Jonathan
I am not a leet hax0r :(

Posts: 668
Registered: 05-00 |
I'm sorry, but whether people are used it or not, the DEU method is simply crap.
Imagine a quake editor based on the same principles, instead of simply dragging out a primitive the user would be required to lay down each vertex in turn, then create each of the shapes edges, then finally group the edges into a single primitive, before setting all the surfaces. Somehow I can't see many people choosing that interface over gtkradiant (BTW, having a second editing pane to allow quick editing of sector heights ala gtkradiant would be very useful IMO).
WadAuthor may not be perfect, but it, like DCK at least realised that most of the time people do not need be concerned with the very basics of map elements. A doom map is basically a 2D line drawing and the ideal editing interface would reflect that, allowing the user to draw point to point line segments, curves and shapes such as rectangles, triangles etc, while the editor handles the tedium of setting up vertices, linedefs and sectors. Yes the user should still be able to edit things on the most basic level if necessary, but to require the user to deal with that detail all the time just seems totally backward.
Please understand, I do appreciate the work you put into why and I do not underestimate the difficulty involved in creating such a piece of software. But I just find it frustrating to think about how much better it could be if it weren't based around an editing approach that I feel is so fundamentally wrong.
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