RTCM BUILD Game Support and Resources    Today is: 5-04-04


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Alienz TC  for Duke3D v1.5
http://planetduke.com/alienz
http://dl.fileplanet.com/dl/dl.asp?PlanetDuke/alienz/alienztc.zip

Well here it is the Alienz TC. Happy hunting marines!
Included are 27 single player / coop maps, 6 new weapons, 
10 new enemies, a new main character and storyline. 

The Story

Several weeks ago we lost contact with a small colony on a planet called LV-426. Based on the ranting of an obviously disturbed former flight officer we sent out a small team of colonial marines. They we expected to find a downed transmitter and help fix it, but that would not be the case. Shortly after they reached the planet we lost contact with the entire group. As policy states we waited the standard seventeen days for contact. Those days have come and gone and still no word from our people.

You are part of a fast recovery team that was sent to the planet LV-426. The ships the first team arrived one is missing and there remains no contact from the ground. Your mission is to go in and find out what happened.

The United Systems Military has become suspicious of the Company's activities in this area so keep an eye out for them. There is no love loss between the colonial marine core and the USM so don't trust them.

Good Luck Marines!


Equipment 

STEROIDS
When you get your self in a pinch and need your feet to move faster than your sorry ass will allow you will need our special brand of steroids. These beauties are fast working and short term. Pop a couple and for a few seconds you will nearly double your running and jumping capabilities. In tests we have not run across any side effects but try not to use them too often, just in case. 

COMBAT ARMOR
If you value your life, and I assume you do, then combat armor is going to become an integral part of your life from here on. It will reduce the impact of most known types of ammunition but it still hurts like hell. Wear it but remember it doesn't make you invincible. 

SCUBA GEAR 
In the water we have drawbacks, one of which being the simple fact we can't breath under water. We have a simple scuba system that will allow recruits like you to stay under water for a few minutes. The compact nature of the scuba system prevents any long term air supply from being used so don't stay under too long or you will drowned. 

HOLOGRAM 
Not much use against the enemy in most cases but a lot of fun with other recruits. Basically a useless item we put at your disposal for your entertainment. Don't depend on it because it rarely works. 

MEDKIT 
When the going gets tough and you don't think you are going to make it the medkit is your best friend. This portable kit contains all the drugs that will dull the pain and the tools to put your self back together. 

BIO-MEDKIT 
Smaller than the medkit these will help dull the pain but provide much less over all aid than the medkit. 

BIO SHEILD 
This is one of our latest developments. The bio shield is like a small force field that protects you from toxins. Don't mistake that protection for toxins for armor because this don't stop anything that moves. It also runs on a poorly designed battery system. We are trying to get that upgraded but until them watch your power meter as this version drains quickly. 

HOVER PACK  
This is the most useful tool we can issue to you. The hover pack allows the wearer to temporarily fly. You can go up and down and around but the limited fuel supply will keep you from going too far. 

INFRA-RED GOGGLES 
This piece of equipment has been in the core long before I was here and will be here long after you leave. It picks up the heat signature of things in the field of view. Great for combat in dark rooms.  


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WEAPONS 

M4A3
This is the standard issue side arm. When ever you go out you will have this. It uses old cartridge based 9mm rounds in 12 round clips. It has little punch against most armors and requires many direct hits to stop most unarmored targets. This is really your last resort weapon. If you are don't to this it would be best to save the last bullet for yourself. 

M56 SMARTGUN
On the opposite end of the fire arms scale is the M-56 Smart gun. Featuring extremely rapid fire and impact of more than twice that per round of the MK-10 pistol this is the big dog in our arsenal. Just keep an eye on that ammo counter after a few squeezes of that trigger you will running on empty. 

SCORPION LAUNCHER
The anti tank weapon we issue out the Scorpion has a powerful kick to it. Designed to take down tanks and armored structures this weapon will wipe out almost any thing in a single direct hit. If you hit some thing with this and it doesn't go down I would advise that you run and don't look back. 

SHOTGUN
Using buckshot this soft weapon has a lethal short range capability. At longer ranges it loses it's effectiveness but remains your best choice for a back up weapon. 

LASER TRIPBOMB
These dandy little devices are one of less used but most fun to work with weapons. Slap one on the wall and in five seconds it will arm itself. Any poor sap who crosses the triggering laser will set it off causing an explosion that is larger than one would expect from such a compact device. 

M42 FLAME UNIT
Some times blasting the hell out of everything is not the way to go. On occasions we would like to leave some of the structures intact. When that happens we issue the M42 flame unit. Launching bursts of fire it has a good range and inhumane effect on anything it touches. Just be careful as anything hit will burn for a bit and that fire is hot enough to scorch you if you get too close. 

M41-A PULSE RIFLE
The main stay of our issued weapons the M41-A pulse rifle uses 10mm caseless ammunition and features a good cyclic rate. The M-40 grenade launcher is built in and fires the compact but effective M-40 grenade. 

M-72 PHASED PLASMA LAUNCHERS
This is another powerful weapon. Not generally issued it is for mass invasion missions. We use this when we have lots of fortified structures to take down. It has power comparable to the scorpion but fires much faster. 
   
