Friday the 13th (TC)

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Kontra Kommando
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Friday the 13th (TC)

Post by Kontra Kommando »

I don't know how to embed images here, because it won't allow me to use imgur. But here is a screen cap: https://imgur.com/ko7SQOh

I am currently working on an alpha, with the help of Gokuma.

I am trying to recreate LJN's Friday the 13th as a FPS. Though it will play more like a survival horror than the NES game.

Below are also plans for a pseudo- overworld for crystal lake. I decided to do it in ZDoom (UDMF) format so in the future, if I want to make it a HUD-style, it will be possible.

Map: https://imgur.com/fVg5fst
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

I am replicating camp crystal lake from the NES Friday the 13th game.

Here is a sliver of it that I have created:

https://imgur.com/6mvZ1H5
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r&r
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Re: Friday the 13th (TC)

Post by r&r »

Ah this gonna be neat. I was interesting with a Nightmare on elm street Nes TC idea.
but don't know how that gonna work?
not if a Remix of Nes and Dos game?

But yeah This is very Interesting.

These places have plenty of resources if it helps?

https://www.spriters-resource.com/nes/fridaythe13th/

https://www.sounds-resource.com/nes/fridaythe13th/

https://www.sounds-resource.com/pc_comp ... ththegame/
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

Thanks! I actually took the sprites and textures from the spriters-resource website.

I was thinking it would be cool to promote the project with this:

"In 1993 Jason went to Hell. In that same year, Doom was born. Now, in 2023, Jason goes to Doom."

I thought it was funny.
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

After I complete the various maps, I will need help from the community with two main components that I have no experience with.

First, I want to inter-connect the maps through a HUD system that carry over items back and forth. I want to create a puzzle that will require the player to use the lighter to light the fireplaces in the big cabins.

Secondly, I want to a day to sunset to night cycle that will also carry over throughout the various maps as well.

I am currently keeping busy by building the maps up. Hopefully, by the time I am finished, someone will be able to assist me with these two objectives to fully realize the project.
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r&r
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Re: Friday the 13th (TC)

Post by r&r »

Kontra Kommando wrote: Sun Feb 26, 2023 1:17 pm Thanks! I actually took the sprites and textures from the spriters-resource website.

I was thinking it would be cool to promote the project with this:

"In 1993 Jason went to Hell. In that same year, Doom was born. Now, in 2023, Jason goes to Doom."

I thought it was funny.
Ah

neat, and yeah.

oh found these too

https://downloads.khinsider.com/game-so ... y-the-13th

https://downloads.khinsider.com/game-so ... e-13th-nes

https://downloads.khinsider.com/game-so ... uzzle-2018

https://downloads.khinsider.com/game-so ... merip-2018

The music the Nes and puzzle killer ost
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r&r
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Re: Friday the 13th (TC)

Post by r&r »

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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

Here is what Chat GPT has to offer:

My question:
"I want to create a day-to-sunset-to-nighttime cycle in a gzdoom mod. Everything time the transition happens, I need to change the sprites, textures, and flats to different versions that correspond to the time they represent. This will be in a hub mapset, so it will need to carry over continuity of the time from the previous levels. I have all of the assets necessary regarding maps, and graphics. "
The answer. Anyone with experience know if this is correct?:
To create a day-to-sunset-to-nighttime cycle in a gzdoom mod with corresponding changes in sprites, textures, and flats, you will need to use scripting to control the timing and trigger the asset changes. Here are the general steps to accomplish this:

Create three versions of the map with the appropriate graphics for day, sunset, and nighttime.

Use ACS (Action Code Script) scripting to create a timer that will change the map at specified intervals. For example, you might use a timer that runs for 10 minutes in real-time, then triggers a change to the sunset map, and another 10-minute timer to transition to the nighttime map.

Use ACS scripting to change the sprites, textures, and flats at the appropriate times. This can be done by using the "SetActorProperty" function to change the properties of the map's actors.

To carry over the continuity of the time from previous levels in your hub mapset, you can use global variables to track the time of day. You can set these variables in each level and use them to trigger the appropriate map and asset changes in the hub level.

Test your mod thoroughly to ensure that the transitions and asset changes are working correctly.

