Aliens Eradication | Colonist | No Failure Runs | Part 4
It's hilarious how the humanoid enemies are in the original mod. Okay, the crazy colonists are pretty dangerous enough on their own, having a penchant for throwing satchels and using the versatile pistol, but somehow the actual cool headed clever villains for some reason are somehow easier to fight than the xenos.
Their shots more often than not veer closer to bullethell that you can waltz around rather than the military grade firearms they should be possessing, and while their M40 grenade throws are pretty threatening, it's not as absurdly deadly as the crazy colonist's satchels (with more time to evade too, a luxury you can't have with those infernal satchels). As a result, I was able to just dance around entire squads with my (then unlimited) pistol. Literally, the only dangerous humanoid enemy I encountered during my initial run with the original mod was from the synths, and that's because their smartgun tracers actually properly move at bullet speed instead of snail speed.
With this addon, I've made tracers in general exceed their regular speed. Both your end and the enemies' end. They're not meant as a thing you can dodge, only to tell where the danger's coming from. This results in weapon effectiveness being increased significantly while hostile humanoid presence more serious. Tactics like prioritizing gunmens over the melee xenos, taking cover when they do their bursts, saving body armor until you REALLY need them (those shots HURT without armor), and not walking out in the open willy nilly must be used to ensure survival. They feel like threats equal to the xenos, something that I feel is fitting to the heart of Aliens.
Anyways, the map itself. Inevitable Encounters is probably the coolest map in AE, being a map that completely transforms itself depending on the class you've chosen instead of changing the pieces around (which in itself was already really cool). If I'm playing as the Colonist (Facing Death Alone), I'm essentially going around the back of the colony to where I need to go, but if I'm playing as the Merc/Yutani (Stand or Die/Judge & Executioner), it's a hectic battle near the Merc's spaceship. The Synth (Outer Defenses) also has their own section of the map, it's really astonishing. Like I said, AE may have some small issues, but it's a mod unlike any other in its field (atleast from what I know currently). I'm not gonna be surprised if other maps that come after will nick an idea or two from this mod.
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