Aliens Eradication | Mercenary | No Failure Runs | Part 3
Unlike the less-than-lucky Colonist, I get to keep my flashlight for the duration of this map. Doesn't make the map any easier, unfortunately. Can't access all the places that I need to go to without acquiring door codes scattered all over the place.
Just like before, the encounters get much trickier than the previous class. My time here is straight up doubled from my Colonist run. Not to mention that I believe we'll start fighting non-crazed Colonists in this map. Less detonate-on-your-face, but also at the same time wielding the versatile pistol and in higher numbers.
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