Gez
Why don't I have a custom title by now?!
Posts: 7040
Registered: 07-07 |
shadow1013 said:
I'd actually want to modify it, port it and whatnot, and from what i heard it was much like doombuilder... in that in order to make sectors you drew lines, and joined them, then set the attributes of each line/sector
There was a huge difference between it and Doom Builder: it only had lines and things. That's all, folks! Sidedefs? They're line properties. Sectors? They're line properties.
In Doom Builder, you can split and join sectors; because sectors are their own type of entity. You can make ten thousand sectors with absolutely identical properties, they'll be ten thousand sectors.
In Doom Ed, you can't. Sectors don't exist by themselves. You just select each individual line and tell it "your floor texture is this, your ceiling texture is that, your floor height is so, your ceiling height is thus, and that is your sector effect". If you wanted to edit a sector which is bordered a hundred linedefs, you had a hundred linedefs to edit. Fortunately, there was a "flood fill" function which would copy the sector information to make it identical on all linedefs it found surrounding an area. This avoided a descent into insanity on the part of the level designers. But it was not perfect. See E3M8 for a good example of it failing.
Doom Builder and just about all other community-made editor is a lot saner in this respect.
My personal hypothesis is that DoomEd is actually an evolution of an earlier level editor made for a simpler game engine (maybe Wolfenstein?) where indeed all that mattered were walls and things. The paradigm used to build the level in the game changed (separating sides from lines, for example), but the editor didn't. I'll admit all my evidence for this hypothesis is this piggy-backing of sides and sectors on lines, and the header of DoomEd's map format being "WorldServer version 4", hinting that there were presumably at least three previous versions of WorldServer.
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