Aliens Mod idea -1 reply

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Dust 0ff

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3rd August 2004

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#1 15 years ago

Basically I have been reviewing the aliens movies (especially Aliens "the one with the marines") and also watching the Doom 3 movies. I propose An aliens mod for doom 3. You take the role of a marine and basically you get different missions, or maybe one big mission that takes you throughout a complex, and eventually you can work your way down to the hive/queen. Some Enemies would be: Facehuggers Alien warriors Queen alien and some others.. Weapons: Pulse rifle flame thrower pistol custom guns and more.. One thing that a game like this would need is a dedicated team, as well as alot of emotion and the use of colors, sounds, and music. So if you or anyone you know would be interested in creating a mod for doom3 based on the movie aliens, please drop me a line either by email [email="dust_0ff@hotmail"]dust_0ff@hotmail[/email]... or by msn which is the same name. Also my aim screen name is patar45.




IncidentA5

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4th August 2004

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#2 15 years ago

That sort of mod would be ultra sweet :) Just for some perspective... exactly how scary was it in AvP 2? Not nearly as scary as this would be for two reasons. One, the sound in AvP 2 made up for lack of model detail and definition. Two, the levels in AvP 2 were not "pitch-black" dark like they are in doom 3. With a few enhancements (mainly these) the mod could be really kickass. - *Detailed Alien models -> Not the low poly meshes used for AvP 2. *A story (wow back to the colony again? how about something new) *Actual flow of time (forget missions, how about full blown campaigns!) *Large number of players in games lasting upwards of 2 hrs each (aliens vs humans) *Aliens have to steal humans to respawn (ala BF1942 tickets..) *Humans have to call in dropships. *Maps need to be less linear than in d3 (I just played through most of the missions prior to delta sector and they are very linear). What about the alien movies? They were certainly not linear (corridors everywhere, doors galor) *Maps would be on average the size of the entire complex (minus the powerplant) in aliens. *Design would be fluid and non-balanced (forget this: Add shaft A to give aliens advantage over humans because of reason B). It would need to be very biased in favor of the species. Give the humans better guns but leave the maps alone. *Alien Queen would be an NPC that would be a base per say. *Humans would have a radio room / control room as their base. *Mission objectives could be two fold, aliens: invade earth, humans: destroy aliens or aliens: hunt humans, humans: escape. *No l33t bunny hopping nonsense. Include stamina in the game (like Day of defeat). *Aliens would not be able to constantly "Super-Jump" like in AvP 2. However they could crawl on ceilings and still maintain a camera that is focused upward (one of the biggest things I had trouble with was camera control on the aliens in AvP2) They arnt human, who says the eye has to flip the image their brain sees... *Acid effect, they could burn down barriers and/or gun emplacements the humans place. (Give the humans more tech and the aliens more bite :deal:) *Gun emplacements, laser trip wires (not instant gib or mines... more like a programmable interface that the player could set (if tripwire1 is set off, then do this; blindfire guns within LOS toward middle of tripwire)) or it could be part of a demo pack. *Humans get TECH, and More TECH! They are what 300 years older after the first alien encounter (and then they had interstellar space travel down to a science). *Human tech: Deployable barriers, force fields, walls (like a tribes 1 mod I used to play), Mobile gun emplacements, motion sensing gun emplacements, and of course you have to have gadgets like motion sensors, that welding gun to seal doors (and fix them.. like the wrench from bf1942), remote detonator, a command computer ( for the human "commander" npc ) that could be a mission objective. Some other misc. items that I was thinking of. - *the Reload key reloads your gun based on how quickly you "push it" so if you are in a fire fight and you need ammo quickly etc.. the reload times would differ. ------------------------ THATS the MP side of things, SP could be really scripted but just as open. * Aliens dripping drool, a nice remake of AvP 2 with the doom engine would be scarry as doom 3 if not more.




Spitfire

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6th February 2002

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#3 15 years ago

There was a mod called Aliens Quake for Quake 1 that got shut down by FOX for copyright infringement, but It was one of the best mods / total conversions EVER..... If you can find a way to make it without upsetting the entertainment gods, please please make it! =)




rmoody

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5th August 2004

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#4 15 years ago

History repeats itself indeed. Anyone remember Aliens T.C. for Doom? Some great level writer totally converted nearly everything in Doom for Aliens. It followed the movie very closely. Until now with Doom 3, it was the scariest FPS I have ever played. Things jumped out of the walls and could scare the heck out of you. The guy replaced the weapons, sounds, enemies, everytying he could in the game. This was befor the AVP games, now things like this would receive much resistance from Fox (now that they realize they can make money from it). But I would love another Aliens T.C.




James_812

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9th March 2002

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#5 15 years ago

Check the other Aliens post for some details




Boss

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14th December 2003

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#6 15 years ago

hope this mod gets done