.com/mods/aliens-the-ultimate-doom/downloads/aliens-eradication
Personal AE Addon: Unavailable at the moment.
Use to Pickup: https://forum.zdoom.org/viewtopic.php?f=43&t=61369
Other Videos By ZikShadow
Other Statistics
Alien Trilogy Statistics For ZikShadow
ZikShadow presently has 3,916 views for Alien Trilogy across 1 video, and less than an hour worth of Alien Trilogy videos were uploaded to his channel. This is less than 0.16% of the total video content that ZikShadow has uploaded to YouTube.