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- - The Making of Aliens: The Second Nukage
- Project Outline and Summary of Aliens:TSN
- Written by Kenneth Peng
- Additional Information by Chris Dennett
-
- * Project Background
-
- Originally, Aliens: The Second Nukage was to be a follow-up episode that ran
- with Aliens: T.C., a conversion patch made by Justin Fisher. The project
- followed for about one week before it ran into a snag. We wanted to create
- a level where the aliens fell from the ceiling and onto the players, but
- they wouldn't. The problem was traced to DOOM itself. All of the monsters
- would not fall off ledges willingly except the Lost Soul; a player had to
- blast them off with a rocket. We reverted to DeHackEd to fix the monster
- problem, but that just meant more headaches to get our patch to work with
- Aliens: T.C.
-
- One day later (actually it was just an hour), we decided to build our own
- conversion patch. Our goal was simply to make the best patch we could with
- Doom. Unfortunately, we weren't talented artists nor did we have access to
- an image scanner. I managed to find several graphic patches with the Aliens
- theme at ftp.idsoftware.com, the DOOM FTP site, and they were the basis of
- our patch. We took all the data and started to build our graphics and
- sounds.
-
- Almost one summer later, we had completed the patch. Admittedly, a lot of
- our graphics and sounds were from other sources, but that allowed us to put
- most of our efforts into the levels and action. Neat graphics and sounds
- are good, but it's the action and gameplay that makes a game great. We're
- not saying the other Aliens patches weren't good (we liked Aliens: T.C. a
- lot), but we wanted to have a different perspective than other patches.
- After playing our patch, you'll understand why we named our patch as such.
-
- * Project Overview and Intent
-
- After playing Aliens: T.C. countless times, we noticed that ammunition was
- scarce. I guess that's ok (and it fits the Aliens theme as well), but we
- wanted to be able to hose down the aliens. When I say hose, I really mean
- it. Making our patch centered around a military storage base gave us the
- excuse to put lots and lots of rounds. Lots. We also wanted to create our
- levels to work well with multiple players. A lone player is still able to
- pass all our levels if they're good enough, but with two players those
- aliens really get hosed (or as I say it.. nuked). When the going gets
- tough, the lead starts flying.
-
- * Project Design
-
- You know, the thing I hate the most about the computer programming community
- is the rare few that try to keep information to themselves. Those people
- think that by hording the information, they can make themselves more
- valuable. I really dislike those people. Anyways, I am about to detail
- the whole design and construction process of Aliens: The Second Nukage and
- tools we used. I hope that by releasing this information, others can make
- their own patches so we can all enjoy these neat patches. If I make one or
- more of those "info-horders" mad, then good.
-
- We began by choosing images we wished to use from the existing conversion
- patches with the Aliens theme. The graphics came mostly from Aliens - X by
- Frank Provo, AliensDoom by Dan Goldwasser, and Aliens - T.C. by Justin
- Fisher. Using NewWADTool by Denis Moller, we extracted all the images and
- modified them with Aldus' PhotoStyler SE (the CD-ROM version.. wow.. gaga).
- We cut and snipped until all the graphics were to our taste. Unfortunately,
- NewWADTool didn't quite like the GIF file format used by PhotoStyler, so we
- saved in PCX format and converted into GIF using a simple program I found at
- some FTP site I can't seem to remember. Still, NewWADTool didn't like that
- GIF format either. Luckily, Bill Neisius' DMGRAPH program took the images
- we made, and we used his program to put them into the WADs.
-
- The sounds and music in our patch came from many sources: from the other
- patches, sound files found at FTP sites, and from the movie itself. We
- choose the clearest sounds from available sources and then recorded those
- that we couldn't find (or weren't that clear). Using the utility programs
- that came with Soundblaster 16, we mixed and mixed and mixed until the
- sounds were perfect. Again, we had problems with NewWADTool accepting the
- file formats for the sounds. And once again Bill Neisius' DMAUD program
- came in and saved the day. We choose several pieces of music to use in the
- levels. We downloaded all the MIDI files we could find and then choose the
- best. Our only criteria for the music were a good beat and it had to roar.
- Too bad we only had Soundblaster 16s and not the 32 AWEs.