 
 
Enemies 

Know your enemy! During the course of the missions you will encounter various types of creatures. Of these you can be sure none will be friendly.

Xenomorph Class One: Worker
The most simple of the xenomorphs the class one xenomorph is an adult worker. Armed with claws and a viscous bite they swarm and overwhelm their prey. Be careful these creatures have concentrated acid for blood. If you get too close when you blast one away you may be caught the splattering of this acidic blood. The type one xenomorph is the gatherer and builder and not all that well equipped to deal with foes.

Xenomorph Class Two: Hunter
This is a more adapted alien with better mobility and speed. They attack by clawing and biting. As with the class one xenomorph they attack in groups. Unlike the simple worker the class two xenomorph does not have acidic blood. Best described as the hunter of the three types of xenomorphs.


Xenomorph Class Three: Guardian
The warrior of the xenomorph species they are larger and stronger having evolved as single minded war machines. Attacking brutally with bites and slashing claws they are more formidable than even the class two xenomorph. These are the xenomorphs that we believe guard the nest of the hive.


Xenomorph Class Four A: Alien Layer
The layer has evolved to do one thing. Lay the eggs from which the face hugger parasites come from. Ill equipped to do battle the queen alien layer can only attack with claws. Against a human sized adversary those claws are lethal.

Xenomorph Class Four B: Nest Keeper
The nest keeper is much like the layer queen but does not lay eggs but gives live birth to fully grown hunter aliens. It is believed that this was the next step in the evolution of the aliens but with out documentation and observation we can not be certain. The nest keeper will rarely move and attacks with claws in close, spits acid and will birth hunter aliens to help her defend the nest.

Xenomorph Class Four C: Hive Watcher
The hive watcher seems to be a stronger better equipped version of the nest keeper. Armed with the ability to drop poisonous eggs the Hive watcher can also birth the face hugger parasite. The usual plan of attack is to scatter the poisonous eggs in an area and with the aid of the face hugger parasites chase the intruder into the poisonous eggs.

Xenomorph Class Four D: Supreme Queen
This vial creature is the one that the United systems Military has sought since the first bit of information was leaked about the first alien. A powerful beast that can birth fully grown Guardians, has the razor sharp claws of the alien species and is very fast on it's feet. Unlike the previous Class four aliens this one has developed the ability to generate electricity and throw it. This attack is very strong so watch for it. This is the most formidable of the alien queens and should be dealt with very carefully.


Xenoparasite 
Also called the face hugger the xenoparasite attacks by wrapping it's tail around the victim and then forcing an alien embrio into the victims throat. During the impregnation process a tube allow oxygen to be fed to the victim until the procedure is complete. During the implantation the parasite passes much of its built up reserves to the embrio so that it will have nourishment to grow. That leaves the parasite unable to go on and it soon dies.



United Systems Military

Some of the enemies you will encounter will be alien in nature but lest you forget that there are still human enemies. Since the start of the colonial marine
core we have been at odds with the United Systems Military. When ever possible they will hinder you and if given any reason they will kill you. You
are best advised to defend your self like the marines you are. The following a a short list of the most commonly encountered USM personnel and
equipment. 

Space Marine 
The space marine is human by nature but they are not civil towards colonial marines. Serving the formal military they see the colonial marine core as a bunch of wannabe's playing G.I.Joe. They have orders to stop the spread of the xenomorph population and with there being even the slightest chance of contamination they are under orders to kill. Having visited LV-426 and later the Alien Home World they will consider you very contaminated and try to take you down. Be careful as these guys are often armed with a flame thrower and proton cannon. Wearing armor like the stuff we provide you with these guys are difficult to take down and usually attack in teams.

Hover Tank 
You don't have these in the colonial marine core but United System Military has them. These metal monsters are heavily armored and armed to the teeth. Even when the tank has been destroyed you may have to deal with the three man crew inside it. On the up side these are expensive to build so they are
usually alone. Armed with a heavy plasma cannon, short range mortar and heavy chain gun cannon they are lethal.


U.S.M. Attack Fighter
Much like your drop ship this craft is the military version and uses state of the art weapons systems and is protected by a heavy armor hull. After taking this down you will have to deal with the four man crew inside. This flying terror is armed with heavy plasma cannons and a heavy chain gun cannon. They generally hover and attack from a distance but will strafe using both plasma cannons and heavy chain gun. Seek cover when you encounter these.












THE TC TEAM


    Widowmaker  -Project leader 
-Responsible for level design, some art, some sound, con file modifications, this web page, and the cut scenes.  
sanhaine@home.com

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Corp Hicks  -Responsible for level design, some sounds, some art and some con file information. 
rhuiskamp@hotmail.com

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Oggy  -Responsible for level design 
epshogun@hotmail.com

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Skywalker  -Responsible for level design 
fhuiskamp@hotmail.com

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Maddog  -Responsible for the new alien art. 
maddog890@hotmail.com

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Ion  -Responsible for level design 
maburtis@hotmail.com

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Kiwi 64  -Responsible for level design 
kiwi83@rust.net
  
 Site Design by Team Triumph 2000
  
  


