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Tricks of the Doom Programming Gurus/Book and Cd Paperback – April, 1995
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Top Customer Reviews
Making DooM levels is fun because it keeps the game alive and new. It's also easy to make basic levels. It's hard to make a good, long WAD, but it's easy to make a few rooms and improve on it over time. It's not like a lot of other games where even making a basic room is incredibly intimidating and challenging.
DooM's engine was GPL'd in 1997 and there are dozens of source ports available for every platform. Due to this, a lot of the information in this book is out of date. For example, in the original DOOM engine, you could not have a bridge (or a "sector over a sector"), the engine was coded this way for speed on the crappy 386 computers of the time. Some modern source ports redo the entire game in openGL and include the ability to make sectors over sectors. However, this book will still teach you basic concepts like how to make everything you'll find in the original DOOM.WAD or DOOM2.WAD. If you have no idea where to start, you'll like this book.
The tools it mentions and/or includes on the CD are a complete waste. NWT is a DOS based resource editor which no one uses anymore, in favour of XWE. The various map making tools are all archaic and suck, go with Doom Builder. For a modern source port, try ZDOOM or DooM Legacy. Of course, maps made for vanilla doom are always good too because they work in anything, but some source ports have some incredible features that the map will feel lacking without.
Bottom line: Use this book to keep from bad mapping habbits, make great base maps, but use modern tools and source ports to make a real modern level.