DMapEdit v4.0 beta #10 (public beta) Still looking for a really good Doom II editor? Need an editor with more power than what you're using now? Or need an editor that's easier to use and does the grunt work for you? Want an editor to show you how to create maps instead of reading through tons of doc files? If you answered 'yes' to any of these questions than DMapEdit is for you! This is it! The best editor there is for Doom and Doom II. Still in beta status, not due so much to bugs and such, but mainly because it's not done yet. There's still quite a few things to do with it and options shown but not implemented in the menus, etc. Getting closer to done, though. Why should you use DMapEdit instead of another editor? Well, I'm not saying you should. I think you should check out all the editors and use the one you like the best. I think that you will decide that DMapEdit is the best in the end, though. Here's some of the features DMapEdit has to offer: * 3D preview. Supports wireframe and solid rendering, with several options to costumize the display further. And fast. It finally dawned on my how a bsp tree can help be sort the walls by distance. Sorry, no texture mapping yet, but once I figure out how, you can bet it'll be in there. * Doom and Doom II support. Switch between them at will, while editing. No need to quit and restart with the other IWAD. * DJGPP compiled, meaning all memory on your machine can be used for creating maps. It is also very fast. * Extensive error checking. If your map has a bug, DMapEdit will almost certainly find it. 97% Bob compliant. * Menus and a toolbar, to make things easy to use and easy to find. * Demo support allows you to watch as DMapEdit actually takes you on a guided tour of it's features. Or, run another demo to learn more about how to create doors or lifts. Record your own demos to show others how to do something that they can't figure out from your emails with Lousy ASCII Art (LAA). * Rectangle creation mode allows you to create square rooms as easily as pressing the mouse button, moving the mouse to another place, and releasing the button. Automatically merges overlapping walls. * Sidedef edit mode. About time an editor lets you mark individial sidedefs and edit them as a group, even if they are a mix of right sidedefs and left sidedefs. You can also only change marked sidedefs that are on a single sided line, or only a 2 sided line, etc. * Multi-map support. Work on more than one map in different 'screens'. Or, work on the same map in several screens. You can also view and edit the clipboard contents, as if it were just another map. * Automatic polygon, staircase, and door generators. These are set up to be as easy to use as possible as well. No need to plan out exactly what you want ahead of time before you start. Just use the mouse to control it's creation as you go along. * Very fast node generator that creates flawless nodes. I have yet to see a map it can't create nodes for (assuming it can create more than 1 ssector). It doesn't even create the 'sliver' bug that id's own node generator makes, such as in the zig-zag room of E1M1. It's also the fastest node generator on the face of the planet! Since a node building program called WARM claim it was, and DMapEdit has turned out to be faster, I guess it claims that title now. :) * Very fast packed blockmap generator. Some people aren't sure if packing the blockmap is a good idea or not, but it seems to work fine. If anyone runs into problems with the blockmap being packed, let me know. Packing the blockmap can significantly reduce the size of your PWADs. * Marking, group edit of marked objects, plus copy and paste to the clipboard. Every good editor should have these abilities, after all. :)