Thread:Deathstalker666/@comment-1915529-20140221183807/@comment-3547390-20140630192109

That is rather interesting, but the level itself is rather dull in gameplay and even somewhat in look. Good experiment, bad in playability.

Almost every FM could have the same thing. If you want the patience to create maps, just start doing such. My problem is sticking to one engine, I keep wanting to do everything and end up broadening myself so much that I am not proficient with any of these engines. It depends if it takes time and detail based on the complexity or care used to design the map.

DromED is a nightmare. Every instability drives me insane and every bypass leads to further problems. That editor requires you to do so much more than the average editor. Yet it is good to edit for that engine just for the challenge of doing such.

Unreal Edit is a pretty good editor, though I will say that bot pathfinding can be a pain based on experience. I couldn't get them to navigate a simple three room area without running into walls no matter how detailed the path.

Doom Builder 2 is quite a unqiue experience at an editor. While I like it and feel that it would be good for editors to play with, I just can't get into it as it is still subtractive.

So... go with Radiant. It is additive, which is the future of mapping, and allows for a lot more attention to detail in a lot less time. It was much easier to create a remake of E1M1 in an additive versus a subtractive.

Speaking of which, I need to get back to DromEd. Thanks for reminding me!