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Post by ass-Klappin superfreaK enjoyer on Dec 29, 2022 11:39:06 GMT -5
UPDATE! Outer trail complete:
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kvsari
Doomer
I like mapping.
Posts: 267
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Post by kvsari on Dec 29, 2022 20:47:07 GMT -5
Do all levels have to be in a cabin? There'd be other environs such as the lakeside, forest, bayou or inside Jason's shelter.
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Post by ass-Klappin superfreaK enjoyer on Dec 29, 2022 22:06:59 GMT -5
Do all levels have to be in a cabin? There'd be other environs such as the lakeside, forest, bayou or inside Jason's shelter. I was thinking about that, but then it would make things a bit too complicated. Originally I was thinking there could be an over world that the player could navigate. But that would involve using a hud etc. Maybe the final or second to last level could be the cave/Jason's shelter. But I would need to rip those textures. Also since Jason would be the only enemy, a cabin with corridors and rooms is more ideal for combat, and be more scary. I was thinking some levels could have Jason and some could not, and just be a way to pick up some scares items. There can be different set peice layouts per difficulty, instead of randomization. All being equally as difficult. For example one difficultly could have Jason appear on level 4, and another just have it as an item level.
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40oz
diRTbAg
Posts: 5,536
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Post by 40oz on Dec 31, 2022 10:11:00 GMT -5
It would be good to see an example map to give an idea of what youre looking for. maybe a screenshot of a layout or a video demonstrating how it should look and play with the new resources.
Ive never played the friday the 13th game but ive watched a bad review of it a long time ago, so i honestly wouldnt know how to make a map for this.
Definitely would be cool to see when its done though
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Post by ass-Klappin superfreaK enjoyer on Dec 31, 2022 12:19:32 GMT -5
It would be good to see an example map to give an idea of what youre looking for. maybe a screenshot of a layout or a video demonstrating how it should look and play with the new resources. Ive never played the friday the 13th game but ive watched a bad review of it a long time ago, so i honestly wouldnt know how to make a map for this. Definitely would be cool to see when its done though Certainly, right now I'm not home, and with some family for the Christmas and New Year's but when I get back I plan on wipping something up. Right now there's too many distractions. I will produce the first few levels to use as a template for others. It will basically use the graphics from the NES game, but the gameplay will be more original. I'm thinking a survival horror type of feel. limited weapons, primarily a shotgun, with some shells lightly sprinkled in hidden areas of the map. One or two health pick-ups per map. Jason will be an unkillable enemy, he will die and come back (except for the last level). He will drop a key required to advance in the level. 13 claustrophobic levels, small to medium sized. Minimalistic style. But the archiecture will be more complex, with corridors and living areas, and jason teleporting around the map. He will be chasing you, and then teleport just around the corner, or behind the player. They should look like the interior of the cabins in the NES game.
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Post by ass-Klappin superfreaK enjoyer on Jan 13, 2023 11:34:56 GMT -5
I started a higher position at my company so I wasn't able to dedicate any time to this project. However, I did cut out the LJN 8-bit version of Jason Voorhees. The 2014 mod's color's are off because of a bad conversion in Slade. It is Friday the 13th, so I figure I should have something to show for it. www.mediafire.com/file/pbbgwbdqj5b36gw/LJNJASON.zip/file
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Post by ass-Klappin superfreaK enjoyer on Jan 13, 2023 12:26:58 GMT -5
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,078
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Post by matador on Jan 14, 2023 15:23:24 GMT -5
I started a higher position at my company so I wasn't able to dedicate any time to this project. However, I did cut out the LJN 8-bit version of Jason Voorhees. The 2014 mod's color's are off because of a bad conversion in Slade. It is Friday the 13th, so I figure I should have something to show for it. www.mediafire.com/file/pbbgwbdqj5b36gw/LJNJASON.zip/fileIf you're replacing all of the stock Doom 2 things, you can probably edit the palette so the colors are in line with the game.
