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-
-
- A L | E N S
- ===========
- The Total Conversion.
-
- Doom conversion by Justin Fisher.
- With Secret Level by Richard Love.
-
-
-
- My Internet address is: MISC335@csc.canterbury.ac.nz so send
- heaps of feedback everyone.
-
- In this file:
- First, a brief guide to getting AliensTC to work,
- Second, a guide on how to play it. (AliensTC doesn't play like
- doom, and there are a few fundamental differences, I
- strongly recommend you read this before playing Aliens
- the first time.)
- Third, everything else.
-
-
-
- PART ONE - Setting up Aliens TC.
-
- You need Doom version 1.2, or 1.666, it must be a registered.
-
- When unzipped and installed, AliensTC takes up about 6
- megabytes of disk space (plus the original zip file).
-
- All the files that make up AliensTC should be put in the same
- directory that DoomV1.2 is in, ie unzip it into your doom
- directory. All of the following files must be present:
-
- ALIENS.EXE -INSTALL PROGRAM
- ALIENS.TXT -YOU'RE READING IT.
- DEHACKED.EXE -.EXE EDITOR
- DMSTR.EXE -.EXE EDITOR
- DMGRAPH.EXE -GRAPHICS REPLACER
- DMADDS.EXE -SPRITE PWAD CREATOR
- JF-0.WAD -SPRITE WAD
- JF-2.WAD -LEVELS, TEXTURES
- JF-3.WAD -SOUNDS
- JF-4.DEH -.EXE PATCH
- JF-5.GIF -EXTRA TEXTURE
- JF-6.GIF -EXTRA TEXTURE
- JF-7.GIF -EXTRA TEXTURE
- JF-8.GIF -EXTRA TEXTURE
- JF-9.GIF -EXTRA TEXTURE
- JF-10.GIF -EXTRA TEXTURE
- JF-18.STR -.EXE PATCH
- JF-19.DEH -.EXE PATCH
- JF-20.STR -.EXE PATCH
-
- Note: When distributing Aliens-TC, you need only include the
- above files, the files listed below will be creating during
- the installation, but you must give ALL of the above files to
- get the desired result.
-
-
- The following file are created during installation, if any of
- these gets deleted or corrupted, Aliens-TC will not un-
- install. Make sure TC is un-installed before deleting ANYTHING
-
- JF-1.WAD -COMPLETED SPRITE PWAD
- JF-11.DEH -CLEAN .EXE PATCH
- JF-12.GIF -CLEAN TEXTURE
- JF-13.GIF -CLEAN TEXTURE
- JF-14.GIF -CLEAN TEXTURE
- JF-15.GIF -CLEAN TEXTURE
- JF-16.GIF -CLEAN TEXTURE
- JF-17.GIF -CLEAN TEXTURE
-
- To play, simply type ALIENS, and hit enter, Select the INSTALL
- option, let it run it course, and exit into dos.
- Run doom, and it will run Aliens-TC
- NOTE - AliensTC makes large changes to the Doom.exe file, so
- YOU MUST NOT DELETE ANY ALIENS-TC FILE UNTIL YOU HAVE UN-
- INSTALLED IT.
- Otherwise you will be stuck with the changes it has made until
- you can get a copy of every file from an INSTALLED system, just
- unzipping TC again and then un-installing will not work, you
- must copy ALL the Aliens-TC files from a directory in which it
- has been successfully installed on the SAME doom version, then
- place those files in your affected doom directory, then you
- can un-install as normal.
- If Aliens.exe will not un-install, you can type;
- > Aliens /Force
- This will override it's error checking and it will un-install
- despite file conditions. Use at your own risk :)
- I take no responsibility for resulting problems, but if you E-
- mail me, I should be able to get you the stuff needed to undo
- patches.
-
-
-
- PART TWO - Playing the game!
-
-
-
- The Story so far... (Skip this if you want to)
-
- LB4-26. The terraforming colony has stopped transmitting
- or responding. There is a possibility that this is the result
- of an unknown parasitic alien species. Against this
- possibility, a military force has been mobilised to
- investigate.
