Aliens Eradication | Mercenary | No Failure Runs | Part 1
A return to Aliens Eradication once more after so long. Took me a while to readapt my addon to the new version. Lots of tinkering, fiddling and comparing to make sure that my stuff's still there while Payload's new stuff is also there, but I think I managed to get it mostly right.
A complete rerun, this time with the marauding Mercenary. From what I can gather, it seems that the classes in AE don't just differ in how they play with the layouts and objectives, but also on the difficulty front. You'll straight up face new enemies that you wouldn't find at all if you're playing Colonist, if not doubling down on the whole enemy counter. That's pretty much the reasoning on why Second Site this time around took me an hour to beat instead of the Colonist's 40 minute-ish run. Quite a toughy.
Still though, despite the harder resistance to fight, ammunition and supplies in general are still balanced enough for me to run through with no problems, for the most part. I'm grateful enough to still be running Use-to-Pickup allowing me not to waste resources willy nilly. Although, I imagine that plentiful supplies bit could change as further maps test my resilience later on, we'll see. We'll get there when we get there.
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: https://www.moddb.com/mods/aliens-eradication-tc
Weapon Sway: https://forum.zdoom.org/viewtopic.php?f=43&t=68255
Personal AE Addon: Unavailable at the moment.
Use to Pickup: https://forum.zdoom.org/viewtopic.php?f=43&t=61369
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