> What doom mapmaking needs is higher level tools. Like a tunnel kit. Just plug together pipes and fittings. Or crank out mazes generatively.
You're describing the contemporary Unreal Engine, which was "solid by default, carve out the space" kind of a thing. GtkRadiant (the id tech 3/4 editor) had all the basic CSG operations built in, so you could theoretically carve out spaces, but Radiant's CSG was widely regarded as "evil" - I never found out why.
You're describing the contemporary Unreal Engine, which was "solid by default, carve out the space" kind of a thing. GtkRadiant (the id tech 3/4 editor) had all the basic CSG operations built in, so you could theoretically carve out spaces, but Radiant's CSG was widely regarded as "evil" - I never found out why.