Aliens Eradication | Mercenary | No Failure Runs | Part 10
This map always finds a way to keep the heartbeats up everytime I NFR it. Well, I guess that works for just about any run that goes past the hour mark, but this one in particular always gets me. From the beginning area that could easily swarm you with xenos if you walk past the wrong triggers, the attack in the Colonist's hideout, and then the Queen again.
I also found out that you couldn't use flamers underwater anymore, quite unfortunate. I guess that clears up whether or not the flamethrower uses any kind of napalm substances that could burn on water. Oh, well.
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