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Map editor (and other tools) for a new project

Posted: Sun Jun 08, 2025 6:45 pm
by imagine
Hi guys,

I've never been into Doom modding / map creating, though made a couple of maps for the Build engine twenty years ago.

Now I'd like to work on a new retro game with my kid. It seems that gzDoom is what I need. As far as I understand, it supports:

• Sloping sectors?
• Voxel objects? I saw it on ModDB, where Cheello published a voxel pack for Heretic. I want to have an option to replace some sprites one day with voxel counterparts.
• Rooms-over-rooms? This feature was needed for swimming pools, right? Not sure, so many years passed.

So, what map editor that supports all gzDoom modern features do you recommend? I don't need any original games related stuff, I'd like to create my own texture/sprite library from scratch. Is it Ultimate Doom Builder?

Regards,

Re: Map editor (and other tools) for a new project

Posted: Sun Jun 08, 2025 7:11 pm
by Enjay
GZDoom can indeed do all those things and Ultimate Doom Builder is the editor of choice for most people who edit GZDoom (myself included).

Some resource management features, scripting options etc. cannot done by UDB (though it will be able to read the results of such activities). UDB is a map editor and only does the things directly related to map editing. The other stuff can be handled by a tool such as Slade and often resources can just be managed by the tools that you already use - your text editor of choice, your graphics editor of choice, windows explorer and so on.

Re: Map editor (and other tools) for a new project

Posted: Mon Jun 09, 2025 11:13 am
by camper
imagine wrote: Sun Jun 08, 2025 6:45 pm I'd like to create my own texture/sprite library from scratch.
To create the textures of the pack, I used slade3 and gimp tools, and also edited open non-commercial resources from the network. As an example, I will give a link to an intermediate pack for my amateur project. I will also be grateful to the community for checking the pack and feedback on deviations from the non-commercial license. Its insides can be viewed in slade3, and also run a test map: test01

https://www.mediafire.com/file/r2gzynrc ... 2.pk3/file

p.s. I usually placed information about the origin of the content inside the content folders in text files license.txt

Re: Map editor (and other tools) for a new project

Posted: Sat Jul 05, 2025 8:35 am
by imagine
Enjay wrote: Sun Jun 08, 2025 7:11 pm GZDoom can indeed do all those things and Ultimate Doom Builder is the editor of choice for most people who edit GZDoom (myself included).
camper wrote: Mon Jun 09, 2025 11:13 am To create the textures of the pack, I used slade3
Thank you, guys, for the feedback! I learned the gzDoom stack a bit and now use Slade myself.

There is a cool video tutorial on creating texture packs: https://www.youtube.com/watch?v=wnT4LYQy2Gs I recommend it to other people who have the same questions as I did. (The video is a part of a series, covering gzDoom using).

Now I'd like to ask some addition questions, but I guess it'd be better to create separate topics, amirite?

Re: Map editor (and other tools) for a new project

Posted: Sat Jul 12, 2025 5:10 pm
by Redneckerz
imagine wrote: Sat Jul 05, 2025 8:35 am Now I'd like to ask some addition questions, but I guess it'd be better to create separate topics, amirite?
Yes.