LJN's Friday the 13th comes to Doom. Based on the classic NES game, Doom modders Gokuma and Kontra Kommando bring Jason Voorhee's back from the dead once again to slaughter all those that would dare to step foot into Crystal Lake!

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Jason's Doom Editing Specs and Resource pk3/wad (WIP pk3)

Jason's Doom Editing Specs and Resource pk3/wad (WIP pk3)

Other

Resources to make your own map. Torch and Pitchfork included, plus more since v2.996.

Voorhees In Doom, Heretic, Hexen, or Strife

Voorhees In Doom, Heretic, Hexen, or Strife

Full Version 1 comment

(LZDoom/GZDoom) Another mod to add Jason in whatever game or maps, by Neener Wiener, and enhanced by Gokuma, with more stuff from KontraKommando (Quick...

Friday The 13th Jasons Doom v2 996zan BETA

Friday The 13th Jasons Doom v2 996zan BETA

Full Version

Zandronum version (hardware mode only) of Friday the 13th: Jason's Doom v2.996 BETA.

Friday The 13th Jasons Doom v2 996 BETA

Friday The 13th Jasons Doom v2 996 BETA

Full Version

GZDoom/LZDoom version (hardware mode only) of Friday the 13th: Jason's Doom v2.996 BETA

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Deadza
Deadza - - 99 comments

just found this but will be following VERY close, what a fun project! looks "killer"!!

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Here's a killer band for ya'all, fronted by the Jason of the original Friday the 13th movie.

Here's their channel:
Youtube.com

They're currently touring, and their merch didn't cost me an arm or leg. Look up First Jason Official on facebook or maybe other social media. Their show is really something to see.

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Guest
Guest - - 689,893 comments

Can you make a video of how and what to download the programs to get this mod to work? I never done anything like this and would like to see how it goes! Thank you if you do!!

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Not sure when I'll make a video but I've been thinking some instructions for people new to Doom and playing custom mods would be a good idea.

You need three things: a version of this mod itself, a compatible Doom source port, and Doom2.wad from the original game.

So first, you need the doom2.wad or freedoom2.wad might be alright though doom2.wad is preferable.

I highly recommend grabbing this, especially since it's on sale for only $2 until April 4th.
Gog.com
It comes with the normal dos version you can grab the doom2.wad from, but there's also utilities to extract the new version's doom2.wad and utilities to convert versions of the doom2.wad: Drinkybird.net (not necessary)
Here's where you can get freedoom2.wad:
Github.com

Make a custom doom folder somewhere. Copy doom2.wad to there or GZDoom might automatically find your doom2.wad from whatever installation.

Next you need a source port.
The normal version of this mod was designed for GZDoom.
You can get that at Zdoom.org
Not required but I recommend the previous version so after you install that, you can grab the previous 4.10 Windows 64 bit version from their archive: Zdoom.org
Overwrite whatever files of the 4.11 with that. 4.10 has more sector lighting modes in Display Options, Hardware Renderer.

If that GZDoom runs kinda slow on your computer, there's also LZDoom on the downloads page which is based on an older version and runs better.

Or there's Zandronum for the Zan version of this mod, which runs best on slower computers and is better for online multiplayer.
Download that from Zandronum.com

*LZDoom or Zandronum must run with this mod in hardware mode!*

Then you just download either the regular version of this mod for GZ/LZDoom or the Zan version for Zandronum.

In the Doom folder you installed whatever source ports, copied Doom2.wad, and whatever pk3 of this mod, just drag the Friday...pk3 onto whatever GZ or LZDoom or Zandronum.exe.

That's it. Now if you want some enhancement mods, there's this bunch: Mediafire.com
Copy the contents of that zip into your custom Doom folder.
Just double click whatever .bat for the version you want to run. Use notepad to open a .bat file and you can edit a more custom combination of which mods you like, editing out the ones you don't want to use. Not all of the mods are compatible with Zandronum, but the .bat for Zandronum runs with all the ones that are.

You can also play on an Android phone that's decently fast and powerful enough. Get Delta Touch in the appstore. It's not free but only a few dollars. It includes various versions of GZDoom, LZDoom, and Zandronum, and freedoom2.wad. You can copy doom2.wad and this mod from your computer into the appropriate folders on your phone. Just choose the port, addons, and run.

Finally some more tips on getting started and playing:
When you go into the options menu in GZDoom, always select Full Options Menu, or else a lot will be hidden, even in submenus (Ridiculous huh?)

With Full Options visible go into these settings:
Display Options, Hardware Renderer.
Once there set
Adjust Sprite Clipping = Smarter
And also there you'll see Sector light mode.
This mod was designed for "Vanilla", but map06 looks best in "Build."
Zandronum has neither of those light modes so "Standard" or "Legacy" are the next closest. Really, you can set the light mode to whatever you like.
I'd turn off GZDoom's default texture filtering too.

