LuckyStrike Posted August 26, 2004 I'm trying to learn how to edit levels for Classic Doom (Ultimate Doom or Doom 2) and I had a question. What editors allow you to create entirely new maps (without pre-existing limitations), backgrounds (not textures or flats, but the big background picture), music, and level names from "scratch"? I think that a lot of wads that are made of out of order doom levels that use the original level names, music, and background look like crap and I want to avoid doing that. Thanks in advance. 0 Share this post Link to post
boris Posted August 26, 2004 What editors allow you to create entirely new maps (without pre-existing limitations) Any level editor backgrounds, level names Your favourite drawing program plus an import tool like WinTex, XWE, DeepSea etc. music our favourite (MIDI) music making program plus an import tool like WinTex, XWE, DeepSea etc. If you want to know how to import the data into a WAD, search the forum. 0 Share this post Link to post
Deathmatcher Posted August 26, 2004 I might add, that if you want your levelnames changed in the automap, you can use ZDoom and it´s script files, for example. 0 Share this post Link to post
ReX Posted August 26, 2004 LuckyStrike said:What editors allow you to create entirely new maps (without pre-existing limitations), backgrounds (not textures or flats, but the big background picture), music, and level names from "scratch"?Boris has provided a list of tools you will need to start building your project. In addition, here are a few things to keep in mind: 1. If you're new to mapping for DooM, start small and focus on new maps only -- it's a lot of work to create or adapt new graphics, music, etc. and the learning curve can be quite steep. 2. Despite 1., above, if you're still prepared to go ahead and create a "mod", there are several excellent sources of graphic, sound, music, and other resources available for public use. (Btw, by "backgrounds" I assume you mean the skies?) This may result in less than original work, but it will be far less time-consuming. 3. If you insist on creating these resources from "scratch", use the tools suggested by Boris. 4. I'm not sure what you mean by "existing limitations", but there are several source ports that allow the use of features not available in the original DooM wads. Again, if you wish to use source ports, be prepared to spend some time and effort learning the ropes. 0 Share this post Link to post