Aliens Eradication | Colonist | No Failure Runs | Part 2

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Published on ● Video Link: https://www.youtube.com/watch?v=mNqaARfP-i0



Duration: 25:19
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Have I mentioned that I really like this mod despite its issues, yet? The fact that whole maps could play differently depending on the class you choose alone is already something mighty impressive. This map for instance has different objectives if you're playing a Merc, needing to nab security codes from consoles to gain access instead of sealing up the doors. Absolutely bonkers.

Particularly interesting with the Colonist here in that I don't get to have my flashlight for the entire map, really gets you thinking when to use those flares. Good thing there's no lanterns with batteries or oils in them, managing the pickups for those would be terrifying (if I didn't have UtP, anyways).

Also, despite what the final stat says, I got 100% secrets in this one. That one small lift with the M41A actually counts as one, though 'cause I UtP-ed it and not walk over the sector, it doesn't count for some reason.


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







Tags:
Doom 2
Doom
Hell on Earth
Addon
Mod
Modified
Custom
Customized
Modded
Various other tags that has relation to modding in general
Aliens
Alien
Aliens Eradication