


So, then, you need to ask yourself: "Is this editor usable? Does it have anything that absolutely drives me up a wall?" Some things to consider are sector building style (line drawn, etc.), hotkeys, and prefab constructs. You are also going to be working with it a lot.

When choosing an editor, keep in mind that you are going to be looking at it a lot. However, there is a simple reason this won't happen: Doom Eternal isn't actually being made with a conventional level editor. While it has a lot of fancy bells and whistles to support the advanced editing features offered by the ZDoom and GZDoom source ports, it is also perfectly capable of making maps for other source ports or vanilla so. Others go beyond level editing and are able to handle textures, sounds, and even lumps you have created yourself. I know some were hoping that Doom Eternal would at some point get more powerful modding tools or even a traditional level editor unlike Doom 2016's snapmap. Editors I recommend: GZDoom Builder (Windows only): the best and most advanced editor available. Some contain various modes that allow you to swiftly perform touch-ups on a level in a visual way. Some editors are more than simple level makers. If you are planning on mapping for source ports, you may want to see if the editor can be modified to keep up with the changes that active source ports tend to undergo. Some editors have a number of bugs which must be worked around. Others balk at Heretic, and there is always Strife to consider.Īs you will be working with the editor and using its features a lot, stability is an important consideration. For example, some editors are incapable of handling Hexen's map format, which may limit your mapping options. You need to consider what you would like to edit. An area of extreme importance, compatibility can often be a deciding factor.
