U could just see the amount of crazy shit people are gonna create with this💀 The fact that ID Software literally said "Fuck it, here are the tools we used to create Doom Eternal have fun" is crazy💀💀💀💀 Im so glad im living in crazy times :D
It's Radiant, esentially. To be fair, I've grown used to Trenchbroom, and Radiant is clunky by comparison. And I used Radiant first back when I helped map for Hexen: Edge of Chaos TC for Doom 3... but I fly through Trenchbroom for some reason, just gotta get used to it. Besides a few issues - having to make a 'new' mod every time and trying to load the mod I intend in-editor causing it to not load up 9/10 times - and remembering to delete the excess 'new' mods - it's promising. Theres gotta be a workaround to that, though.
I used Worldcraft back when I did Quake/Quake II maps. Discovered Trenchbroom last year and love it. I am back making Quake stuff due to the remasters. Not sure I can be arsed with Doom Eternal now. They should have done this years ago.
@@Delabane Trenchbroom workflow is vastly different then idStudio(which is closer to Radiant). Its something that youi can get into but it does take some time to learn it.
@@justinmarshalltech thanks, somehow i glossed over this when looking, subbed to your channel. It's great how the map editor portion of this is just Radiant lol, makes this so easy to pick up
Good. Now can someone please mod the Hell Knight into the OG design that we saw from Doom 2 instead of the design that they chose from Doom 3 onwards ?
Nice work. Since they've released this, Ive been wondering how challenging would it be to re-create Doom 3 (and maybe things like the heart artifact from doom3 roe)? Also, based off your experience, would this even be possible? Thanks
how do i make the moving up and down not snappy im talking about when you put the zombie you move him up and down smoothly and when i place mine he is snappy and clips into the floor
Hello ^_^ May i kindly ask You if there is a limit number for monsters or did they delete it? It would be amazing fighting 1000 monsters at the same time hahah :D
This would have blown my mind a few years ago, but now it’s just too little, too late. By holding off for so long, they've stifled so much potential creativity. I’m deep into UE4/UE5 now, and there's no turning back. Fuck off id.
U could just see the amount of crazy shit people are gonna create with this💀
The fact that ID Software literally said "Fuck it, here are the tools we used to create Doom Eternal have fun" is crazy💀💀💀💀
Im so glad im living in crazy times :D
Bro 💀
@@darkwalker_rx1726 Shame they took 5 years. Doom, Doom II, Quake, Quake II were weeks after release.
it's so crazy that ID has released this to us. amazing stuff
Ikr it feels like when id software releases the source code of original doom
Id software actually cares, I love it.
The possibilities are going to be crazy!
It's Radiant, esentially. To be fair, I've grown used to Trenchbroom, and Radiant is clunky by comparison. And I used Radiant first back when I helped map for Hexen: Edge of Chaos TC for Doom 3... but I fly through Trenchbroom for some reason, just gotta get used to it.
Besides a few issues - having to make a 'new' mod every time and trying to load the mod I intend in-editor causing it to not load up 9/10 times - and remembering to delete the excess 'new' mods - it's promising. Theres gotta be a workaround to that, though.
As I mentioned in the other post(just in case in someone misses it, its a bug in the editor) add +mod_editThis doom-mod-7953129
@@justinmarshalltech does selecting the use the mod in the launcher not work?
It always asks me what to name new mod, I dont see how to open existing mod, so I willl try this.
I used Worldcraft back when I did Quake/Quake II maps. Discovered Trenchbroom last year and love it. I am back making Quake stuff due to the remasters. Not sure I can be arsed with Doom Eternal now. They should have done this years ago.
@@Delabane Trenchbroom workflow is vastly different then idStudio(which is closer to Radiant). Its something that youi can get into but it does take some time to learn it.
Doom Eternal will be eternal now that these modding tools are available.
Thanks for uploading these. Really helps at the beginning to find your bearings
h-doom eternnal will be crazy
How do you open campaign levels with this editor?
How do you get AI to work? When i place them down they just die a second after spawning
Watch my navmesh tutorial, if they die, its because you didn't setup the navmesh, check out that video.
ua-cam.com/video/NQecUyQu_7I/v-deo.html
@@justinmarshalltech thanks, somehow i glossed over this when looking, subbed to your channel. It's great how the map editor portion of this is just Radiant lol, makes this so easy to pick up
@@jackoneill45 Yeah it's insane how much easier to use it is than I expected. Like even custom maps for Doom 3 are worse lol.
I second that emotion! But having to create a 'new' mod every time? smh there's a better way!
Omg I'm gonna have an amazing time making maps in this lol
As a game dev that uses Unity, this looks so confusing to use for me 🤣💀 can't wait to see what people create... or re-create lol
As a layman, I can't follow the instructions. I could easly use snapmap but I'm completely lost. I woud love a tutorial for dummies like me
How can I make it so that the player starts with fully maxed weapons and abilities/runes?
Rage tool kit pretty much, but of course better, controls like move, rotate, scale are improved. So entity leaking is not a problem anymore?
theres no sound
Good. Now can someone please mod the Hell Knight into the OG design that we saw from Doom 2 instead of the design that they chose from Doom 3 onwards ?
how do you even open the menu at the bottom seen in 0:19?
Nice work. Since they've released this, Ive been wondering how challenging would it be to re-create Doom 3 (and maybe things like the heart artifact from doom3 roe)? Also, based off your experience, would this even be possible? Thanks
how do i acess the editor??
Why no sound?
Is there a way to load an entire campaign level? I want to make some slight modifications to pre-existing levels. Is there a way to do that?
you need to download level assets/resources for editor, every level is a separate package.
how do i make the moving up and down not snappy im talking about when you put the zombie you move him up and down smoothly and when i place mine he is snappy and clips into the floor
also how do i activate the rotate key
@@replicaofandys Its "E" and for scale I'm pretty sure its "R"
grid settings 0 turns the grid on and of 1-9 change the size of the grid snapping
Hello ^_^ May i kindly ask You if there is a limit number for monsters or did they delete it? It would be amazing fighting 1000 monsters at the same time hahah :D
It is 32 demons.
looks like gtkradiant
WOW
This would have blown my mind a few years ago, but now it’s just too little, too late. By holding off for so long, they've stifled so much potential creativity. I’m deep into UE4/UE5 now, and there's no turning back. Fuck off id.