Had a go at JFBuild cause I heared it was quite easy to make maps on, hehe unlucky for me i'm a noob at your build engine map editor.
Seems build has been ported to windows and is very stable could you make a GUI for it, for all us noobs out there who want to make maps for Duke 3D and can't.
Thanks,
Andy at
It has a GUI...
Dewisant at
yes i no but a very east GUI for noobs like the unreal tournament map editor
Awesoken at
Sorry, I have no interest in improving the Build Editor interface. I'm perfectly happy with it the way it is and I have much more useful projects to work on these days.
KillerQ13 at
Dewisant said
yes i no but a very east GUI for noobs like the unreal tournament map editor
I was 10 when Duke Nukem 3D came out and most likely 11 when I started to mess around with Build. Although I had previous experience with Doom map editors, the Build editor was innovative and quite different. "I press Numpad Enter to do what? Awesome!" I found it quite easy to make a simple one sector level, texture it, and add a few monsters right away. Sector effectors were a little harder but reading the documentation and looking at the example maps made it simple. I'd imagine it's even easier these days with online tutorials and such.
Years later, I loaded up the Unreal Tournament editor. Buttons everywhere! It's a GUI nightmare. How is this easy for "n00bs"? I'm familiar with the Worldcraft editor (back before it was the Valve Hammer Editor) and I couldn't figure it out. I was just glad I figured out how to get the music converted back to S3M so I could listen to it.
masterlee at
KillerQ13 said
Years later, I loaded up the Unreal Tournament editor. Buttons everywhere! It's a GUI nightmare. How is this easy for "n00bs"? I'm familiar with the Worldcraft editor (back before it was the Valve Hammer Editor) and I couldn't figure it out. I was just glad I figured out how to get the music converted back to S3M so I could listen to it.
It is like comparing Truespace against 3D Studio Max . Both have there own GUI but what you think is better depend on you. If you get familiar in one of them learning the other GUI would be terrible. You must learn everything from Ground up, all you learned before is for the Trash.
Edited at
Andy at
I think a better comparison is to using different programming languages.
What you already know is not useless, but you need to figure out how to apply it again, which can be tedious.
'nuff said.
Minion at
They're two entirely different engines.
In Unreal (and any other "true 3D" engine for that matter) you're essentially working with primitives during the entire building process. Build has no primitives to work with besides topdown lines.
At best the most that could be done for build would be to set up two windows to view 3D and 2D mode at the same time. Maybe a pulldown menu with SE tags.
Map making in build only looks intimidating. I was practically illiterate when I found Dukeworld at the age of 12 and I still managed to figure it out. Just keep a reference doc handy for the SE tags and you'll do fine.