The only reason you should use it is if you are running a Linux distro, and that's because unlike the other 5 editors it actually has native Linux support, which is also its' only advantage over the rest. SLADE's Map Editor, I've barely used it honestly, but what I do know about it is that it's the worst of them all and has UDMF support on par with Doom Builder 2, unlike the rest of the map editors though, it's NOT a fork of Doom Builder 2. It's also somewhat unstabe, sometimes crashing even by actions as simple as placing down a thing or moving a vertice from my experience. Some improvements to GZDoom Builder's level geometry to OBJ exporter etc. But if you do, then there's some pretty huge additions, such as a visual mode mode (?) that allows you to directly modify the slope properties of a sector without having to use methods such as the Slope Plane action special, which also allows you to avoid weird slope fuckery that makes working with them hard and tedious, ESPECIALLY when it comes to sloped 3D floors. Ultimate Doom Builder, a fork of GZDoom Builder Bugfix, which besides the changed name and branding, replaces the old Direct3D renderer that all other Doom Builder 2'based editors use with OpenGL, due to that change, it can no longer run on computers without OpenGL 3.3 or above, so if you can't run it, you'll just need to use GZDoom Builder Bugfix, feature wise, it doesn't have too many improvements or changes compared to its' predecessor besides bugfixes, at least not if you don't make UDMF maps. GZDoom Builder Bugfix, it's a fork of GZDoom Builder whose original purpose was to continue maintenance on GZDoom Builder after its' author stopped working on it, over time though it began having new features and the like added to it however, after a few years of development, and due to the editor being able to make maps for far more than just ZDoom based ports as the name suggests, it was rebranded to: It's also a fork of Doom Builder 2 like the rest. And of course, it has WAY better UDMF support along with a bunch of features that make GZDoom mapmaking easier, such as the ability to place and see dynamic lights in the editor, the ability to render models in the editor, a script editor that allows you to edit all of ZDoom's supported lumps through the editor, along with some others like DEHACKED etc. GZDoom Builder, despite the name (Which would be eventually changed, see below.), it can be used to make maps in any format from vanilla to GZDoom UDMF, it has a significantly better UI with extremely useful tools such as the afformentioned draw modes, along with a bunch of other additions I don't remember currently and fixes to bugs that Doom Builder 2 had. Overall there is no reason to use it unless you are making Eternity Engine maps. Updated in over 5 years.), the UI is bad and unintuitive compared to GZDB(-BF) and UDB, has way less features that are very convenient to have regardless of what format you are making maps in (Such as draw modes, I seriously have no idea how I managed to make any maps without them.).ĭoom Builder X is a fork of Doom Builder 2 that keeps the crappy UI and lack of draw modes, but has better Eternity support along with Eternity's UDMF format variant (e.g better support for making EE portals), it also has Lua support, which can be used to do something, no idea what it is though. If your PC can't run it, use GZDoom Builder Bugfix instead.ĭoom Builder 2 is the original editor the rest of the forks are based on and the oldest one, there is basically no actual reason to use it, it's ancient (Hasn't been Especially once you learn how to use 3D models (which as of yet, I have not), but save that program for once you've done gotten comfortable with level making.TL DR use Ultimate Doom Builder, it's (Usually) the best and most recent of the bunch. GZDoom Builder, though having MUCH worse and less optimized performance, is at the end of the day, much better. Take my Resident Evil 4 map pack for example, I added new items, enemies, and edited some fully 3D sectors (which isn't actually that amazing by the way), but I can't easily edit the maps in Doom Builder 2 anymore because of having so many custom doors and stuff that don't show up in the normal editor. I suggest using Doom Builder 2 for a little while, just to get used to making Doom maps, oh you have to switch to GZDoom Builder when you start getting into some crazy map editing. why don't I?" And as you can see I did, and you helped me. But then I thought "Well I've seen other people post their problems. Originally, the name GZDB-Bugfix seemed correct, since that was the whole point I didn't really insist on putting my name anywhere other than the 'maintainer' notice, either. I was about to give up on my dream of making DOOM levels. Ultimate Doom Builder by ZZYZX Tue 5:31 pm General Information: Almost three years have passed since I forked GZDB and continued it's maintenance. Your a wonderful person for helping another in need. I have been trying for months and have not been successful. Originally posted by Sethmonster:Oh.my.gosh.IT WORKED.
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