Choosing a level editor

Intro
The most common form of editing in Doom is level editing. Before you can do that, though, you need to choose an editor that is right for you. You need to consider things such as looks, interface, modes, expandability, and compatibility. For example, WadC is a unique level editor; however, it isn't for everybody.

Almost every editor has its share of fanatical followers that will extoll the virtues of their preferred program and decry the weaknesses of the others. Others are less devoted and use a variety of editors to complete a level. The majority, however, find an editor that they are most comfortable with and stick with that.

Compatibility
An area of extreme importance, compatibility can often be a deciding factor. You need to consider what you would like to edit. After all, some editors are incapable of handling Hexen's map format, which may limit your mapping options. Others balk at Heretic, and there is always Strife to consider.

Expandability
If you are planning on mapping for source ports, you may want to see if the editor can be modified to keep up with the changes that active source ports tend to undergo.

Modes
Some editors are more that simple level makers. Some contain various modes that allow you to swiftly perform touch-ups on a level in a visual way. Others go beyond level editing and are able to handle textures, sounds, and even lumps you have created yourself.

Looks and interface
When choosing an editor, keep in mind that you're going to be looking at it alot. You're also going to be working with it alot. So, then, you need to ask yourself: "Is this editor usable? Does it have anything that absolutely drives me up a wall?" Some things to consider are sector building style (line drawn, etc.), hotkeys, and prefab constructs.

Conclusion
Remember, choosing an editor is a personal choice, and if you can't stand working with a particular editor, don't! If you're more comfortable with your editor and the way it works, you'll be able to produce better levels more easily.