Was the imp meant to be a common weakling? Was the Cyberdemon meant to be a boss? If the answer to these questions is yes, then very good. There are two ways to see if something truly fits into this staircase the first is seeing if it fits the difficulty the monster was intended for. Cyberdemons have a whopping four times the health of a Baron and is capable of one-shotting the player. Barons are the same as Hell Knights, but double the health, so it stands to reason these would be rarer. Just as dodgeable, but it also has more health to deal with. The Hell Knight, however, is much more damaging. Imps are a bit more powerful but dodgeable, and still common because it's not very strong. At the bottom of this staircase is the Former Human it's very weak, almost incapable of killing the player, and usually placed in groups. Let's look at the basic Former Human, Imp, Hell Knight, Baron of Hell and Cyberdemon. Some monsters are more powerful than others, according to this staircase. In a single-player game like Doom, you balance it according to a progressing staircase. How do you decide a weapon does too much damage? Or if a monster has too much health? What are you balancing it against? In a multiplayer game like Quake 3, you balance it with the other weapons because each item is readily available, they should be equally useful in general. In first-person shooters, things aren't any easier to see if they're balanced. Blizzard Entertainment tweaked Starcraft 1 for years to make sure it was balanced, and it appears they're doing the same with Starcraft 2. Balance issues are not always clear it takes testing in real game conditions to make sure, but it is worth the work to make sure a game or mod is the best it can be. If one faction is too powerful, then that scale tips and the game is unbalanced. See Editor keys for a centralized full list.Here's a subject apparently few users grasp sufficiently: Balance.īalance mostly deals with different factions in strategy games like Starcraft or Age of Empires, where each faction has its own strengths and weaknesses, but they have to remain balanced on the stereotypical scale. GZDB and GZDB-BF also include parsers for MAPINFO and ZScript, and editor keys can be read if they are in an actor's Default block. Additional information can be conveyed with keys in the form of special comments inserted within an actor's declaration block. UDB requires at least OpenGL 3.3 capability to run, whereas GZDB-BF, like other DB2 forks, rely on Direct3D.īoth versions of Doom Builder include a DECORATE parser used to obtain relevant information (such as editor number, Radius, Height, Scale, and so on) from custom actors. UDB has a native 64-bit build with several performance optimizations, better Linux compatibility, and an improved OpenGL-based 3D mode. It boasts enhanced support for ZDoom features such as showing slopes, 3D floors, and dynamic lights in visual mode, displaying models, and parsing MAPINFO, GLDEFS and MODELDEF lumps in addition to DECORATE to obtain the data it needs to give an accurate preview of the level in 3D mode.Ī fork of GZDoom Builder mainly meant to keep the editor up-to-date with the latest GZDoom once the author of GZDB left the community.Ī continuation and rebranding of GZDoom Builder-Bugfix that on top of having all the original GZDB features, includes a slew of new features such as ZScript support, visual attenuated lights and spotlights support, and Doom 64-style sector color support. It cannot be used to edit maps in the formats supported by ZDoom.Īnother fork of DB2 specialized on creating maps for ZDoom and GZDoom. It has been replaced by GZDoom Builder, which does not use it.Ī fork of DB2 specialized on creating maps for Doom64 EX. NET Framework 3.5 installed within the system - regardless of the Microsoft Windows version.Ī fork of DB2 intended to update and maintain the DB2 workflow and interface without drastic changes.Īn alternate version of the 3D visual mode, which was never completed. Doom Builder 2 requires, at minimum, Microsoft Windows XP, but it is crucial to have Microsoft. It is able to parse DECORATE lumps to find custom actors, and also supports graphics defined in TEXTURES.Ī complete rewrite in C#, DB2 (or Doom Builder 2) was the first map editor to support UDMF in addition to the older binary map formats. It can be used to create maps in the Doom and Hexen formats but it is generally outdated and unsupported. It can run on Windows 98, 2000, or XP, but not on newer versions of Windows (Vista, 7 and above). The original Doom Builder was written mostly in Visual Basic.
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