This early shot of the hexagonal building is from August 31, the result of an exercise in circle and curve tools, stair builder, and copy/paste. Shot from the long “plus shaped” corridor. From September 8th: The earliest areas built specifically for this map and that survived to the final version, are the exit room, what became the orange building with the hexagonal rooms, the serpentine path with the shoot switches, and the long corridor for the yellow building.
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The bigger plus shaped path that wraps around the triangle shape and the circular thing in the middle are unlikely to ever be completed as the scale is just too ridiculous. In this next shot you can see the structure above-the rightmost smaller of the two plus shaped areas-and some embryonic parts of what became Anagnorisis above it, including a discarded western section. This was a pretty bad idea, in part because it’s so obviously designed by the tools more than it is designed by me, but it made for some good warming up. This is when I first started using the scrolling wall effect on these textures to simulate a big machine, something that ended up a key design element of Anagnorisis. One of the first structures I built, in the spring of 2018.
![best doom level editor best doom level editor](https://www.womentriangle.com/wp-content/uploads/2015/10/infinity.jpg)
Initially I built a set of enormous structures by abusing the shit out of these new tools. I felt like a comeback after this long requires something significant, so from the start I was determined to build something big and complex. I also learned about all sorts of clever GZDoomBuilder commands and about Boom line specials, something I had never used beyond sky transfers before. When offered to contribute a level for Eviternity I used the opportunity as an attempt at catching up with all of that in one single go, which was probably more foolish than it was ambitious.Īs I was watching a lot of Dragonfly’s streams where he was mapping, I was learning about a new generation of tools tools that were entirely alien to me: The curve tool, circle drawing, and stair builder. If you think about the evolution of the tools, player skills, and the zeitgeist of the game between 20, you’ll see that we’ve come a long way. Prior to the release of Eviternity, I had not released nor completed the construction of a Doom level in over 18 years. Downloadsĭownload OTEX version 1.1 in wad format (via /idgames)ĭownload OTEX version 1.1 UDB config (for WAD format)ĭownload OTEX version 1.1 UDB config (for PK3 format) Special thanks to Afterglow for testing and providing screenshots of new stuff usually within hours, and for having done so for over 20 years now. My thanks to Bauul, Simpletonium and the testers that provided tons of insightful feedback that I was too lazy to implement. See the included readme for installation instructions.
![best doom level editor best doom level editor](https://cdn.mos.cms.futurecdn.net/h8PqbRyk4Fj2JEywhK8s9L-1200-80.jpg)
Lastly, Simpletonium has updated his Ultimate Doom Builder texture categorization config to support version 1.1, and for those of you not keen on memorizing 2600+ textures and 1300+ FLAT’s, this is very useful. To dodge the naming convention conflict between FLATs and Textures, all FLATs have had their “O” prefix changed to “0” (zero).
![best doom level editor best doom level editor](https://www.gamingonlinux.com/cache/youtube_thumbs/06ab8cfc618f41e46ca2eb63eaaf9e8a.jpg)
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There’s a condensed changelog in the WAD itself (see the README lump by using a tool like Slade) but for the full list go here.įor you UDMF mappers there’s now a PK3 version very kindly provided by Ben ‘Bauul’ Mansell (of Elementalism fame). My texture crafting pace is leisurely at best these days, so don’t hold your breath for version 1.2. Some things I was working on didn’t make it in yet but I didn’t want to hold this back any longer. This version collects the fixes and improvements I’ve done since 1.0 as well as some new sets.