Choosing a level editor

To get started with level editing, you need to choose an editor that is right for you. If you want to jump right in to mapping, here are a few of the most popular ones (see editors for a comprehensive list):
 * Doom Builder: This editor comes with the basic features and a nice interface. It is also free.
 * DeePsea: This editor contains a rich selection of features including sprite and texture editing built in. Deepsea is commercial software; there is a free trial version, but you must register to be able to save large levels.
 * WadAuthor: This has a different interface to other editors.

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. For example, 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.

Stability
Equaly extremely important as the compatibility. You're gonna work alot with the editor and you'll be using it's features alot so why not take it into concideration for a while. If your editor can do alot of stuff but has some known bugs then have them in your mind and make sure not to cause the bugs to run. It is important that you are certin that the editor is updated, if not then the bugs may not be adressed.

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 than 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 are going to be looking at it a lot. You are also going to be working with it a lot. 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 cannot stand working with a particular editor, then do not use it! If you are more comfortable with your editor and the way it works, you will be able to produce better levels more easily.

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