Here's an example of ACS code that changes the map to the sunset version after 10 minutes:

script 1 OPEN
{
Delay(600*35); // 10 minutes in real-time
ChangeLevel("sunset_map", 0, CHANGELEVEL_NOINTERMISSION);
}

And here's an example of ACS code that changes the texture of a wall to a different version at sunset:

script 2 OPEN
{
while (true)
{
if (GetTimeOfDay() == TOD_SUNSET)
{
SetActorProperty(1, APROP_TextureMid, "wall_sunset");
}
Delay(35);
}
}

In this example, "1" is the actor number of the wall you want to change, and "wall_sunset" is the name of the texture you want to use at sunset. You would need to repeat this code for each wall or object that you want to change based on the time of day.

I hope this helps! Good luck with your mod!
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

Thanks!

I am going forward by just building the other areas into the same map, and using teleportation with linedefs to navigate to other areas. That way, I won't have to implement a hub-system, which would be very cumbersome with all of the different cabins. It will also make implementing a day-sunset-nighttime sequence a lot easier.

I want Jason to teleport to different cabins in a set-piece sequence as well. This will make things easier in that regard too. Overall, this will make things a lot easier to manage and produce.

I began work on the Lake area: https://imgur.com/EoycQe7

After the lake,

I will need to make the following to finish the map:

All 24 cabins, which will be easy, since there is only 2 different layouts, so that will be a copy paste after the initial two are made. For windows, I was thinking I could simulate them by making a security camera like function that would display what the outside of the cabins from the main map would like like from that camera angle. Like the other textures for the outside areas, I will need to have them switch to nighttime versions.

The Cave area, and the cave interior (as well as the illuminated version with different textures. But I could possibly have picking up the flashlight item trigger the textures and the light values to change perhaps.) I will also need to create a boss fight with Jason's Mother for the sweater (armor).

The woods North and South of the lake.

I also need to create the Children's Cabins by the lake. It was accessed by a boat in the NES game, I guess for now I could create a pathway, and later see what I can do about simulating a rowboat, perhaps with Jason trying to attack it from time to time. I was thinking, it would be cool if the final battle against Jason was in the lake on a boat, and the battle mechanics would be similar to that of the final battle of Jaws by LJN. Basically, you would use the sweater to stun Jason, while to try to lasso a chain with a weight attached to it to trap him in the lake. Somewhat similar to how Tommy Jarvis defeated Jason in Friday the 13th: Part VI.
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

A final battle similar to this:

Instead of 3 strobe, it would be 3 chances you get with the sweater to stun Jason.

https://youtu.be/KvtOh7Q6pZk?t=55
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r&r
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Re: Friday the 13th (TC)

Post by r&r »

This just for fun,
no clue if you want to use this?
try to make a mini simple sprite sheet for zombies for the game,
just loop and merroir front and back sprites, and just one front attack with two frames.

and the water jump zombie with two frames.
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

Cool!

I was thinking about those enemies too, but for now I'm just going to make Jason the sole enemy.

However, once crystal lake is finished, I think it would be cool to make a version that tries to emulate all of the aspects and mechanics of the LJN game. Having the Zombies, Wolves, Crows, and Bats could be implemented in a "Classic" version of the map.

For now, my objective is to faithfully re-create Camp Crystal Lake map as it is in the LJN NES (1989) game. The only thing I've take artistic liberty with thus far are the sections that are not displayed in the 2D side-scroller. Which for the most part has not been too ostentatious, by rather subtle.

I've made some headway on building the north and south woods. That was super confusing, but in the end I think it is going to be one of the more interesting sections. It is like a puzzle really.

North woods:
https://imgur.com/jSwdzzs

South woods:
https://imgur.com/Aggg9go

Map as of right now:
https://imgur.com/2UaY4nv

Basically, I am going to follow how the layout goes in the NES game, and use teleportation to advance to the next area.

I actually tried to do it a different way, but it is actually impossible if you want those areas to lead to the right place. It took some brainstorming, but I think this is the most authentic, and best way forward.
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Kontra Kommando
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Re: Friday the 13th (TC)

Post by Kontra Kommando »

I was busy for a week, but I got a lot of work done in the last few days. For the most part all that there's left to do is the interior to the cave.

I created the network of portals throughout the forest, and cabins.

I also need to polish up the map a bit, but it is almost ready for a beta demonstration.

https://imgur.com/WWZAJak

https://imgur.com/Cf47Wu7

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