A Quake Map Editor
QuakeED 3.2 is a somewhat arbitrarily-numbered member of the family of Quake level editors that inherit from id software's original in-house tool. I took over a dead branch that I actually liked using despite its bugginess and missing functionality, and began fixing said things to have access to a customizable editor I could add new features to as soon as I needed them.
Currently, only Windows builds are available, and only Quake is supported.
August 21, 2021: The latest version is 3.2.54. See the revision history for what's new in this build.
Additions and Fixes
- Big rewrite of undo/redo and editor commands in general: undo anything without fear
- Setting up game/mod configurations is much more intuitive and foolproof, especially on first run
- Much more robust entity editor: properly handles multiple selections, changes to selection, and classname changes
- Much better handling of 'hacked' point entities with brush ent classnames and vice versa
- Paint selection (shift click and drag to select on mouseover) in 3D view for both brushes and faces
- Ctrl-click on 'rotate around X/Y/Z' buttons in toolbar to rotate CCWise, shift-click to rotate 180
- Vertex/edge movement supports editing multiple brushes at once
- Vertex/edge movement supports selecting and moving multiple verts/edges at once
- Vertex/edge movement modes now matched by a face movement mode
- Clip tool can be used in the 3D view
- Draw PolyBrush tool for extruding any concave shape you draw into component convex brushes
- Added alt+LMB+drag in clip tool for Worldcraft-style quick clip
- Non-modal surface editor and texture find/replace dialog: leave them open while-U-map
- Surface editor also handles multiple selections and changes to selection
- Much better handling of textures and wad loading/reloading, especially when wads can't be found
- MMB on a texture in the browser will apply it to the selection without zeroing the alignment
- Decimal values can now be used for texture alignment (at long last, rotate trims 26.56 degrees)
- Brushplane 'side slide' works with a face selection: all selected faces are dragged, no questions asked, in any view
- Added view filters for point entities, brush entities, monsters, triggers, func_details, and hints
- Csg merge upgraded to giftwrap-style merge (called 'convex merge' in Trenchbroom)
- Csg merge works on selected faces for Trenchbroom-style face bridging
- Added czg-pattern cylinder primitives
- Cut, copy, & paste use windows clipboard in id vanilla .map text format
- Set keyvalues in bulk with auto-incrementing suffixes
- Shift-tab to quick-swap camera and grid windows
- Optional WASD fly camera
- Much better memory management (so many malloc's...)
- Tons of bug fixes, speed increases, and small improvements - see complete changelog for more detail
Coming Next, Coming Soon
- Support for the Valve220 map format and non-world-axial projection
- Much needed migration away from Win32 (!) to something portable, 64-bit capable, multithread friendly, and which isn't GTK
- Implement an even vaguely modern renderer (currently still relying on fixed function OpenGL1 in immediate mode)
- Embedded Python 3 interface for scriptable access to QuakeED functionality, inspired by Maya/Blender
- Compile and run from within the editor (in the meantime, I recommend necros's compiler GUI)
Authorship Notes
Some amount of work was done in ~2007 by Basil 'eerie' Nikityuk on the source for QuakeEd 4 (id's Quake2 level editor that evolved from QE2 (their Quake level editor)) turning it into QuakeEd 3.1. I presume this is when the back-port from Quake2 support to Quake support took place. In 2008 a func_msgboard poster named 'sikkpin' took it up, folding in code borrowed from QERadiant and from M. 'Incubus' Milley's QuakeEd 5. I began rewriting it in C++ and modernizing it in 2018, tastefully incrementing the version number to QuakeEd 3.2.