MetHy, on 20 April 2014 - 06:46 AM, said:
Okay thanks; more noob questions if I make a map with gzdoom builder, will it automatically be incompatible with vanilla doom?
Depends on which map format you use - there are preset configs you can choose (you have to select the IWAD first), at least in the standard Doom builder. Vanilla format is very limiting, so if you're aiming for compatibility with most source ports, use Boom format. I think it's possible to use this map format and still use GZDoom's lights (They will be ignored in other ports), but you can forget about 3d floors for example.
MetHy, on 20 April 2014 - 02:10 AM, said:
If anybody knows, my questions are simple so far : is it possible to shrink/enlarge textures like in Build ? is it possible to align your floor/ceiling textures? Because I can't find out how to do that in Doombuiler2 but now that I think of it, it might not be possible at all? Is there a better mapping program than doombuilder2?
One thing that you have to get used to, is that opposite to Build, in Doom, your textures will most likely stay in 1:1 scale. From what I know, you can't scale textures and align floors in Boom(Unless you place an offset version of the floor texture/"flat" in your wad), Zdoom does though. Not sure how it looks in UDMF, but in the older Zdoom format (Doom in Hexen) aligning floor & ceiling textures was done through scripts. Scaling textures might be possible too, but I'm not sure about that - it's been a while since I've did some actual mapping, but I don't recall such a feature. One thing that I'm sure of, is that you can define a texture with a specific scale in the
textures lump, much like defining textures in the .def file.