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Post by ass-Klappin superfreaK enjoyer on Jan 31, 2023 10:35:48 GMT -5
Here is what I propose to create, the layout can be changed up according to difficulty, which will all be equal in challenge. Map-Layout Senario A (Easiest difficulty) The level order biforcates at first level at the southern end of the pseudo-"over world", where the player can either go West or East (Secret exit) circumvent Crystal Lake, to get to the final cabin on the northern end. Lvl. 1 Daytime, Forest/Trail (Can exit Secret Lvl. 2) Lvl. 2 Daytime, Cabin (Jason Attack) Lvl. 3 Sunset, Forest/Trail Lvl. 4 Sunset, Cabin Lvl. 5 Nighttime, Forest/Trail (Can exit to Secret Lvl. 1) Lvl. 6 Nighttime, Cabin (Jason Attack - Final Boss*) Secret Lvl. 2 Daytime, Cabin (Exits to Secret Lvl. 3) Secret Lvl. 3 Sunset, Forest/Trail (Jason Attack)(Exits to Secret Lvl. 4) Secret Lvl. 4 Sunset, Cabin (Jason Attack)(Exits to Secret Lvl. 6) Secret Lvl. 5 Nighttime, Forest/Trail (Jason Attack) (Exits to Lvl. 6) Secret Lvl. 1 Nighttime, Caves/Forest (Jason's Mother) (Exits to Lvl. 6) Secret Lvl. 6 Sunset, Forest/trails (Exits to Secret Lvl. 7) Secret Lvl. 7 Nighttime, Lakehouse (Jason Attack)(Exits to Lvl. 5 or Secret Lvl. 5) 3 main weapon .44 Caliber Magnum Revolver Shotgun Machete/Sweater The shotgun can be obtained by going towards the west end, and the magnum by going to the east end. But It will not be possible to have both, unless you take the take a secret boat passage to the other side of the lake. The shotgun in weaker, but if the player goes west, they can access the caves, where they can find the machete and sweater (A melee weapon), which can kill Jason in one shot. Very lightly sprinkled in the forests off on the side of the trails there will be ammo and health. Jason will appear on some levels, and some will have no enemy. They will be on the short side, but it is cumulatively part of the experience of preparing for the final battle at the end, while fending Jason off along the way. Here are the preliminary resources thus far: www.mediafire.com/file/c7p377eedmoqymx/F13_resources.zip/file
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kvsari
Doomer
I like mapping.
Posts: 267
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Post by kvsari on Jan 31, 2023 22:40:18 GMT -5
This sounds very interesting. Whole levels with no enemy? Then when there is an enemy it's only Jason. It certainly fits.
Will Jason have some additional behaviours? Apart from just making a beeline for the player perhaps it's possible to give Jason the ability to teleport? I think this will give a good scare factor (or it can be simulated with monster only WR teleport linedefs).
Also, as there is only Jason, this would leave lots of room for re-purposing things through dehacked to be ambient sounds or even wildlife.
I am interested in the forest levels (the no Jason ones). What kind of schedule/deadline are you thinking for this project?
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Post by ass-Klappin superfreaK enjoyer on Feb 1, 2023 8:55:09 GMT -5
This sounds very interesting. Whole levels with no enemy? Then when there is an enemy it's only Jason. It certainly fits. Will Jason have some additional behaviours? Apart from just making a beeline for the player perhaps it's possible to give Jason the ability to teleport? I think this will give a good scare factor (or it can be simulated with monster only WR teleport linedefs). Also, as there is only Jason, this would leave lots of room for re-purposing things through dehacked to be ambient sounds or even wildlife. I am interested in the forest levels (the no Jason ones). What kind of schedule/deadline are you thinking for this project? Yep, some levels will not have Jason, the only enemy. But they will be more for exploring for supplies along the way. For other difficulties, (I will rename them "Scenarios" in-game), each level will have a different layout with different item placement, as well as Jason placement. I want to keep it pretty basic, with Jason behaving like the one in my 2014 mod, where I did have line-defs teleport him (For example around the corner from the player, in front of them, as they are being chased, and similar traps). That's how I want to build every level, to have these line-defs in-case Jason appears on that level for that particular scenario. I want to make sure he appears at least once on every level if possible, across the various scenario layouts. These maps are going to be pretty small, I want to create the foundation for them. But once I've established a beta, I would like to invite others to modify and change stuff up. You are welcome to help me once I produce the maps. Perhaps people could also change up the level geometry a bit if they want too. I haven't ripped the patches yet, but I want to do a cave level, with Pamelia Voorhee's head as a sub-boss that is basically a reskin of a Lost Soul with 500 HP. I'm going to build it in Doom for Doom 2 format in Doom builder, i.e. Limit-removing.
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Post by ass-Klappin superfreaK enjoyer on Feb 1, 2023 16:31:17 GMT -5
I think for Scenario B, the Lakehouse would be a good place to start the quest. For Scenario C, it would be a good place to end it.
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kvsari
Doomer
I like mapping.
Posts: 267
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Post by kvsari on Feb 2, 2023 0:50:19 GMT -5
These maps are going to be pretty small, I want to create the foundation for them. But once I've established a beta, I would like to invite others to modify and change stuff up. You are welcome to help me once I produce the maps. Perhaps people could also change up the level geometry a bit if they want too. If I understand you correctly; you want to make the entire thing as a first draft then recruit others to help with finer details, but no new maps or major changes. In this case I daresay it should remain 100% your creation. EDIT: I'm actually backpedaling. Do whatever you want and I hope this project is a success. It does sound interesting.