- This information comes from Flight Officer Ripley, she claims
- the Nostramos set down on LB 4-26 in order to investigate a
- transmission, an unidentified alien ship was discovered. While
- exploring the ship, a crew member was disabled by an alien
- parasite, which deposited an egg inside him before dying.
- He became host to an embryo and was killed as it exited his
- body. The alien quickly grew and began to attack crew, usually
- capturing them, we assume for food. Flight Officer Ripley was
- the only survivor, she destroyed the xenomorph by opening an
- airlock when the alien was inside.
- According to Officer Ripley, the original parasite came
- from a large "egg", and that there were thousands of such eggs
- in the hold of the alien vessel. If this is correct, and
- members of the colony found the alien ship, there may be
- hostile alien activity in or around the colony. Your job is to
- find out why the colony has stopped responding, and if a
- xenomorph is involved, destroy it.
- [Classified] Ensure that live samples are secured for
- laboratory study.
-
-
-
- Firstly, this game is built around suspense and atmosphere,
- you can completely destroy this by using cheats to find out in
- advance what everything is. (ooh, I wanna see an alien, Light
- Amp cheat, degreelessness, happy ammo etc.) RESIST THE
- TEMPTATION! The first time you play this will be the best. Not
- knowing what is around the next corner is what doom is all
- about, in other words, when you use cheats, there is only one
- possible outcome - you complete the level, there is absolutely
- no challenge, which means there is no FUN.
- As I said, the first time you play a level is the best, I've
- put a lot of work into this conversion and I require that you
- enjoy it :-), these are a few basic requirements
- 1) pull the curtains and turn out the lights
- 2) turn down the monitor brightness so that what is meant to
- be dark is actually dark.
- 3) set aside at least an hour when there will be little
- distracting background noise.
- 4) Set the music to about half the volume of the sound FX (so
- it's there, but not consciously there)
- 5) read the rest of this file (-:
- 6) Play until your nervous system is overriding your motor
- control and you can't stop shaking long enough to calm your
- heart...
- Now, back to the subject.
-
-
-
- AliensTC differs from doom in a few ways;
-
- For starters, some standard doom tactics either don't work, or
- result in quick and messy death, don't approach this as
- another doom conversion, treat it like something new, pay
- attention, don't slip into Auto-kill-&-Collect mode and finish
- the game while thinking of other things, get immersed, look at
- the architecture, predict the layout and how it affects your
- plans etc.
-
- Switches - they don't automatically do something good,
- think before switching them, you should be able to work out
- what they do. A switch next to a door operates that door,
- there are three obvious types -
- Green switch; opens the door for either 6 seconds or
- until it is closed with another switch.
- Green and Red switch; same as above, but usually only
- opens for 6 seconds.
- Red switch; these operate security doors, once hit, the
- door closes permanently. These can be used to seal
- off areas of the colony, forcing the aliens to find
- an alternative route, and allowing much better
- defense planning, even adding and element of
- strategy to the game. (Also, in some cases these
- will show up on your automap at the start of the
- game, make use of the automap.)
- Switches usually operate something in the immediate
- vicinity (eg a lift, door, landing platform), if you can't see
- anything for it to operate, take a risk. :-)
-
-
- Weapons - you can have up to six weapons at any one time, they
- are; Fists: Not a good idea
- Pistol: Still not a good idea
- Shotgun: Good all purpose weapon, (you're all familiar
- with these three)
- Pulse Rifle: Combination weapon - 10mm Assault rifle with
- underslung grenade launcher. Press 4 to use the
- rifle, or 5 to use its grenade launcher, (generally
- not a good idea... , BTW I used some artistic
- license on this one, you can tell which setting
- you're using by the colour of the LCD display,
- Green - rifle, red - Grenades.)
- Smart Gun: The 2 metre electric monsters on the
- suspension-arms, carried by Drake and Vasquez. These
- are pretty specialised and there isn't much ammo for
- them, save it for those special moments.
- Cargo bay Loader: Not designed for combat but pretty
- intimidating, a last ditch attack when you've run
- out of ammo. (Replaces the Fists when you get it.)
