Map editor (and other tools) for a new project

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imagine
Posts: 1
Joined: Sun Jun 08, 2025 6:23 pm
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Map editor (and other tools) for a new project

Post 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,
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Enjay
 
 
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Location: Scotland
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Re: Map editor (and other tools) for a new project

Post 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.
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camper
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Location: Tatarstan

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

Post 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
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