Let me preclude,
I map solely for GZDoom (DOOM in Hexen format) or GZDoom (UDMF format), depending on the mood I'm in, with GZDoombuilder.
But I will use whatever engine to play a pwad it was designed for.
Vanilla DOOM refers to the original DOOM game. Essentially, a linedef could take one and only one
linedef special, for example to open a door or lower a lift. I believe there were 141 specials in
the original DOOM engine.
In the early days, to change some of the behaviour of doom actors or some of the text screens, one
had to hack the DOOM executable. This is done through DEHACKED (DEH) patches which when loaded change
the appropriate parts in the DOOM engine. This is still being used by some diehard fans.
Then TeamTNT came along with BOOM, which extended the functionality of the DOOM engine.
Especially, the number of linedef special was increased. Then, when HEXEN was introduced , everything
changed. Enhancement in the form of scripting meant, that no longer were linedef specials limited to
just one action, but scripts could act on several actions at once. Plus, scripting included a
rudimentary set of C, which allowed decision making.
Ever since then, new ports strove to improve the limits of the original DOOM engine and to extend what
you could do with it. Many ports have come and gone over the years. Not that they were badly made, but
it was more a matter of staying with it. After all, it is a great commitment to devote time to keeping
once engine alive.
I cannot speak for the development of other ports, but each port basically lives or dies on the support
of its community. ZDoom is one of those engines which has endured and endeared for a long time. A major
role in this was the receptiveness of it's programmer to input from the gaming community. No suggestion
was too small. Then GZDoom came along to add OpenGL to ZDoom, with some eyecandy. Then DECORATE made
ZDOOM even more powerful. Anyways, read this: http://zdoom.org/About
In parallel, the development and subsequent acceptance of editors also played a major role. Some major
editors were Wadauthor, Deth and Deepsea, to name just three. All have fallen by the wayside for one
reason or another. Although they are still used by some, today.
With Doombuilder2, the mapping process received a major boost, especially for those who map for the
G/ZDOOM (Hexen) or (UDMF) formats, with the introduction of GZDoom Visual Mode. Another boost was given
to the mapping experience with the arrival of GZDoombuilder, which was based on Doombuilder r1493.
The editor received many new features and refinements.
In addition to a map editor you will also need, sooner or later, a lump editor. Slade3 is a good choice.
As to mapping formats, check the folders
for which port is supported.
Last edited by Kappes Buur on Apr 25 2013 at 06:45