- I have left a few of these weapon changes pretty superficial,
- as they are nicely balanced, but there are still a few subtle
- changes. Note: I have disabled weapon 7 in such a way as to be
- a liability to those who cheat :) (ie, it will slow you down when
- you can least afford it)
-
- The Missions - Each level roughly corresponds to a part of the
- film (Aliens. If you havn't seen it, it doesn't matter but it
- is a great film.), and you will find each level a lot more
- coherent if you know what you're meant to be doing.
- Level 1 - Secure the area before moving on further into
- the complex.
- Level 2 - Atmospheric Processor; find the colonists,
- their PDTs indicate they are all deep in the
- lower levels of the plant.
- Level 3 - Medlabs & Operations; seal off medlabs and
- operations closing the security doors and
- blowing away whatever gets through. Caution -
- there are too many aliens to take out yourself
- so _use_ the security doors and don't be afraid
- to retreat. (Stealth is a good idea) When
- Medlabs is secure, crawl down the main
- pipeline to the landing pad. (to patch
- in the colony transmitter.)
- Level 4 - Escape from Medlabs; like a normal Doom level,
- retreat from medlabs and try to get to the
- landing pads.
- Level 5 - In the film, the marines made their escape from
- the Atmospheric Processor on the APC. You
- don't have one, Slog it out on foot. (This
- level is designed for deathmatch, and is big,
- to aid in "The Hunt", there are proximity
- indicators scattered throughout. This was meant
- to be E2M3, but I had to shift it to allow the
- secret level to work properly.
- Level 6 - Atmospheric Processor; the search for Newt,
- find the sector indicated on your automap (red
- square). This is another good deathmatch
- scenario - very non-linear.
- Level 7 - Atmospheric Processor; escape from the hive
- and try to make it back to the Processor
- landing pad.
- Level 8 - The Sulacco; Destroy the Queen and complete the
- episode!
- Secret Level - The derelict alien host ship. This level was
- made by Richard Love, hence is the only level
- I have played in which I didn't know what is
- coming next - ie playing my creation the way
- others will. It was terrifying. It was great.
-
- Extra Levels - (E3L1), originally part of E2M5 D-match wad,
- the wad was so huge it didn't run at a playable
- speed, let alone networked. I split it, and
- made this half a level on it's own.
- Play this on Ultra Violence to see what yer
- made of! It's probably the hardest level, even
- I find this one a challenge.
-
- (E3L2), Level one with a slightly larger
- populace...
- Just a bit o' fun.
-
- There is no unstable nukage in Aliens, the nearest thing is
- filthy water. Hence barrels do NOT explode (I know you'll all
- hate that one, but I had no choice - Doom just doesn't have
- enough damage frames.), and lakes of water will not harm you
- either. Sorry :)
-
-
- That's all you _need_ to know.
-
- The Aliens - There are five main types; Warriors, Drones,
- Queens, Face Huggers, and Eggs. Be warned, the aliens have
- extremely corrosive internal fluids, if you fill them with too
- much lead or grenades, the result will be a shower of lethal
- bio-acid. Eggs hatch, so shoot them quick. Drones can spit
- bio-acid at you (I put that in for more variety, it can get
- monotonous if all the foes are too similar.), you've proved
- yourselves to dangerous to the hive to be captured, the
- warriors will just concentrate on ripping you to shreds, but
- that doesn't mean a frontal assault...
-
- Proximity indicators - These are blue panels inset in the
- walls of some levels. When you walk past one, two red lights
- flash back and forth for 30 seconds. These are for Deathmatch.
- I like _big_ d-match levels, the concept of The Hunt, the
- problem is, players leave so little evidence of passage - the
- occasional sound, or corpse (which could have been there since
- who knows when.) The proximity indicators just make the
- hunting a little easier. (And introduce new tactics with
- players who use them.)
-
- Speaking of Deathmatch....
- All levels in TC are designed with deathmatch in mind, ie E2M2
- is a fairly linear level, but in d-match, you start with all
- keys which changes the level into the non-linear style so
- vital to d-match. Most levels (with the possible exception of
- E2L7) work well for d-match without needing the remove-
- monsters option (v1.666), as you do not _have_ to encounter
- them to meet your opponent, but the option is there...
