.: DooM Editing for Those New to DooM Editing
So You Want to be a DooM Editor Tips on how to begin the process of becoming a good, even great, DooM editor.
Getting Started: Tools of the Trade An overview of the utilities available for making maps, editing graphic and other resources, and manipulating the behavior of things in DooM.
Basics of Design and Gameplay A very broad overview of various elements that contribute to a fun map.
What Makes a Good Map Style pointers, including gameplay, architecture, and atmosphere. Also, read this essay by Joel Murdoch.
Using Custom Textures Steps for adding custom textures to your game using XWE.
Editing Maps With GZDooM features Step-by-step instructions for creating 3D architecture and other effects.
What Makes a Good DooM Mod A broad-brush examination of what makes a good DooM modification, from new levels to total conversions.
.: DooM Editing for Moderately-Advanced Modders
Making Sprites From Models for Use in (G)ZDooM Step-by-step instructions for creating sprites for ZDooM or GZDooM from models. Not for editing newbies.
Resizing sprites With Minimal Image Degradation Step-by-step instructions for shrinking sprites without loss in image quality.
Creating Hub Structures in ZDooM Step-by-step instructions for creating maps in a hub structure within a ZDooM environment.
Using DECORATE to create custom items Highlights some lessons in creating three custom powerups.
Anatomy of a Cutscene Provides pointers on the aesthetics and mechanics of creating a cutscene in (G)ZDooM, and illustrates the principles using an example.
Creating a Multi-Floor Elevator
Describes the mechanics of motion & control for a multi-floor elevator in GZDooM, and illustrates the principles using an example.
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