![Deepsea doom editor](https://kumkoniak.com/2.jpg)
On Doomworld I know I've heard lots of folk over the years say stuff like "Doomsday is GORGEOUS! Too bad it's a PITA to map for." or "Doomsday is an awesome engine, with ridiculous modability via DED and XG.too bad there isn't an editor that can make use of it all.making it too painful to map for", etc.
![deepsea doom editor deepsea doom editor](https://cdn.wikimg.net/en/strategywiki/images/c/c5/Doom_TNT_MAP13.png)
PS: After re-reading my post I've come to the conclusion that there needs to be a LOT more done on the side of "Mapper Friendliness" with regards to Doomsday. Even if I'm using Beautiful DOOM with GZDOOM (which definitely helps), but there is no "Beautiful Hexen" or "Beautiful Heretic".Ī sure would be nice to have a DEDoombilder2, wouldn't it? But, until that ship arrives, I'll settle for at least being able to modify my DED's in GZDB2 and not have it freeze after one or two saves. I've made simple 'light based' levels in GZDoom, then recreated it in Doomsday.and Doomsday, by FAR, looks light-years better. That said.Doomsday simply blows GZDoom out of the water as far as graphic fidelity goes.
![deepsea doom editor deepsea doom editor](https://doomwiki.org/w/images/e/ea/Pinkmonster.jpg)
It makes it SOOOOO much easier to create evocative levels.
![deepsea doom editor deepsea doom editor](https://cdn.akamai.steamstatic.com/steam/apps/325090/ss_a877f12373ffaddd28ba41138d73b9f6b5cba053.1920x1080.jpg)
But with GZDB2 and GZDoom, I have an actual Dynamic Light 'thing icon' (looks like a lightbulb in-editor), and I can pop into Visual Mode and then change it's properties and see the results instantly (intensity, color, flicker rate, inner/outer radius, etc). I know there is a way of changing this 'on the fly' from within Doomsday (I think?), but it still involves reloading the DED (again, I think?).
![deepsea doom editor deepsea doom editor](https://www.sbsoftware.com/sbsoftwarepage1.jpg)
This shows up as a "?" icon in the map.and I don't see any effect in the "visual mode" in GZDB2 I have to actually save and play the level to see if it's too bright, to dark, to red, etc. With Doomsday, however, if I want a dynamic light (say, an orange 'glow' for a large room with lots of candles/torches and a river of lava going through the middle), I have to create a DED file for it, give it an ID, then add a Thing in GZDB2 and change it's ID to the ID number of the light in DED. It's all available directly in the editor, ready for placement. The DED's are for setting up my own custom glowing flats, adding 'dynamic' lights to wall textures, creating 'light things' so I can add more interesting lighting to the level, and probably more.I'm still learning - GZDB2 was created specifically to show all the cool stuff you can have in GZDoom in your editor specific linedef assignments (like slopes and whatnot), as well as placement of all manner of special Things (Hate targets, Water, Portals, Bridges, Dynamic Lights, etc).
![Deepsea doom editor](https://kumkoniak.com/2.jpg)