SoyDoom (Feedback & Possible Development)

SprokemowerMan

Schizo Guy
Greetings, soyteens, oldfags and newfags. I was one of the main developers of an old Soyjak-themed Doom mod, called Soy Doom.
Unfortunately, I can no longer develop this mod. I feel as though it deserved a thread on the shloggy. As seasoned 'teens have likely observed, the project was ruined by a somewhat infamous Discord tranny. This time, there VILL be no 'cord or 'trix involved, and I will rebuke attempts at such.
Purpose
The main purpose of this thread is feedback. The secondary purpose is to potentially solicit volunteers to patch up whatever is left. I may return soon.
 Requirements
The latest edition requires  GZDoom to run, due to a casing variable. Its implementation was sorta rushed, and the first thing I would do is remove it and change most of the scripts to  DECORATE.
Features
  • Custom Weapons
    • Exception: BFG. There are also class-specific weapons.
  • Custom Enemies
  • Custom Maps and Music
    • Removing SCHOLCADE.wad from the folder is generally recommended, considering it lacks an exit
  • Two Classes (Soyak and Chudjak)
    • Both have custom weapons
  • Nutsphere
  • Configuration
    • By modifying the main zscript, you can tweak the custom enemies.
INSTALATION
Wiki Page: https://wiki.soyjak.party/SoyDoom
Note: Includes additional info about the mod. (Personaltest2.2.pk3)​
Direct Installation of WAD: https://soyjak.download/f.php?h=1MkjS6st
Note: Do not worry about malware. The worst I can do is zipbomb you.​
Doom 2 (ID doesn't care): https://archive.org/details/2020_03_22_DOOM
Note: Pick DOOM II Hell on Earth (1.9)​
GZDoom: https://zdoom.org/downloads
Load Multiple Wads ( RECOMMENDED): https://www.moddb.com/mods/doom-mod-loader
Installation Instructions
Install Recommendations: As previously stated, the latest version only works with GZDoom. It's imperative to delete the first map (SCHOLCADE) because it doesn't have an exit. Doom 2's default map takes 30 seconds to clear. Alternatively, you can leave it in and use the changemap command ([ ` tilde ] (open console) -> changemap MAP02). I left it in for archive purposes. Another note: MAP05 (Soyence Lab) is the final map, and it doesn't have an exit either. After leaving the big chamber room and clearing the super Marines, you can safely exit the game.
DML (Doom Mod Loader): Configuration is easy. I figured it out on my own. Basically, source engine should be GZDoom, and you can put all the wads in a specific folder. The IWAD is DOOM 2. Load personaltest2.2 first, then load the maps (excluding SCHOLCADE if you're looking to playthrough)
Further instructions: use Google (albeit, I will also answer questions when possible)
Further Development
As previously stated, I cannot work on the mod myself. However, volunteers are welcome. The main goal, for now, is to patch up any issues.

Tasks for Volunteers
  • Make the casing variable work for other ZDoom ports or remove it
  • Make the mod work with Zandronum (multiplayer source port)
  • Complete the maps
    • Map 1 needs an exit, an extra area, connect the Chud start with the main map, and add a "final area"
    • Tweak the difficulty flags.
  • General improvements
  • Export the IAS sprites to turn them into gemmy gifs for the booru and the Sharty
Estimate time: 15-20 manhours

Ambitious Additions
  • Turn Jartycuck into a boss, and make a slopjak enemy.
  • Tweak the vanilla enemies (buff them) Maybe troonimps are quicker, and attack faster. Maybe make the Spadeson throw three fireballs like Brutal Doom.
  • A 3Dteen would be very useful. I wanted to make an Evilson cyberdemon. There should be a leftover in the sprites folder for reference.
Estimated time: 30+ manhours
Development Portals
SLADE3: https://slade.mancubus.net/index.php?page=about
Note: Slade3 is useful for non-developers, too.
Map Maker: https://forum.zdoom.org/viewtopic.php?t=66745
Recommended: Use the custom map format, and import the PK3 from settings to allow custom items. Do not use portals. It is exclusive to GZDoom.
Tutorials: Youtube is useful. I may post some later.

Final note: I made this thread mainly for feedback. If possible, I may return to do more development. And yes, I did most of the development after the Matrix shut down. I also wrote the drama section on the wiki page. I apologize if it sounds biased.
Vandalism: If there are any harmful additions, I recommend reporting it with a specific reason, and the file(s) to examine. Then, a mod may potentially check and remove the link to the wad (hopefully). I trust that this won't occur.
 
I'll help, i have some experience with doom modding albeit
Two thumbs up. I tried my best to keep everything organized, especially the scripting, but the pk3 and the maps might have some spaghetti in them. Hopefully, nothing's convoluted.
As for my role, I can improve any of the old art you send me. Namely the SMG and the sniper rifles. I can't do it directly, because I can't open the pk3's. I can also make additional art, if requested.

Infodump
Patching
As previously stated, fixing what's broken in the code is the main goal. This should be the easiest and quickest part. The main problem I have is the casing debacle.

The Casing Debacle: It's what's currently locking the mod to GZDoom-only. Part of it is found in the variable file, I think. It's also in most of the gun's code. It's thanks to the type of variable used (I chose quick and easy thinking I could do it properly later).
Solution 1 (very easy) Get rid of it, and have a fixed time for the casing depletion.
Solution 2 Make it work on other zdoom ports (Zandronum, LZDoom, etc.)
It's vanity, so there's nothing wrong with solution 1.
After dealing with it, check if it works with Zandronum. Hopefully, it does. Otherwise, I thank error messages for being very specific

Chud's Health: It's supposed to start at 90, but instead, it starts at 100. I put the max health in, which is the healing cap. I think I forgot to put something like Health 90; or Player.Health 90;. I can't find the documentation anywhere. Maybe scrap the idea completely and remove the max health variable.
 Maps
The maps are mostly complete. Hopefully, they're not coal. If you want to work on them, here are some details and goals:

Map01 is heavily missing detail, and of course, the exit. I had plans, but you get the creative control. Besides that, the barcade is supposed to have arcade machines in the last room. (see the bottom of one of the texture sheets) And maybe an exit to the desert outside the wall.
Map05 is its own can of worms... I want it to be the last level of the game... I got way too ambitious.
Map02 and Map03 are kinda rough, compared to Map04. Otherwise, I like how they turned out.
Map02 has a WIP miniboss in a crappy room. You can scrap the entire thing if you'd like. Ammo might be tight in some areas, too. Don't mind the voodoo dolls.
Of course, every map might suffer from some flaws. They were primarily tuned for UV, and I might've made mistakes on the lower difficulty flags.
If you like the marine enemy, you can drop him anywhere in the latter three levels. Keep in mind, they're supposed to be difficult enemies, that require mad skills or heavy weaponry.
 Ambition
After the mod's "fixed" the maps are complete, and the mod works with Zandronum, all that's left is ambition. This would include improvements to the maps, new enemies, etc. Otherwise, everything is finished.
 
Back
Top