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Re: oldSchool
[Re: Reconnoiter]
#448065
01/18/15 22:59
01/18/15 22:59
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Do you find it difficult? No, in fact it's very intuitive and certainly much easier than making maps for modern game engines.
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Re: oldSchool
[Re: Redeemer]
#448079
01/19/15 11:46
01/19/15 11:46
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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It just didn't have a realtime edit mode like the Build Engine had, but you quickly learned how the numbers you type in all the time will look in 3d wink , yes that was probably the editor my brother used too. Maybe that is why it just looked so difficult (and was I young, quess that counts too ). Now I want to create old school games too
Last edited by Reconnoiter; 01/19/15 11:46.
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Re: oldSchool
[Re: Reconnoiter]
#448085
01/19/15 13:09
01/19/15 13:09
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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It just didn't have a realtime edit mode like the Build Engine had, but you quickly learned how the numbers you type in all the time will look in 3d wink , yes that was probably the editor my brother used too. Maybe that is why it just looked so difficult (and was I young, quess that counts too ). Now I want to create old school games too The quoted part applies to all editors in use at that time Actually, a few years ago I had some discussion about editing maps back at that time and the result was A3Tools. For Acknex3 you created maps the same way, just that WED was really minimalistic and that made it a bit frustrating when being used to Dmapedit. If I remember correctly it was a DEU (another Doom editor) spin off, without all the doom specific stuff, so not much of its functionality was left
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