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DeePsea 11.2

   (18 reviews)
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About This File

The ONLY editor in the world with full native multiple DOOM port support.

DeePsea takes PWAD editing to whole new level:) A full complement of WAD manipulation tools, completely replacing older tools such as Wintex/NWT/ DMAUD/etc. No need for all those hard to learn character based hacker utilities nor obsolete ones that don't work correctly or don't offer all the features available with the new Doom port options without resorting to tedious renaming.


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Guest

Unknown date

  
Actually editing LEVELS in this is near impossible. It's an ok tool for extracting resources from wads and inserting them, but that's about it (and because you can do that without registering, it's not worth registering).

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Guest

Unknown date

  
Doombuilder Pwns the levelediting feature in this

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Guest

Unknown date

  
I using this editor ,but not for the level-editing(stupid control)!

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Guest

Unknown date

  
It's not very user friendly and it would probably be easier to make a doom game from scratch using gamemaker.

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Guest

Unknown date

  
Excellent all-around level/WAD editor for Doom /
Heretic / Hexen, compatible with the latest
source ports. You'll never want another editor
once you've got this puppy down! Downsides: the
shareware version has an upper limit on map size,
and the registration fee is pretty high and does
not include updates per se.

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Guest

Unknown date

  
Cluttered up and no userfriendly interface. Buggy
and annoying as hell when it doesnt properly join
sectors/draw lines/mege vertices/etc.

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Guest

Unknown date

  
This editor is stupid too much money to register dmapedit is better It also has too many confusing buttons and bugs

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Unknown date

  
For a 'stable' DooM editor this thing crashes a hell of a lot for me.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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