• Register

This member has provided no bio about themself...

Comment History
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Voorhees In Doom, Heretic, Hexen, or Strife

Jason in Strife screenshot
I.imgur.com

Jason in Heretic screenshot
I.imgur.com

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ UniStrife

Just found this project today.

The powered up punch is hilarious sending acolytes flying into the air with a flame trail.

Couldn't find the two new implemented artifacts in the five playable maps.
So for anyone else to try them:
Speed boots (DoomEd/mapID: 237) (spaces and quotes needed):
Summon "Front Scout's Boots"
Heretic-like weapon powerup (DoomEd/mapID: 238):
Summon artibracers

You know I made a custom default.rsp for dm2conv to convert vanilla Doom maps to Strife, and also Hexen to Strife if you first copy and paste them into vanilla format? Dm2conv also can convert Heretic to Doom, but I didn't make any direct conversion for Heretic to Strife. Stuff that may be of interest to you: Gokuma.neocities.org

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP#48: ALIENS VS PREDATOR VS TERMINATOR VS JASON VS HELL VS STEVEN SEAGAL

Eventually this project will be updated to v1.666.

Before then, Friday the 13th: Jason's Doom will get its update to v2.997. ( Moddb.com )

But here's something now:
Wesp5 just updated his AvPvT Doom Theme Patch from 90's and I think it's still the best, most impressive of dehacked mods. Moddb.com

The "Limit-Removing" version of this DBP 48: AvPvTvJvHvS had an interesting but messed up vanilla conversion of the UDMF nmap02 Xenomorph Hive. So here's that fixed up and adapted for the latest version of Wesp5's dehacked mod.
Gokuma.neocities.org

Here's the original, very atmospheric version of Xenomorph Hive by Kontra Kommando:
Indiedb.com
I haven't beat this one without the resurrect console cheat yet, but remember to try AltFire with any weapon.

So that's the one other version that's purely aliens without the multiple faction chaos of DBP 48. It's designed to run by itself.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP#48: ALIENS VS PREDATOR VS TERMINATOR VS JASON VS HELL VS STEVEN SEAGAL

Anyone wondering what the heck is going on with NMAP05 Unholy Infernal Pleasure Garden?

It's a tribute to mostly episode 3 hell themed maps of Sandy Petersen, Tom Hall, and to the alpha versions of Doom and Doom2, AND to the Episode 3 Intermission Map screen (Look for various landmarks)! The various pieces of familiar maps are usually somewhat different because most are from alpha versions of Doom or Doom 2. I had a few dreams about some nonspecific E3 map by Petersen having a huge sprawling outside with various things beyond its usual bounds. So I picked Unholy Cathedral, simplified Tom Hall's teleporter puzzle that Petersen mentioned he wish he fixed in finishing the map, and then I gave it an outside. If you don't like Petersen maps or big sandboxy maps, you won't like it. But I should make some improvement hopefully in the next version. It will have more purpose to some places in it. So far I created most but not all of what I saw in dreams.

PS: Sandy Petersen did not make the early version of Doom 2 map07. The author is unknown and no one from id has wanted to take credit for it.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP48 (RZ Doom)

This is not the full version by itself.

This requires requires DBP48zan.pk3 from the v1.45 or zan zip.

This project is both a pk3 and wad to be run together.

Get RZDoom at Sourceforge.net

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP48 (Limit-Removing)

Just some warnings about this version which there are no plans to update unless the guy who made it does. Or anyone is welcome to.

While this version is made to be a Limit-Removing vanilla format with dehacked according to usual Doomer Board Project guidelines, it is basically an incomplete spinoff of our project.

Most maps have only player 1 start, missing coop and DM starts.
There are unknown texture errors where maps use textures that are nonexistent in the wad.
Map03 and Map07 are two versions of the same map. In the regular project they're alternate paths depending on whether you kill the Alien Queen or run away and hit the exit switch instead of having to play both versions.
Alien Hive is missing all alien eggs, face huggers, and only has one normal size alien that's basically just a reskinned Baron. It's filled with imps instead of aliens and has no giant queen chasing you down.
The maps are mostly populated with normal Doom enemies with only one type of Alien, a Predator, a Terminator, and Jason only occasionally showing up.
One of the final boss battle maps is changed into a credits map with Jason harmlessly stuck on a pillar and most of the enemies just being crushed in pits.
There are less maps.
There were some nice edits on maps, but I have incorporated most of those edits along with my own into the main project.
Terminator sprite offsets and some frames do not have my fixes.

I think the vanilla conversions of the UDMF maps Deep Space and Alien Hive are pretty interesting and good efforts structure-wise so I'm going to fix their errors and adapt them for Werner Spahl's AvPvT Theme Patch which has way more extensive dehacked work replacing all the normal Doom monsters.

