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Hello, Fellow Friday 13th fans. My name is Mawlock and this is my retro mode concept. Do feel free to bring up questions and concerns, and I will do best as I can to address them. Rough draft originally posted on Gamefaqs.com here https://gamefaqs.gamespot.com/boards/121841-friday-the-13th-the-game/76345778 Second draft written up on 11 sheets of plain white paper. Final draft typed up here Forget everything you thought you knew about either the old Friday the 13th game and the new one. This throwback mode takes the best elements of both and blends them together to create a wholly unique experience. On Counselors: Escape is no longer the goal, nor even an option--You and your friends must find a way to survive against the deadly and deranged monster of a man, Jason Voorhees, as well as all the other horrors of Camp Crystal Lake for three terror-filled days and nights (rounds) all the while protecting your precious campers (represented by dolls tucked snugly in their cabins beds, for obvious reasons). As this is a mode strictly for counselors and Jason only, anyone who isn't one or the other can't participate (Sorry, Tommy) Seeing as this mode is all about great teamwork and skill, all perks are disabled. So that each and everyone is valuable and with a role to play, whose death will be felt, clone counselors are not allowed. And finally, so as to provide the counselors a sporting chance, everyone spawns with a map, walkie talkie, flashlight, and pocket knife On Cabins: At Camp Crystal Lake, there are only four camper filled cabins, but they are spacious and spread well apart, necessitating good teamwork and communication to properly protect. If you should fail in your task, and all the campers in a particular cabin are killed, then the cabin becomes "condemned", and is thus rendered unusable. Any and all counselors inside when this happens will be forcible ejected after a short warning, so as to allow them to either leave on their own, or to prepare themselves. To help counselors survive their nights at Camp Crystal Lake, all doors and windows can be fully repaired. Depending on your counselor, this can be a rather time-consuming process, however, so best to plan your repairs carefully. For safety, every counselor spawns in a cabin, although which one they spawn in is randomized. But fear not. So to avoid any confusion, each cabin has been made unique and easily identifiable. Cabin # 1: An extra wide cabin sporting a green roof and interior motif. Houses all the aid sprays Cabin # 2: A small, yet very open cabin sporting a red roof and interior motif. All the fire places here are already lit for counselor convenience. The flare guns, extra flares, and firecrackers are found here. Cabin # 3: An extra long cabin sporting a blue roof and interior motif. This cabin is extra durable and comes replete with numerous bear traps for added protection Cabin # 4: A normal sized cabin sporting a yellow roof and interior motif. This cabin is on an island and requires the use of a boat/swimming to access if not spawned inside of. On account of it's increased threat level caused by it's severe isolation, two counselors will always spawn here. And what better to protect those two than the game's lone shotgun and a generous amount of ammo. On The Car: To alleviate matters of map traversal, the blue car can be driven freely around the map without having to be repaired beforehand. Just make sure to bring the keys, which you'll need each and every time you wish to drive. Be careful though, if the blue car gets damaged, you'll need to get out and manually repair it. Begins parked beside cabin #3, with it's keys already in the ignition. On The Boat: Like the blue car, begins already fixed up and can be used to help get around faster. Items: The Wrench: Now longer a weapon, the wrench is now used to instantly bypass the car repair mini-game. Found in any tool shed. The Lighter: Can make the torch when used on a branch. Can also be used to ignite fireplaces. Found randomly laying around. The Torch: Held like a weapon, the torch can be used for a variety of purposes, such as igniting fireplaces, warding off Crows and Zombies, or can even help you maintain your composure for whenever you're alone in the dark. Gasoline: Can be poured on Jason, allowing you to set him on fire after smacking him with the torch, dealing major damage to him. Found in any tool shed. Weapons: For convenience, the less desirable weapons (the fireplace poker, the 2x4, the pots/pans, and the pipe) have all been removed, making the bat, stick, and machete more plentiful. The Axe: A weapon that's as deadly as it is durable. Buried in a stump by the abandoned cabin in the lost woods, surrounded by a murder of crows. Enemies: Zombies: Apparently, there's no more room in hell. Spawning from the cemetery, they wander camp crystal lake aimlessly in search of human flesh. You'll soon find that what they lack in speed, they make up for in numbers. If they catch you, you'll automatically break free (without wasting your pocket knife) as long your composed and aren't critically wounded. otherwise, you must free yourself before it's too late... Crows: You're never truly alone, for no matter where you go, there they are...watching...waiting. Best not to linger outside for too long, or you'll find out first hand why a flock of them is called a "murder"... The Black Wolf: Some say he's the Voorhees family pet who faithfully guards their woods. Others say he's just a