Aliens Eradication | Colonist | No Failure Runs | Part 10 FINALE
And so, that was it. The Colonist free from this colony at last. From a certain point of view, anyways.
Will I do the other classes? Perhaps. I still need to adapt the changes from my addon off to the new version, stuff like the pickup messages, tags, sounds, and whatnot, that's gonna take a while. In the mean time, I got something else I've been meaning to NFR, so AE will take a rest for now.
Oh, yeah. Got reminded that my pistol only run in the original first release of AE got broken in this part. I'm sure you can extrapolate which part cracked my will. Quite nasty, those synths.
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