Processingcontrol

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About Processingcontrol

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  1. Thanks for the advice, ESDF + a seems to be working alright. Don't get why such a well-developed port would have such weird limitations.
  2. After exclusively using the keyboard for 6 years, I'm finally biting the bullet and switching to mouse+keyboard control. I'm now finding it awkward to use the shift key to run (yes, I don't use autorun), and I think it'd make sense to use right-click on the mouse for running. For some reason prboom+ (the one true doom port) isn't letting me switch the controls to that. Anyone know how to do this? Does prboom+ just not let you run with the mouse for some reason?
  3. EDIT: Actually, nevermind
  4. I don't have a custom title because I never do anything interesting.
  5. Redneck Rampage, or at least the first episode of it. The quality of the level design plummets in E2, but E1 is a very consistently fun batch of "realistic" maps.
  6. 5'x5' Dog Kennel Large Supply of Dog Biscuits Butcher Cleaver Steak Sauce
  7. Actually, it doesn't really matter because the map isn't very good anyways (especially compared to D2INO Map01, which I consider my most successful map), and probably shouldn't end up in the final project.
  8. I spent a lot of time making E1M1 vanilla compatible. Won't be very happy if it turns out it was all for naught.
  9. Most of the Chasm is pretty great IMO, and among Sandy's best work in the Doom games. That whole underground cavern look is just awesome. The side areas, like the weird flashing blue room and computer station section, are pretty cool too. The map as a whole is really hurt though by those razor thin walkways. Going through those parts is not fun in any sense of the word.
  10. Is the project still active? Also, what happened to that hell map I gave someone else to work on? Was it ever finished?
  11. Cool playthrough. You missed the exit in Map06 though. :)
  12. Mind explaining how you managed to do that?
  13. @Marcaek I agree with what your saying - I did think the idea of that thread was a bit silly, but it still got me thinking about the way I designed my maps. I'm not sure if your trying to imply that the map lacked "smart monster usage and well-meshing aesthetics" or not, but just for reference, I payed just as much attention to those things as I usually did when creating the map. @Tarnsman You may dislike the map for different reasons, but it seemed like JawsInSpace hated it for the things I mentioned in my post, and I'm confident many others did as well.