Next go to these options:
Player Setup, Weapon Setup.
And set
Switch Without Ammo = NO
So when you throw your last pipebomb, it goes to the detonator,
instead of a different weapon.

Now when playing the game, besides your automap with tab, F1 brings up the map from the NES game, though it's only applicable to map01

Another thing but only in single player, press the ~ or ` on your keyboard to bring up the console. Enter
puke 104
and it will tell Jason's current location.
puke 105
will tell what day it is.
Those are applicable to any map.

And then on map01 and somewhat on maps 03 and 07, many strategies for acquiring things or triggering things work the same as the 8-bit Nintendo. Our day cycle is time-based rather than changed by going in so many cabins. The next phase of Voorhees also can come back as sunset changes to night so you don't have to wait until the next day.

Map01 Camp Crystal Lake is a recreation of the 8-bit Nintendo.
All maps after are more immediate action.
Map02 Final Blood-bath is the old v2.0 of this mod from 2014 with fixes and more graphic effects.
Maps03 and map07 are more condensed variations of map01 with surprising different battles and elements.
Map06 recreates the beginning of Jason X while still in present time before future stuff, or rather the year 2010.

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

These three guides for the NES game were most helpful in programming the behavior of map01. They are also partly applicable to map03 and map07.

PDF download link in description of that first one.

but there's more and also speedruns.

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

If anyone knows who made the torch seen in AndroidFerret's video (a few posts down) and included in the additional mod collection I posted, I would appreciate that information in order to give proper credit.

Version 2.997 in the works now has the torch and pitchfork in it and they will be acquired the same ways as NES on map01. The only weapon on NES missing now is throwing rocks if anyone has any suggestions. I do like how the 2D Friday the 13th Revisited made them a limited secondary weapon throwing a few at once for decent damage. So they could be a Heretic/Hexen type inventory item in Jason's Doom kind of like that, but then they would just fly out from you without any hand throwing graphics regardless of what normal weapon you're currently using.

Just for fun, this video cracks me up!

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Thank you! Jason's Doom v2.996 hit 1000 downloads on moddb today. Plus there's been 73 downloads from my mediafire upload so far.

For those wanting to make maps, potentially included in the next version, here are editing specs and a resource wad more easily loaded by Doom Builder. Mediafire.com

EDIT:
I updated the collection of additional mods in the previous post. A torchzan.pk3 has been added that's a modification of torchnew.pk3 to be compatible. Rather than automatically having the torch from the start, the PipebombBox gives the TorchWeapon (#0) with pipebombs (#6), so now with torchzan.pk3 (recommended with GZDoom as well), it is acquired same as on NES. I also included a FridayZan.bat to run Zandronum with the selection of mods compatible with it. The .bat files for GZDoom were changed to use torchzan.pk3. I have noticed moody desaturated palette messes up the color shade of three wall textures and changes the skin color of a dead body in map02. In the next version of Jason's Doom, I'll change those to .png unaffected by that palette mod.

Zandronum doesn't have "Vanilla" or "Build" under Display options, Open GL, Preferences, so "Standard" or "Legacy" are the next closest to those. It has "Dark" though, unlike the newest GZDoom v4.11. Version 4.10 or older is recommended. GZDoom v3.8.2 has "Vanilla" but not "Build." See two posts down from this.

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Here's a collection of mods to run with the current versions of Jason's Doom.
Mediafire.com

Includes two different VHS filters to choose with one also being a CRT effect. Includes weather even though map07 already has weather. Includes two different death fades (may not be multiplayer compatible), moody desaturated palette, and a selection of HD skies chosen and set up to work specifically with our day night cycle and maps. The exact skies used by AndroidFerret are not yet publicly available. Some of these mods use zscript which is only supported by GZ/LZDoom. The txt file says which.

Several of the original creators are unknown but I typed some credits as well as I could. Thanks to AndroidFerret for making the files available to me so others can achieve the look of his video. For a load of other mods and resources, many links are provided in the description of his video posted below. I highly recommend Delta Touch for playing Doom source ports on Android phones and you can play Jason's Doom on it then!

Thanks to the known creators:
Lolo_is_cool, Ral22, DRON12261, lulle, Cryonaut, Mechadon, and possibly Boondorl (not sure)

We will include a more balanced implementation of the torch in the next version of Jason's Doom, acquired the same ways as NES, rather than the torch mod always starting you with it as weapon #0. If you want to play on an honor system until we update Jason's Doom, don't use the torch until you acquire the PipebombBox and flaregun.

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Another setting I recommend for best visual results:

Always when in options in GZDoom, select "Full Options Menu" or else various options will be hidden not only there but even within submenus.

Then go to:
Display Options, Hardware Renderer, Adjust Sprite Clipping = Smarter

In the same settings, this mod was designed in "Vanilla" lighting mode without gamma correction, however I think map06 definitely looks better in "Build" mode. I'm not sure what lighting mode map07 looks best in. I guess it depends how you like the scenery in the distance, which the lighting modes make drastic differences on.