-
- Now play the game! (type Aliens to install, Doom to play)
-
- PART THREE - Everything else.
-
- More background information:
-
- The Xenomorph - There appear to be several stages to the
- xenomorphs life cycle, and two, possibly three distinct types.
- Comparison to an ant colony is a suitable analogy, using that
- analogy, the types are Warriors, Queens, and Drones. It is not
- known whether drones exist differently to warriors, it is
- possible that the warriors perform the tasks of drones, but in
- most other similar observed social structures, both warriors
- and drones exist and are of a different makeup. In Xenomorph
- hives, we suspect that when a warrior (or drone) is removed
- from it's queen for a long period of time, it develops into a
- queen, able to lay eggs and hence create a new hive. This
- suggests that a queen somehow limits the growth of aliens
- around it, probably a secreted chemical.
- The life cycle is equally fascinating. The queen "lays"
- large eggs, these eggs are capable of staying dormant for
- extremely long periods of time (how long is unknown), and yet
- still hatch quickly after being disturbed. a fully developed
- "facehugger" hatches from them. These are the parasitic
- element of the life cycle, they are like large fleshy spiders.
- When a host is found, the parasite attaches itself over the
- face (hence the name) by means of its long legs and tail
- (which is wrapped around the neck), whereupon it inserts a
- tube down the trachea, and deposits an egg or embryo under the
- rib cage. The egg will grow for about a week before leaving
- the host body by breaking through the ribcage. (resulting in
- the death of the host), the small "chestburster" then rapidly
- grows into either a queen or warrior.
- The Warriors capture hosts and immobilize them in the hive for
- the facehuggers (from eggs layed by the queen, and presumably
- nurtured by the drones.).
- At all stages in the life cycle, the alien has extremely
- corrosive body fluids, pressurised under the exoskeleton or
- skin. The fluids are a sort of biological acid, and is much
- stronger than concentrated HCl.
-
- I'm tempted to give more detailed account of the hardware in
- the film, but I won't.
-
- Bugs in ALIENS-TC.
-
- There are none. My work is flawless :-)
- No, the effects of selecting weapon 7 under the ammo cheat is
- not a bug, it's me being nasty to people who cheat.
- Alright;
- There are a few inconsistencies, most notably Apone and others
- giving advice when, in the movie analog, they wouldn't be
- present. (or alive).
- Doom v1.2 has a limit of 16 transparent linedefs onscreen, if
- you get a lot more than this, you start getting huge chunks of
- HOM (Hall Of Mirrors) effect. 16 two-sided linedefs isn't much,
- and in some places, I have had to exceed this. The worst areas
- are the outdoor part of E2M3, and the cargo bay in E2M8. Step
- back for a panoramic view and you may end up with sections of
- the screen flashing.
- In E2M4, at the start where the aliens fall through the roof,
- some of them don't... When that happens, if you walk to close
- to them, you will run against them like an obsticle, and start
- taking damage as they merrily rake you. I can't figure out why
- they don't fall like the rest, so you're stuck with it.
- I suspect there are a few other minor bugs, but none spring to
- mind right now.
- It's not really a bug, But the Queen alien graphics are a bit of
- a mess. I have a good excuse. The queen graphics were made from
- video shots of a model, the problem was, I don't own any of the
- equipment necessary, which resulted in time and other constraints,
- the most destructive being the lack of light control (it wasn't in
- a studio), resulting in different light effects through different
- frames. I was able to compensate to a degree on the resulting
- images by converting them to 24bit and using light filters, but
- the resulting queen is still very patchy and irregular.
-
- Things-I-didn't-have-time-to-put-in-but-will-in-the-supplement
- LOTS of things. The episode map at the end of each level, a
- better smartgun explosion, lots more destroyable scenery, an
- egg-laying queen hanging from the nest roof, A proper sky
- texture, better sounds, lots of things...
-
-
-
- Making your own Aliens-TC levels.
