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Doom Builder
- nvllsvm 4y agoHasn't been updated in over a decade. Seems there's an active fork though https://github.com/jewalky/UltimateDoomBuilder https://github.com/jewalky/UltimateDoomBuilder
- jalbertoni 4y agoCame here to say this, yeah. UDB supports a lot of the fancy new features from ports, like the Eternity Engine portals, or the 3d floors GZDoom gives you. Even if someone wanted to map for good old vanilla limits, the newer nodebuilders can both minimize things like slime trails and add effects like infinite horizons (this one is fun, it rotates the wall rendering by 180 degrees and since it's a single-sided wall, it just keeps rendering the same floor and ceiling texture forever).
- miffe 4y agoIt's been along time since it built doom levels. At the time I used WadAuthor. Made one of the first game-in-doom wads with it: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/snake https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sna...
- hnlmorg 4y ago> Editor(s) used: WadAuthor, Paint Shop Pro 6, WinTex I used to love PSP. It perfectly filled the void between Photoshop and MSPaint. Everything else I used, either at the time or since, hasn't been a patch on PSP. That's not to say there haven't been other good tools but PSP was so damn easy to get excellent results from.
- qbasic_forever 4y agoWadAuthor was great at the time. It was the first editor that really clicked with me as it had a simple "just draw/make sectors" UI. I remember the other popular editors at the time like DEU were more like janky CAD software and very difficult to use.
- ttul 4y agoI was building Doom levels in high school and founded the group that created the Final Doom. We didn’t even collaborate over the internet; we used FidoNet… I really enjoyed creating levels. It was a blissful process of pure creativity.
- boredemployee 4y agodope. is it documented or even blogged anywhere?
- ttul 4y agoThe TeamTNT project started in 1994 if memory serves me. This is well before blogs were a thing. The FidoNet discussions are not archived anywhere (AFAIK). https://doomwiki.org/wiki/Category:Ken_Simpson_levels https://doomwiki.org/wiki/Category:Ken_Simpson_levels
- Zardoz84 4y agoTeamTNT ?
- implements 4y agoDoom’s ‘internet hub’: https://www.doomworld.com/ https://www.doomworld.com/ For any non-experts intrigued about the current doom scene, Decino below has excellent play-throughs and videos explaining how Doom works at the code level: Decino: https://www.youtube.com/channel/UCJ8V9aiz50m6NVn0ix5v8RQ https://www.youtube.com/channel/UCJ8V9aiz50m6NVn0ix5v8RQ - and some more play-throughs from an engaging Canadian chap: SoBad: https://www.youtube.com/channel/UC5aIjCUK6VWTbeOJu59RCdQ https://www.youtube.com/channel/UC5aIjCUK6VWTbeOJu59RCdQ
- smcl 4y agoI can thoroughly second that recommendation for Decino's playthroughs. I don't think I'd personally enjoy playing through things like Going Down[0] or Eviternity but I really enjoyed watching him play through them while I was cooking dinner or half-working :) His "analysis" videos are also excellent, he's really good at talking through and presenting some interesting Doom engine curiosities and quirks. They'll be interesting for many HNers: https://www.youtube.com/watch?v=o78DzBJ4Rv8&list=PLYZp53E4M0t_8HmPlV4m04vGKUcJIQc53 https://www.youtube.com/watch?v=o78DzBJ4Rv8&list=PLYZp53E4M0... [0] = https://www.youtube.com/watch?v=vB43knQTmss&list=PLYZp53E4M0t8PqYO4y2aFesoIG84rAJnK https://www.youtube.com/watch?v=vB43knQTmss&list=PLYZp53E4M0... [1] = https://www.youtube.com/playlist?list=PLYZp53E4M0t8PqX4cVilk3NZQZx1AMeev https://www.youtube.com/playlist?list=PLYZp53E4M0t8PqX4cVilk...
- avian 4y agoI watched a few of their playthroughs and I sometimes see things in maps that appear impossible in the original Doom engine. I'm often wondering if those are some clever trick in the map or if the map is running on some newer variant of the Doom engine that has features not available in the original. Sometimes they do explain it in the video, like in that one map that had a randomly chosen math question the player had to answer by pushing a button. I wish they would do that more often though.
- smcl 4y agoYeah there are definitely things that rely on a specific version of a given doom port. If you ever hear Decino (or others) talk about something in a level being specific to "GZDoom", they mean exactly this - some functionality wouldn't work in the original Doom engine, often some simple scripting
- gverrilla 4y ago>Despite the age of this game, it is still very popular and the most well known first person shooter. not really
- mobilio 4y agoI constantly playing GZDoom with shareware levels. Anyone wishing to make some night cooperative play?
- AndrianV 4y agoits a super user friendly tool. its the second version of a much older mapping tool.
- hnthrowaway0315 4y agoCommunity-built map editor for Blood: http://cruo.bloodgame.ru/xmapedit/ http://cruo.bloodgame.ru/xmapedit/ Blood is another classic FPS that is at least as fun as Doom. I especially enjoy the "Death Wish" mod. Community-built map editor for Quake (if you prefer to build 3D games): https://trenchbroom.github.io/ https://trenchbroom.github.io/ Trenchbroom significantly cuts down the development time of mapping as it provides tools to simplify the creation of say arches and other complex geometries.