The GZDoom devs deleted "Dark" and probably some other light modes in the latest 4.11 so I recommend using the previous 4.10 that still has all the lighting modes. Their archive of older versions is at Zdoom.org

Be sure to check out my first post with other recommended settings and tips on the first page of comments: Moddb.com

I want to see a live streamer you can see or at least hear their reactions play later maps 03 and on. A fresh play without knowing what's coming would be best. Who wants to be the first?

Much thanks to Bloody Disgusting, iHorror, GoNintendo, Destructoid, and Shazoo for doing some nice writeups and spreading the news!
Bloody-disgusting.com
Ihorror.com
Gonintendo.com
Destructoid.com
Shazoo.ru

In the meantime, here's another good video by Lee nocisum!

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ANDROIDFERRET
ANDROIDFERRET - - 1,113 comments

This mod is AWESOME . But I am to dumb to understand what I should do .

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Great video and thanks for recording! Quite an atmospheric combination of mods. Love the VHS effect! A mod you're using on top is changing weapons and things back into Doom stuff however enhanced. Jason is supposed to throw axes, not fireballs. The NES style keys got changed back into skull keys. The intended weapon replacements in our mod are chainsaw = (1) machete, super shogun = (3) flaregun, chaingun = (5) crossbow, rocket launcher = (6) pipebombs, plasma rifle = (4) nailgun, and the # keys for weapons are changed, with regular shotgun now being 7. A restored chainsaw is available as an additional weapon in later maps and there's other additional weapons. However that torch shooting fire is very fitting and more like the NES game than the flare gun and pipebombs we have. It would make a great addition to a later version of our mod. I guess in a later version we will also make the axes another new projectile rather than replacing the imp fireball to clear up that conflict with other mods. What mods are you using for this video? I downloaded your zip of over 140 favorite mods and that's a quite a lot to sort through.

Map01 is the NES game rather closely recreated in Doom with much of the same behavior. Except there's no zombies or wolves that had nothing to do with the movies. Jason is always going around the map after spawning at one of few random spots exactly like NES. In single player only, you can type puke 104 in the console and it will tell you his current location. In multiplayer I guess people will just have to split up to look for him like they always do in horror movies and always works out so well. There's music and sound ques to alert you when he's around. There's the main indoor music and main outdoor music. They change to another song when you're in the same area as Jason. Also when Jason enters the area you're currently in it also plays the creepy sound from the movies. It also plays the same sound when it announces Jason killing someone. You have to kill Jason three times to beat the map. He comes back as Sunset changes to Night or as Night changes to Day.

Video walkthroughs and guides to the NES game you can find on youtube are actually somewhat relevant to map01 of this Doom mod, and a little bit relevant to map03 and map07. The strategy to quickly acquire the torch on NES yields a good supply of pipebombs and the flaregun in our mod's maps 01,03, and 07. Map03 and 07's woods are smaller and rearranged and less confusing. In the future, maybe we will have that torch weapon more in line with the NES.

All maps after map01 are more action with less of the scavenging around, figuring things out elements of the NES game.

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ANDROIDFERRET
ANDROIDFERRET - - 1,113 comments

Damn. I was sure the weapons are from your mod . Then one of the effect mods I used has implemented guns . Good to know . Yeah . I rarely play mods in their intended form . But that is the fun for me with doom . It's sooooo insanely compatible . You can created basically anything .

I can give you a complete load order . But for that we should meet at discord or telegram maybe ( link in the description) .
Ah yes. The add-ons pack . I really wanna upload them to moddb . But I couldn't find most of the modders names and crediting them Would not be possible . So I let it on telegram .

Ohhh. You have your own day and night cycle m that's why my sky pack wasn't working . I had an amazing cloud / rain based HD sky . Looks amazing but changes back to yours after a few moments .

Yeah . I forgot the second mode . I have to do a new video someday . Awesome mod you have made !
Now we have a few Nintendo retro games as doom mods ..

CastleVania
Metroid
Super Mario
SM kart
Mortal Kombat
Zombies ate my neighbors
Zelda
A few shmups
And many more I don't know the name of rn .

...

Ps: RELITE / relighting won't work with your mod on android . Doesn't start . Is the map too big ? It looks like a lot of details m

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GokumaOfDoom Creator
GokumaOfDoom - - 27 comments

Map01 has over 16K Vertices, 17K Linedefs, 33K Sidedefs, 2K Sectors, 1K things so I'd say that's a lot of detail. Map03 or map07 have about a 3rd of that and other maps have a lot less. I remember when I think it was Opulent's Simply Evil being a big deal with 10K linedefs at the time.

Delta Touch is good stuff and these mod combinations you post are great. Been using it for years to show people stuff I'm working on.

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