* * * * * * * * * *

* DMapEdit v4.3   *

* * * * * * * * * *


Note: This version replaces the dmeb422 and dmaped42 text and zip files.


Conversions in both directions for Doom, Doom2, and Heretic. Where only

one way conversion from Doom, Doom2, and Heretic are allowed to Hexen and

ZDoom maps. DMapEdit evens writes out the needed script file for you.



Still looking for a really good Doom, Doom II, Heretic, Hexen , and ZDoom

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.



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:



* Convert maps to another supported game map.



* Help windows for varies topics.



* Animated sprite option.



* 3D preview.  Supports wireframe and solid rendering, with several options

  to costumize the display further.  And fast.  It finally dawned on me

  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, Doom II, Heretic, Hexen, ZDoom 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.



* 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).  (Disabled at the moment in this beta for upgrading,

  however..)



* Ability to spawn Doom to play your map from the editor, and of course

  return back to your map when you quit Doom.



* 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.  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. :)



* Ability to scale, stretch, or rotate marked objects.



* INI file, containing operating options, as well as the editing state from

  your last editing session.  Being straight text, you can poke around in

  it if you wish.


  Enjoy

     -Bruce  dme@babtech.com

     http://babtech.com/doom.html
         or
     http://babtech.com/dmapedit.html