Good karma+3 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP48 V1.4 (GZdoom & LZdoom)

Use the Zandronum version for GZ or LZDoom. This version is just older with less compatibility and less fixes.

I think I made enemy terminator plasma too strong in this version and didn't set up its gldefs yet. Also the summoned Seagal didn't have his flying kick working yet.

This old version should be deleted from here soon.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP#48: ALIENS VS PREDATOR VS TERMINATOR VS JASON VS HELL VS STEVEN SEAGAL

The Zandronum version is the latest version and should be used instead of v1.4 for GZDoom, LZDoom, Or Zandronum. I just called it zan because of the added compatibility and didn't give it a number, but there were more improvements so it's basically v1.45 and adding th48maps.wad kinda makes it v1.5.

Eventually I will have a 1.666 update ready, hopefully finally squashing a few remaining bugs, among other tweaking.

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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!

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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!

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

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.

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

No, but Jason will have killed a lot of people. WHY DIDN'T YOU SAVE THEM?! YOU HAVE TO STOP HIM!

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

Hang out in the shallow part of the water near the dock by the three central lake cabins.

Puke 104 in the console will also give basically that hint.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th: Jason's Doom

Map01 is virtually the entire NES game to explore in 3D!

Destroy Jason Voorhees if you can, before he kills you!
Collect meager supplies and try to survive!
Bodies pile up as long as Jason lives!

All maps afterwards are more immediate action with more surprises!
Scenarios include:
Going for a Swim!
Crystal Lake Research Center!
Winter on the Lake!

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

Also Recommended: Display Options, Hardware Renderer, Adjust Sprite Clipping = Smarter


Suggested server settings for hosting a Zandronum game on Doomseeker:

Put (hardware mode only) in server name.

Survival Co-op, 2 Lives, Skill 4/UltraViolence, Item Respawn,
Player drops weapon additional dmflag.


If the snow falling effect in map07 affects performance too much for anyone, go to the back outside wall with windows of the middle Lake cabin and press on that wall. You will hear the item respawn sound and the snow spawners will disappear.


In single player games you can type puke 104 in the console and it will tell Jason's current location. In multiplayer I guess you'll just have to split up to look for him on map01 since that's what people always do in horror movies and it always works out so well.
Puke 105 tells what day it is.

Press F1 for alternate map.

Good karma+2 votes
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday The 13th: Jason's Doom [Version 2.0]

Your wish is granted! Now it does contain virtually the whole NES game!

Moddb.com

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday The 13th: Jason's Doom [Version 2.0]

EDIT: Now a major update of v2.994 for GZDoom or LZDoom (hardware mode only) is available:

Kontra Kommando's current posts: Moddb.com

Latest version: Gokuma.neocities.org

A new Zandronum compatible version v2.994 is coming.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th (TC)

EDIT: Make that v2.994 with another Zandronum version of that to come.

v2.993 has been up since very early yesterday and now a Zandronum version is available. It's a doozy of an update, a much more solid complete version with some great additional content. Through multiple maps, experience some scenarios from throughout the series of movies with at least some reference to each of the 12 movies.

Gokuma.neocities.org

The regular version v2.993 is recommended for LZDoom (hardware mode only) or GZDoom.

Version 2.993zan is for Zandronum in hardware mode only.
Some rare unwanted infighting might happen but it works. The frame rate might not be as good, even though Zandronum is supposed to be less demanding. Must run in hardware mode only, not software mode. Tested but not extensively in Zandronum v3.1 and the latest DevBuild v3.2 alpha.

Haven't tried multiplayer in either version in any ports yet, but maps are designed to at least support it. All maps have coop starts 1-8 and ten deathmatch starts.

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday The 13th: Jason's Doom [Version 2.0]

Here's the moddb page for the new project:

Moddb.com

Currently version 2.992 is available at:
Gokuma.neocities.org

Development topic:
Doomer.boards.net

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ Friday the 13th (TC)

Version 2.992 is available! Kontra Kommando might upload it here
eventually but for now you can get it here:

Gokuma.neocities.org

Development topic:
Doomer.boards.net
v2.993 coming soon, hopefully this weekend.

The old v2.0 mod page: Moddb.com

For more Jason action, check out Doomer's Board Project #48, AvPvTvJvHvS.
Moddb.com

Good karma+1 vote
GokumaOfDoom
GokumaOfDoom - - 27 comments @ DBP#48: ALIENS VS PREDATOR VS TERMINATOR VS JASON VS HELL VS STEVEN SEAGAL

All versions of this mod are available at Gokuma.neocities.org

A lot of work with tons of fixes and additions has been put into it since its initial release.

Good karma+3 votes