- I doubt it, but if anyone really wants to make a TC level,
- send me Email, so I can send you info on what goes where, what
- replaces what etc. It'll be a real mess otherwise.
-
-
- Weird and unconstant Things:
- I ran out of graphics and Things when making this conversion,
- the result is massive and chaotic frame table patches (so I
- could steal every sprite not otherwise in use), if you want
- to see how doom runs without the graphics patches, but _with_
- the .EXE patches, just run DOOMEXE instead of DOOM, the
- results are... strange
-
-
-
- Thanks to: (in no particular order)
-
- Richard Love - for creating level 9, (the secret level) and
- the textures peculiar to it.
- Glenn Fisher - for writing the custom editors, and the
- ALIENS.EXE file.
- Me - For doing all the hard work! (Nobody reads this bit
- anyway, so why not :)
- Darryn Pat - for the use of the video blaster (to scan the
- queen model.)
- Darryn Yee - for supplying all sorts of things necessary for
- scanning a model, including his home :-)
- Jordan Yee - for supplying the model alien queen to be
- scanned.
- My 486 - for being so reliable, fast and having 24bit graphics
- Vesa is an absolute _must_.
- Morpheus - for sending me nodebuilders, and giving me extra D/L
- time on his BBS.
- IKON Attendees - for giving the beta a thorough playtesting.
- (It's much better now) :)
- ID Software - Take a guess... a wild stab in the dark, you
- shouldn't miss at point blank.
- Terry Pratchett - For giving DOOM exemption from the idea that
- VR should complement rather than replace reality.
- The authors of all the editors, viewers, nodebuilders, hacks,
- FAQ's, out there.
- The many people who have aided by telling me where I could
- find various utilities, giving me new editors etc.
- To anyone even remotely connected with this, who would like a
- mention. (That was it. Oh, you blinked?)
- Me, Again...
-
- That's it for now, and in case you missed my name and net
- address (which I've blatantly plastered everywhere I could),
- send feedback, comments, problems, criticism etc to:
-
- J.Fisher@csc.canterbury.ac.nz
-
- And above all, DISTRIBUTE Aliens-TC! (I want to see how far
- it will get :-)
-
- BTW, if anyone is interested in what I'm doing next (The hope
- is that everyone says "WOW, this guy is a GENIUS!, I can't
- _wait_ to see what he does next... :-)" ), but if anyone _is_
- interested, with the advent of Doom Ver1.666, which allows 64
- instead of just 16 two-sided linedefs, it's time to make some
- M C Escher style rooms, probably as a part of a larger
- wad loosely based on the film "Labyrinth" (no, I have no idea how
- you spell it.) where they can form rooms of Jareths castle.
- Another thing I would like to do is actually make a wad which
- uses the _origional_ doom textures, they are increadible graphics
- and it seems such a shame to continually over-write them, and
- I'm sure I can use them in ways people never thought of before.
- (No offence all you level builders, but in my (not excessivly vast)
- experience of Pwad levels, the true doom levels, especially episode
- one, still reign supreme in pure imagination. Especially when
- you compare them to the ever growing number of Pwads that are
- just based on a simplistic concept, ie when viewed in automap, the
- rooms form words, or the whole wad is so repetitive that you only
- need to see a tiny bit to be able to draw the whole thing - a circle
- divided into pie slices, four rooms that connect throught the middle
- (popular idea in many D-match wads, the reason invariably being
- "equal starting points" (I prefer more varied hunting grounds). etc
- As you can see from reading this, I really like interesting locations
- and archetecture, (rather than levels made up of rooms connected by
- doors and corridors, of which I am often guilty) Even with it's
- limits, doom can make fantastic worlds, places that have never
- existed, or ever will. The power to experience a world of your own
- creation is what I like about making doom locations, (and I'm getting
- better too :-), I know a few will disagree - there are many Pwad
- levels in which the effort has been put into gameplay, rather than
- enviroment, leaving default textures, not worrying about unpegging
- doorways etc. I hope Aliens-TC has a high level of both elements,
- let me know what you thought.
-
- 'Till the next virtual creation then...
- (If I can find some free time... :-(
-
-
-
-
-