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Aliens Total Conversion title screen

Aliens Total Conversion title screen

Aliens TC is a total conversion based on the movie Aliens. It was created by Justin Fisher and released on November 3, 1994.

Aliens TC was the first total conversion and is one of the most famous. The popularity of the Aliens TC even reached outside the Doom community, for instance providing inspiration for the 1998 Dreamworks game Jurassic Park: Trespasser[citation needed]. Fisher was offered employment by various game developers (including Dreamworks for the team that would later make Trespasser), but he declined in order to finish his university degree.

The original version of the mod was made for Doom (version 1.666). An updated version was made to be compatible with version 1.9 of Doom and released on April 27, 1995. A later version, which was updated on September 8, 1995, was made to add compatibility with The Ultimate Doom and released on September 13, 1995. Jason Mezzacca created a version of Aliens TC to be compatible with Doom II.

In addition to the replacement levels, textures, and sounds, the mod uses extensive DeHackEd modifications to create new weapons and monsters.

Aliens TC is noted for its suspenseful atmosphere. The first level is completely devoid of enemies, a surprising feature considering the fast-paced action of Doom. Later on, however, the player faces the Aliens and even gets to use the power loader from Aliens as a weapon.

Story

The locations in the main levels (E2M1-E2M8) correspond more or less to the plot progression of the film, although it is not clear whether the large-scale geography is intended as a faithful reproduction. Players familiar with the film will immediately notice certain landmarks, such as:

Movie voice clips (see below) are often heard at times when the character in question would be dead or otherwise not present, in order to add to the already tense atmosphere.

Levels

Nearly all of the levels in Aliens TC were designed by Justin Fisher, the only exception being E2M9 which was contributed by Richard Love, a friend of Fisher's.

The intermission screen remains that of The Shores of Hell. A new background image was among the numerous improvements never implemented, as Fisher had worked on the project for around six months and was sick of it by the end.

The background uses Knee Deep in the Dead's misty, mountainous skyline.

Most of the textures are techbase. Fisher also used hellish textures, coloring them green to make them look like wall slime. To show cocooned human victims, Fisher took the textures showing pinned-up corpses and melded them with the hellish textured that he changed to the green color.

In the hive portions of the maps, there are numerous false walls to conceal alien ambushes, as well as numerous slime columns that convey the feeling of claustrophobia. Some slime columns are destructible, which players may have to break through in order to progress through the level or to find items.

Weapons

Aliens TC includes the following new weapons:

The fist, pistol, and shotgun are unchanged. The pulse rifle was the most common weapon in the movie, while the shotgun only makes one appearance, being carried by Cpl. Hicks (Michael Biehn) "for close encounters" during the Marines' first incursion in the atmospheric processor where it is also borrowed by Pvt. Hudson. However, the shotgun tends to be the most widely used in Aliens TC due to the availability of shotgun shells. Furthermore the pulse rifle ammo is very weak against most of the aliens, as it is equivalent to the chaingun needing 14 bullets to bring down Pinky demons, and as Pinky-based aliens are the most numerous enemies in Aliens TC this frequently means that players have to conserve ammo very carefully (similar to the part in the film when the characters escape the med labs).

The grenade launcher is underslung on the pulse rifle, so both pickups are always found together (with the rocket launcher sprite made transparent), although on E2M3 they are not quite coincident and can be acquired separately. Both also have the same first-person graphic, save for the LED counter which is green to indicate the pulse rifle and red for the grenades (in the movies, the ammo indicator is located on the side of the gun).

Fisher designed weapon #7 to punish cheaters, so it will simply show images of the powerloader but not do anything.

Monsters

Aliens TC includes the following new monsters:

Sound effects

Fisher extracted many sounds from the film, including doors, weaponry, and explosions.

Technical information

None of the three types of egg is flagged as a monster. This makes it fairly easy to exceed 100% kills in a max run, and usually causes the player to be attacked by face huggers in no monsters mode.

The "sleeping" frames for the zombieman and shotgun guy are also mapped to the alien drone and exploding warrior, respectively, to implement a specific trick on E2M4 where monsters appear in the center of a room without teleporting.

Fisher takes a strong stance against cheat codes in the readme, saying that they will "destroy" any meaningful experience for the player. Entry of most cheat codes in-game is greeted with invective in the form of replacement HUD messages and status bar graphics.

Inspiration and development

Fisher had gotten the idea to create the Aliens TC within his first five minutes of playing Doom in late December 1993, noting the similarity in atmosphere of Doom and the movie. Incidentally, it has later become known that id Software originally planned to base Doom on an Aliens license, but abandoned the idea in the early stages of development in order to retain creative freedom.

Level design notes

Other Alien WADs

Orin Flaharty, who would later contribute to the two Memento Mori megawads and Requiem, made four add-on levels for Aliens TC, which were released in mid-1995. This followed the basic storyline of the film, compressed down to four maps. There were also two other less well-known Aliens-themed WADS, AliensDoom (also known as AliensDM) and AliensX. Both of them featured powerloaders as enemies (yellow in AliensDM, black in AliensX). AliensDM had a new intro screen and made frequent use of Pvt Hudson's quotes.

The story in AliensDM is that the Colonial Marines are investigating a Weyland-Yutani planet where the employees have gone rogue with their research on Aliens. While the Marines initially beat off an attack by powerloaders, the entire team is soon killed, save for you.

The first level in AliensDM is the APC drop site. The second level is a circular/hexagonal map, designed to represent the Alien ship; this featured a teleportation bug that made it impossible to finish the game. Most of the regular STAR textures are used, with few modifications. The Alien eggs are exploding barrels. The chainsaw has been replaced with a welder, used by Hicks and Ripley to try to rescue Newt (Carrie Henn), and the BFG9000 is the flamethrower.

AliensX was the least well-developed mod. It was a Vanilla Doom megawad that replaced E1M1 through E3M9, although the levels were actually already-existing maps that had simply been compiled into a single WAD. AliensX also included several sci-fi themed sprites and sounds taken from other resources - including a Probot from Star Wars: The Empire Strikes Back - although these were not specifically matched to the levels.

Other Alien WADs include Aliens Doom 3: AVP, AVP Theme Patch, and Aliens: The Second Nukage. The latter has players exploring a colonial marine ammo depot, which has been overrun by Aliens.

There was also an attempt to make an Aliens total conversion mod using the Quake engine, but 20th Century Fox owned the rights and sold them to Sierra Entertainment to make the Aliens versus Predator game for the PC, which was released in 1999.

A TC known as Colonial Marines was made by Deimos Anomaly. It was still a demo.

Credits

Justin Fisher (Main author)

Richard Love (Secret level creator, made textures for the secret level)

Glenn Fisher (Wrote the custom editors, made the ALIENS.EXE file)

Darryn Pat (Supplied the video blaster to scan the Alien Queen model)

Darryn Yee (Supplied other necessities for scanning the Alien Queen model)

Jordan Yee (Supplied the Alien Queen model to scan)

Morpheus (Sent the nodebuilders to Justin Fisher, gave Justin Fisher extra d/l time on his BBS)

IKON Attendees (Beta playtesting)

Cale McCallum (Added compatibility for Doom version 1.9, fixed sounds and demos)

Terry Pratchett (Gave Doom exemption from the idea that "VR should complement instead of replace reality")

id Software (Special thanks)

Sources