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Post by ass-Klappin superfreaK enjoyer on Feb 2, 2023 10:24:46 GMT -5
These maps are going to be pretty small, I want to create the foundation for them. But once I've established a beta, I would like to invite others to modify and change stuff up. You are welcome to help me once I produce the maps. Perhaps people could also change up the level geometry a bit if they want too. If I understand you correctly; you want to make the entire thing as a first draft then recruit others to help with finer details, but no new maps or major changes. In this case I daresay it should remain 100% your creation. EDIT: I'm actually backpedaling. Do whatever you want and I hope this project is a success. It does sound interesting. Well, I was also thinking that I should probably just do the first 6 levels on the west end, and invite others to create the other maps in a similar fashion to complete the overworld in the image. Primarily, I want the levels to have a consistency. If others could create maps similar to the first 6 maps, but also give their own touch and creativity, it would make the project even better.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 13, 2023 16:29:04 GMT -5
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Post by ass-Klappin superfreaK enjoyer on Feb 19, 2023 1:43:26 GMT -5
Working on the alpha at the moment: Here's a preview, my aim is to be faithful to the LJN aesthetic of the visuals:
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kvsari
Doomer
I like mapping.
Posts: 267
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Post by kvsari on Feb 19, 2023 4:10:38 GMT -5
Looking good! Reminds me of splatterhouse actually.
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Post by ass-Klappin superfreaK enjoyer on Feb 19, 2023 9:51:39 GMT -5
Looking good! Reminds me of splatterhouse actually. Thanks, I one key difference from the OP is that I made the map in ZDOOM for UDMF. Mostly because when I tried to do it in Doom for Doom 2 format, it wouldn't allow me to input custom actors. Plus, I want to potentially make a Hud-style for map for this. But primarily, I want to get the original scenario A objective complete, then we can see where we take it from there. That being said, I still want to make this accessible to every source port possible, (wish Gibbon was still here)
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Post by ass-Klappin superfreaK enjoyer on Feb 21, 2023 9:43:22 GMT -5
I am starting to wonder if it may not just be easier to recreate the NES map itself as much as possible.
The cabins albeit small, would still be a good place to face Jason for boss battle.
Basically Jason will walk slowly towards the player in an attack stance, will 1000 HP, and strafe from incoming attacks. I still could incorporate linedefs that have him teleport into different areas.
Perhaps a more challenging battle would have Jason move fast, which could be implemented for a final battle. As well as other buff like 1500 HP and NOPAN.
There are two versions of cabins, one has a fire place.
in the NES game, if you lit all the fire places, you would get a flashlight to find secret passages in the cave level and face Jason's mother for a reward.
Now, I do not necessarily want to replicate the game mechanics from the first game. But perhaps, if we do use a HUD style, the fire places in the big cabins can be a series of switches that you "light" (Press) with a lighter (Key) that will give access to alternative version of the cave that is well lit and has access to new areas to face Jason's mom for the sweater (Armor).
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Post by ass-Klappin superfreaK enjoyer on Feb 21, 2023 10:06:41 GMT -5
I have ripped almost all of the assets possible from the NES game, soon I will be able to provide the complete set of assets that will be used for this project's maps.
There's a lot of different ideas I have been throwing around. But at least soon I will have the materials possible to complete one or all of them.
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Post by ass-Klappin superfreaK enjoyer on Feb 25, 2023 2:02:28 GMT -5
I replicated a sliver of Camp Crystal Lake from LJN's Friday the 13th (1989) I want to recreate the whole map.
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Post by ass-Klappin superfreaK enjoyer on Feb 28, 2023 1:27:02 GMT -5
UPDATE! Outer trail complete:
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kvsari
Doomer
I like mapping.
Posts: 267
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Post by kvsari on Feb 28, 2023 10:14:33 GMT -5
I like the crisp and clear graphics. I encourage you to keep going! I daresay what you've done is the loop around the lake? Without doing the lake yet that is... and the rest.
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Post by ass-Klappin superfreaK enjoyer on Feb 28, 2023 14:12:58 GMT -5
I like the crisp and clear graphics. I encourage you to keep going! I daresay what you've done is the loop around the lake? Without doing the lake yet that is... and the rest. Thanks! I'm modeling the map lay out similar to how the LJN game plays. It will be a Hub system, and those roads leading to the center will be portals to other maps.
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Post by ass-Klappin superfreaK enjoyer on Mar 3, 2023 8:44:14 GMT -5
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: 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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