hungry animal searching for his next meal... Pamela Voorhees: You know the story, don't you? Of the poor boy who drowned in camp crystal lake all those years ago? You see, his name was Jason. He was her son, and today is his birthday...Friday the 13th. And just like her son, Jason, she returns every year on his birthday to ensure that camp crystal lake never reopens, so as to spare all other mothers from having to experience her pain. They say you can find her floating severed head deep within the heart of the lost woods, in a special cave shrine Jason made just for her. They also say that anyone who can lay Pamela's vengeful soul to rest will be handsomely rewarded. Be mindful though that she's no pushover, growing stronger with each passing day, and that you will have your opportunity to face her on all three days, Pamela refusing to stay dead, with the reward differing for each day. Pamela Rewards: Defeating Pamela on day one will cause every zombie and crow to instantly drop dead and remain so for the duration of the day, leaving you with only Jason (and his wolf) to worry about. For defeating Pamela on the second day, you'll be rewarded with her sweater, which not only grants the wearer the one-time ability to stun Jason, bringing him to his knees for an easy kill, but also cuts all incoming damage by half! Best of all, Pamela's sweater is transferable between all the remaining female counselors, able to be worn even after using it (or attempting to) on Jason! For defeating Pamela on the third and final day, putting her down once and for all, your reward is the Pitchfork, an ultimate weapon of ultimate power, capable of given even Jason a run for his money. Just try not to drop it though, lest Jason pick it up for himself... A fair word of warning: When her last breath draws near, Pamela will cry out for Jason to come to her aid, her death instantly enraging him. On Jason: Jason's goal is very simple: Either eliminate all the counselors or the campers. Like the base game, Jason spawns in his shack. He starts off the game alive and with his part 3 appearance and stats. Unlike the Base game, Jason can find his other costumes and masks hidden around the map, and can swap into them to gain their respective benefits and drawbacks. Now, for the sake of continuity, Jason will maintain his part 3 facial and body appearance no matter what costume or mask is put on him. Jason can temporarily be defeated on the first two days, ending them early. He can only be truly defeated on day three, winning the game for the counselors. If Jason is defeated on day one, he is merely knocked out, ending day one early. The counselors will then be given a full minute to prepare themselves before he reawakens in the safety (guarded by traps/crows) of his shack for day 2. Defeating Jason on day two will kill him, ending the day early. Like before, the counselors will then be given a full minute to prepare themselves for day three before Jason resurrects in the safety (surrounded by zombies) of the cemetery, and sporting his part 6 appearance, which like his part 3 appearance before, will retain his facial and body appearance no matter what costume or mask is put on him On Zombie Jason: After turning undead, zombies will begin to follow Jason wherever he goes, acting as his minions of sorts. Although he cannot control them directly, they will automatically seek out any and all nearby counselors, including ones in cabins. And while they are far too weak to break down any barricaded doors, they have no problems smashing down any non-barricaded ones, and are capable of smashing open and climbing through windows. Do note that zombies cannot actually hurt the campers, only the counselors. On Jason's Costumes: While Alive and well, Jason will only have access his Parts 2 and 3 costumes and masks. After being defeated and knocked out, he gains access to his part 4 attire and mask as well as Roy's. And After being killed and turning undead, he will gain access to his parts 6, 7, 8, and 9 undead attire, while losing access to all his living attire. On Jason's Starting Equipment: Jason begins the game with no knives, traps, or weapons, and so must scavenge around the map for anything he wishes to use. On The + Knives and Traps Stat Modification: Because of the way this mode works, the +knives and +traps strengths have been modified to instead provide Jason with a bonus knife or trap for every one he picks up. On Powers: As in the original game, Jason grows more powerful with each passing day. Day One: Jason only has access to sense and stalk Day Two: Jason gains access to shift Day Three: Jason gains access to his fourth and final ability, morph. On Where to find Jason's Costumes/Masks: Part 2: Found in Jason's shack Part 3: Default/found in Jason's shack Part 4: Jason will begin with them on after waking up from being knocked out Part 5: Located in the back of the derelict ambulance, found randomly on the map. Part 6: Default for undead Jason Part 7: Found in the rowboat in the middle of the lake Part 8: If Jason spends a full three minutes underwater after having his mask knocked off while wearing his part 7 attire, he will emerge from the water wearing them. Part 9: If Jason finds and interacts with the Necronomicon after turning undead, they will appear on him. Uber Jason: If Jason Kills Pamela himself on all three days, and is undead, he will transform into Uber Jason (inspired by a deleted scene in Jason X where Jason kills his own mother while in the camp crystal lake holographic)