DOOM Mod / Aleryon Betrayal

Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Fri Oct 10, 2008 3:43 am

After finding a way to test speed, I've managed to make the quadbike runover enemies only when it's moving fast. It's theoretically possible for me to add drift now.

Also: Beta coming.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Mon Oct 20, 2008 1:00 pm

Beta 11
Just unzip to main Notrium directory to install.

When you load the mod you have two choices: Start from the beginning or just before pHQ (With guns, this time).

Some of the new stuff won't be encountered just by playing the game, so if you want to see everything use the map editor to shove stuff in.

Notable new things:
Ability to bring yourself back from the dead (5BQR8KU)
Death looks better than simple "You got deadified" screen now
Elite marines (Assault Rifler and Dual wielder - you'll have to map edit the dual wielder in if you want to see 'im)
Enemies now drop their guns when you kill them (you can't pick them up, they're just decoration)
Destructable barricades
Sniper rifle no longer has an insane amount of ammo - just 20 now
Sleeping enemies
You can now hold only a limited amount of grenades - and throw them around corners for some reason (I'm still calling it a feature)
Rocket launcher now explodes on border walls (can't make them... no, that couldn't... *idea*)
Reloading set up
Auto weapon switching made on inventory change
Quadbike now runs enemies over if you're going fast enough, rather than just relying on the omni wheel
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Re: DOOM Mod / Aleryon Betrayal

Postby Aegis » Fri Oct 24, 2008 8:46 am

I downloaded and played through all of it. It was very fun. I got a little bit annoyed what happened after you beat the beta. I tried about 20 times including use of the 5BQR8KU thing but I could only get far enough to blow up the turrets and dodge a few missiles. :D
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Re: DOOM Mod / Aleryon Betrayal

Postby harwe » Sat Oct 25, 2008 8:00 pm

Awsome, uploaded in my sig
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Re: DOOM Mod / Aleryon Betrayal

Postby Moon832 » Sun Jan 11, 2009 7:01 am

Um, is this mod still alive? I know it's the holidays and all, but has anything new come up yet? I'd love to see some new updates and all.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Tue Jan 13, 2009 3:10 am

*gets back to work*

I haven't done anything for a while, so I guess it's time to get going again.
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Re: DOOM Mod / Aleryon Betrayal

Postby Moon832 » Sat Jan 17, 2009 7:37 am

Whoo-hoo! Glad to see that this mod is still up. I'm playing the part where you reach the space port and this guy helps you defeat a huge wave of enemies! Insanely hard, but fun. I'm lovin' this mod!
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Re: DOOM Mod / Aleryon Betrayal

Postby ZeXLR8er » Sat Jan 17, 2009 11:50 am

I'm also excited to see that this mod is back in production. The effort Redemption that you've put into it over such an extended time is amazing. It's growing into a fantastic game. :)
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Fri Jun 05, 2009 12:31 pm

Wow, I haven't updated in a long time...

Anyway, I've moved Aleryon Betrayal to a much better computer and have been working on new maps mainly. And a flamethrower ally who'll follow you around for a few maps before leaving - possibly to return later, haven't decided yet.
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Re: DOOM Mod / Aleryon Betrayal

Postby mexis8 » Thu Dec 03, 2009 1:46 pm

Never mind, never noticed anything, i was in a rush.
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Re: DOOM Mod / Aleryon Betrayal

Postby SmokNiszczyciel » Sun Aug 15, 2010 3:29 am

Lol wtf, primaly landing zone is OP'ed, i died in like 15 seconds after 30 guys with shotguns came to me o_o I've been playing for like 2h with no saving:/
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Sun Aug 15, 2010 4:53 am

Yeah, saving is a bit of an issue, I might end up putting in some notes later reminding players to save every now and then. If you can press 5BQR8KU fast enough after dying you'll be brought back to life.

Oh, and the Primary Landing Zone is nothing to the Eleventh Holding Zone...
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Re: DOOM Mod / Aleryon Betrayal

Postby SmokNiszczyciel » Sun Aug 15, 2010 5:52 am

wELL NICE MOD, i'VE ALREADY REACHED PHQ OUTER BUNKER AND YOUR MOD LOOKS LIKE A ADVENTURE SHOOTER:p

@edit
Sry for caps, and btw you've [censored] up your mod by adding game slowdown while you'r getting hit, i've died aready like 15 times by it and i think about removing it by myself.
I also had many ammo problems - i had to kill enemy using my fist:P
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Re: DOOM Mod / Aleryon Betrayal

Postby SmokNiszczyciel » Sun Aug 15, 2010 5:59 pm

Hm how did you make switches to turn on the light? I would use it for my mod, in the abandoned ancient base:P [would be really useful, I will add you to credits:P]

I just need to know how these switches work, so I can use them in many good ways.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Mon Aug 16, 2010 5:55 am

Removing the time slow shouldn't be too hard, just get rid of the hit block marked "Time Slow" from the player creature.

The switches for turning on the lights aren't too complicated: When the switch plot_object is activated it sets a player bar to a value, the light dropping plot_objects then check to see if said bar has that value and drop the lights (effect 27) if so.
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