Friday the 13th: Make a map-set based on the NES game.

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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Fri Jul 11, 2014 11:49 am

Image

here is a redone version of Jason Vorhees that I edited earlier. I recolored him, and blurred the gradient.

I want to make a second version of Friday the 13th that looks more realistic; not a homage to LJN.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby TheMightyHeracross » Fri Jul 11, 2014 12:07 pm

NICE!

That looks awesome.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Slax » Fri Jul 11, 2014 12:26 pm

D'aww. Needs... two things.

A zombie Jason variant. (One eye, cracked mask, battle damage)
Bloodied/Gored up death sprites.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Wed Jul 16, 2014 10:38 pm

http://www.doomwadstation.net/2014/Friday/

Check out the review for this WAD at the doomwadstation.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby jdredalert » Wed Jul 16, 2014 10:51 pm

Too bad they misspelled your name. You are now Kobra Kommando :P
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Wed Jul 16, 2014 11:12 pm

hahahah, I actually thought that sounded cool
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Endless123 » Thu Jul 17, 2014 2:51 am

How they dared to misspell your name !!! At least they made a nice review :P
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Thu Jul 17, 2014 7:24 am

I was really happy about the 10 for design.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Mike12 » Thu Jul 17, 2014 8:06 am

Oh man, I'm a massive Friday the 13th fan, so I'm definitely interested to see how this turns out in the future. That said, my big suggestion here is to make the NES-version level a 'secret level' or additional game-mode and go with a more Doom-like aesthetic for another map - it'll make stylistic consistency much, much easier if you're working with doom-quality textures/levels, especially when it comes to making weapons and sprites fit in.

That, and a mode to play as Jason - few people have ever gone to see a Friday the 13th movie to root for the victims :P.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Fri Jul 18, 2014 5:10 pm

Mike12 wrote:Oh man, I'm a massive Friday the 13th fan, so I'm definitely interested to see how this turns out in the future. That said, my big suggestion here is to make the NES-version level a 'secret level' or additional game-mode and go with a more Doom-like aesthetic for another map - it'll make stylistic consistency much, much easier if you're working with doom-quality textures/levels, especially when it comes to making weapons and sprites fit in.

That, and a mode to play as Jason - few people have ever gone to see a Friday the 13th movie to root for the victims :P.


I'm glad you like the WAD, I'm planning on expanding on this in the future
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby MetroidJunkie » Sat Jul 19, 2014 9:55 am

It's definitely intense, if for no other reason than Jason is insanely fast, enough to put the movie Jason to shame with his almost zombie-like shuffling. Overall, short but brutal, and it had my heart racing. Good WAD. As for expansion, maybe you could make it a little like the NES Friday the 13th you got the material from where you look around in houses and caves and may or may not run into Jason.

Mike12 wrote:That, and a mode to play as Jason - few people have ever gone to see a Friday the 13th movie to root for the victims :P.


Sounds like this;

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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Tue Jul 22, 2014 10:38 am

MetroidJunkie wrote:It's definitely intense, if for no other reason than Jason is insanely fast, enough to put the movie Jason to shame with his almost zombie-like shuffling. Overall, short but brutal, and it had my heart racing. Good WAD. As for expansion, maybe you could make it a little like the NES Friday the 13th you got the material from where you look around in houses and caves and may or may not run into Jason.


Thanks man! I'm looking forward to making more progress with this WAD's development




Here is an excellent play through video by Larzuk.

He was able to defeat Jason on Nightmare! I'm astounded by his skill.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Wed Aug 06, 2014 9:33 am



Youtube user, Slashbane has made a playthrough of Friday the 13th: Jason's Doom. Enjoy!
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Peter Bark » Thu Aug 07, 2014 7:59 am

it's great idea, i'd make the weapon sprites cartoonie though, I know you like them how they are now.
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Re: Friday The 13th: Jason's Doom [New Difficulties & Graph

Postby Kontra Kommando » Thu Aug 07, 2014 10:48 am

Peter Bark wrote:it's great idea, i'd make the weapon sprites cartoonie though, I know you like them how they are now.



Actually, I'm not opposed to that idea, I just need to get around to it. Right now, I'm investing all my time into Aliens: The Ultimate Doom (TC). Afterwards, I plan to take this project a lot further.

In the future, I think it would make sense if I were to implement a stealth mechanic into this WAD.

Basically, you will face only jason throughout the entire map of Crystal Lake. Weapons will be lightly scattered throughout the entire map. Jason will wander around the map, looking for the player, but then eventually forgetting about them after a certain amount of time; reverting to the wander state. Like in this version, and in the films; he will return from the dead. In this map, he has about 2000 HP for each time he returns. Since the next version will be on a much grander scale, I'll probably boost it to 10,000 HP, for each time. Thus he will be 5 times harder to kill, but in a map which is 5 times larger.
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