Doom Builder
doombuilder.com
doombuilder.com
For any non-experts intrigued about the current doom scene, Decino below has excellent play-throughs and videos explaining how Doom works at the code level:
Decino: https://www.youtube.com/channel/UCJ8V9aiz50m6NVn0ix5v8RQ
- and some more play-throughs from an engaging Canadian chap:
SoBad: https://www.youtube.com/channel/UC5aIjCUK6VWTbeOJu59RCdQ
His "analysis" videos are also excellent, he's really good at talking through and presenting some interesting Doom engine curiosities and quirks. They'll be interesting for many HNers: https://www.youtube.com/watch?v=o78DzBJ4Rv8&list=PLYZp53E4M0...
[0] = https://www.youtube.com/watch?v=vB43knQTmss&list=PLYZp53E4M0...
[1] = https://www.youtube.com/playlist?list=PLYZp53E4M0t8PqX4cVilk...
I'm often wondering if those are some clever trick in the map or if the map is running on some newer variant of the Doom engine that has features not available in the original.
Sometimes they do explain it in the video, like in that one map that had a randomly chosen math question the player had to answer by pushing a button. I wish they would do that more often though.
Vertical, floor-to-ceiling portals are a bit more new. I think only the Eternity Engine and GZDoom support those. They also support portals that render the other side, monsters and everything.
Edit: Oh, I forgot that you can get portal-like behavior in the Vanilla engine by hacking the BSP tree used for rendering, see https://doomwiki.org/wiki/Linguortal and also here for a more visual demonstration: https://www.doomworld.com/vb/thread/74354
If I recall correctly, the only way Doom (the game) achieved dissecting planes was to have stepping stones.
UDB supports a lot of the fancy new features from ports, like the Eternity Engine portals, or the 3d floors GZDoom gives you.
Even if someone wanted to map for good old vanilla limits, the newer nodebuilders can both minimize things like slime trails and add effects like infinite horizons (this one is fun, it rotates the wall rendering by 180 degrees and since it's a single-sided wall, it just keeps rendering the same floor and ceiling texture forever).
I really enjoyed creating levels. It was a blissful process of pure creativity.
Blood is another classic FPS that is at least as fun as Doom. I especially enjoy the "Death Wish" mod.
Community-built map editor for Quake (if you prefer to build 3D games): https://trenchbroom.github.io/
Trenchbroom significantly cuts down the development time of mapping as it provides tools to simplify the creation of say arches and other complex geometries.
Anyone wishing to make some night cooperative play?
Made one of the first game-in-doom wads with it: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sna...
I used to love PSP. It perfectly filled the void between Photoshop and MSPaint. Everything else I used, either at the time or since, hasn't been a patch on PSP. That's not to say there haven't been other good tools but PSP was so damn easy to get excellent results from.
not really