-
- The levels were created with EdMap Version 1.31 written by Jeff Rabenhorst.
- Each level has a certain theme to it, and we tried really hard to make it
- fun for the player. The levels aren't as easy as DOOM's Episode 1 nor are
- they hard like DOOM's Episode 3; they're just right (ok, with the exception
- of level 2). EdMap was extremely valuable to us, and we salute Jeff for
- making such a great program.
-
- Finally, the actual DOOM game dynamics had to be altered to suit our taste.
- We used DeHackEd by Greg Lewis to change DOOM.EXE. Justin Fisher's hatching
- facehugger egg found its way into our patch as well as his shootable green
- columns. They were just too cool not to include. Experimenting with DOOM,
- we isolated the nonessential frames and sounds to use for our own things.
- Thus, the oozing (and burning) barrel was created. We also created the
- shattering glass facehugger container and the sparking wires to add more
- character to our levels. The aliens are now able to fall from ledges, and
- the facehuggers now leap over obstacles to munch happily on the players.
-
- The NewWADTool did help us in ways other than extracting data from WADs. It
- allowed us to view and hear what was in the WADs quickly and efficiently.
- Without this program, our DOOM directories would be filled with tons of
- files. Also, NewWADTool cleans unused data space from WADs, and I managed
- to remove 2.7 megs of useless data from our sound WAD at one time. Kudos
- to Denis Moller for his program.
-
- The installation program, which simplifies our patch's use (we hope), was
- coded in Borland Pascal. I haven't bothered to learn Turbo C++ yet, so I
- used the next best thing. We figured that a lot of people will appreciate
- a patch that knows how to install, uninstall, and remove itself.
-
- Various other sources helped us a lot with our patch. Undoubtably, the
- Unofficial DOOM Specs by Matthew Fell was the most valuable. It allowed us
- to modify and change various aspects of DOOM that weren't mentioned by the
- other programs (like that text screen that pops up when quitting DOOM). If
- one of the previous programs didn't do something, we could look in the DOOM
- specs to find it and then alter them by hand.
-
- * Project Tools and Availability
-
- Aldus' PhotoStyler SE (got it with our SoundBlaster 16s)
- Aliens - X aliens-x.zip
- AliensDoom 2.0 aliens22.zip
- Aliens: T.C. alntc19.zip
- DeHackEd 2.4 dhe24.zip
- DeuSF 3.3 alntc19.zip
- DMGRAPH 1.1 dmgrap11.zip
- DMMUSIC 1.0 dmmus10.zip
- EdMap 1.31 edmap131.zip
- MIDI to MUS Converter midi2mus.exe
- NewWadTool 1.3 nwt103.zip
- Borland Pascal 7.0
- Unofficial DOOM Specs 1.666 dmspec16.zip
-
- Those programs listed with a filename can be obtained from the DOOM FTP
- site at ftp.idsoftware.com. Chances are that some programs are now at a
- higher version.
-
- * The Flamethrower (M240 Colonial Marine Standard Issue)
-
- You'll notice that you never get the flamethrower in our episode. That's
- because it's way too powerful. In order to integrate the weapon into our
- patch, we'd have to make the aliens tougher or lessen the destructive power.
- The main reason, however, for not using the flamethrower was the ammunition
- cost - 40 rounds. Yikes! That's way too much for a weapon that we wanted
- to be fired almost as much as the pulse rifle. Not to mention it eats
- batteries - we could never come up with a good reason for that. As to date,
- there's no known way to change its cost. We finally decided to leave the
- flamethrower in the game, just not in our episode. It's just too cool to
- remove.
-
- * Project Summary
-
- Our patch simply rocks. We originally wanted to make a few extra levels
- that allowed us to hose aliens to our hearts' content, but the idea exploded
- into a full-blown project to make a neato conversion patch. This patch was
- developed simply to pass the time, and it was so cool that we had to release
- it to everybody. Counting all the times that we've shouted "Hose 'em!" and
- "Nuke 'em!", we think you'll enjoy our patch as much as we enjoyed
- playtesting it. DOOM on!!
-
- [Property of Biggles & Dupre, Inc.]
-