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OkDoomer174

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About OkDoomer174

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    Tank Marine

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  1. OkDoomer174

    Mod soundtrack compilations?

    Are there any good compilations of MIDIs from various mods on YouTube (or possibly somewhere else)? I was about to start mapping and realized just how fitting listening to some midis would be, but I couldn't be arsed to rip MIDIs out of a bunch of megawads.
  2. OkDoomer174

    OSHA-certified E1M1

    Honestly, this is one of the areas where I have to go by my Golden Rule of Modifying Existing Content: if the modification is not necessary to your primary goal, do not make the modification (looking at you, Terraria Calamity Mod). If this was a "make E1 more realistic" project, sure, there would be airlocks everywhere, but alas, it is not, so for now, I'll just continue putting guardrails everywhere. Speaking of things I won't implement, as much as I would love to make every map wheelchair accessible, for a lot of them, it simply isn't practical. For example, in the green armor room of E1M1, you would need to make significant changes to add a ramp, or at least big ones to add an elevator. Could it be done? Probably. Do I have the motivation to? Probably not.
  3. OkDoomer174

    OSHA-certified E1M1

    You're my hero.
  4. OkDoomer174

    OSHA-certified E1M1

    Well, I'm happy to announce that a full episode of Doom: OSHA Unleashed is currently in the works. E1M1 now has railings in the secret hallway railings, but wheelchair ramps are still in the works. E1M8 is also done already since it's a small map. What texture pack is that? It looks really good.
  5. OkDoomer174

    OSHA-certified E1M1

    Absolutely!
  6. OkDoomer174

    OSHA-certified E1M1

    Please, do nitpick. The more nitpicks, the more accurate it can be for the full version of Doom: OSHA Unleashed.
  7. OkDoomer174

    OSHA-certified E1M1

    Don't get too immersed; there's still nowhere to park an aircraft.
  8. OkDoomer174

    OSHA-certified E1M1

    Updated. The bullet and clip boxes in that room are now in the ammo closet and all medikits and stimpacks have been wall-mounted.
  9. OkDoomer174

    OSHA-certified E1M1

    Crap, I knew I forgot ammo somewhere... Update coming very soon. Like, within 15 minutes soon.
  10. OkDoomer174

    OSHA-certified E1M1

    I might do the rest of E1 sometime. I originally toyed with the idea of doing E2 as well, but there's so much demonic corruption in E2 that workplace safety is completely out the window.
  11. OkDoomer174

    OSHA-certified E1M1

    Inspired by this Reddit post, this is an edit of E1M1 that removes all OSHA violations. List of changes: Please enjoy this safe work environment as you embark on your demon-killing, hell-clearing adventure. e1m1osha.zip
  12. OkDoomer174

    Doom Community Iceberg (Entry Suggestions Needed)

    Source port drama and other such happenings would be a good thing to add maybe on level 4. Some from the 10 Years of Doom genealogy recap: Bernd Kreimeier's involvement with the source release TeamTNT's internal Boom drama DosDOOM vs. Doom Legacy ZDoom's heavily-borrowed codebase ZDoom vs. SMMU swirling flats issue MBF only getting one release csDoom's security issues I'm sure there are more that I just haven't found out about. Also consider the lilith.pk3 debacle.
  13. OkDoomer174

    The MegaMus Randomizer; random MIDIs for Doom!

    First question: Not automatically. There is a keybind to skip the current song, however, so you can skip the songs of the mod you're currently playing. Second question: Same answer. Do note that Doom 1 and 2's MIDIs have the default names, so if you use a WAD that replaces the songs for one of those games, it should automatically replace them.
  14. OkDoomer174

    How to create a railgun with MBF21?

    No, essentially what I want is a projectile that fires a BFG spray, but only one tracer instead of a whole bunch. Essentially, it should fire a hitscan shot and spawn an actor on top of the thing it hits, similarly to a blood splat. Say, this got me thinking, I could probably make the radius bigger to make skipping collisions not a problem. Then again, projectiles seem to have problems with autoaim at especially high speeds...
  15. I've been stuck on this for quite a while now. What I'm looking for is either: A way to create a super fast-moving projectile that won't skip collision checks A way to fire a single BFG tracer-type thing A way to fire a hitscan shot and create a thing on the target Any help would be much appreciated.
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