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		<id>https://3dfxdev.net/edgewiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RUNSABER</id>
		<title>3DGE Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://3dfxdev.net/edgewiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RUNSABER"/>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Special:Contributions/RUNSABER"/>
		<updated>2026-06-06T08:53:16Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=675</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=675"/>
				<updated>2017-11-13T17:33:31Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Edited intro paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] for Doom, aiming to enhance the game with randomized content in the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3DGE Modifications]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Flow_Control&amp;diff=502</id>
		<title>Flow Control</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Flow_Control&amp;diff=502"/>
				<updated>2016-07-24T22:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: /* List of commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
These commands control the flow of RTS scripts. They let you jump around the script, make the script temporarily go to sleep, and cause other scripts to be enabled or disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of commands ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[JUMP]]'''&lt;br /&gt;
&lt;br /&gt;
For jumping from one part of your script to another.&lt;br /&gt;
&lt;br /&gt;
'''[[LABEL]]&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Define a part of script to jump to.&lt;br /&gt;
&lt;br /&gt;
'''[[DISABLE_SCRIPT]]''' &lt;br /&gt;
&lt;br /&gt;
Use this in a script to disable another script.&lt;br /&gt;
&lt;br /&gt;
'''[[ENABLE_SCRIPT]]''' &lt;br /&gt;
&lt;br /&gt;
Use this in a script to enable another script.&lt;br /&gt;
&lt;br /&gt;
'''[[SLEEP]]''' &lt;br /&gt;
&lt;br /&gt;
Temporarily disable a script until it's called again.&lt;br /&gt;
&lt;br /&gt;
'''[[WAIT]]''' &lt;br /&gt;
&lt;br /&gt;
Pauses the script for a fixed time period.&lt;br /&gt;
&lt;br /&gt;
'''[[RETRIGGER]]''' &lt;br /&gt;
&lt;br /&gt;
Causes the conditions that activated a trigger to be re-checked.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Flow_Control&amp;diff=501</id>
		<title>Flow Control</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Flow_Control&amp;diff=501"/>
				<updated>2016-07-24T22:35:17Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot; ---- These commands control the flow of RTS scripts. They let you jump around the script, make the script temporarily go to sleep, and cause other scripts to be enabled or di...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
These commands control the flow of RTS scripts. They let you jump around the script, make the script temporarily go to sleep, and cause other scripts to be enabled or disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of commands ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[JUMP]]'''&lt;br /&gt;
&lt;br /&gt;
For jumping from one part of your script to another.&lt;br /&gt;
&lt;br /&gt;
'''[[LABEL]]&lt;br /&gt;
'''&lt;br /&gt;
Define a part of script to jump to.&lt;br /&gt;
&lt;br /&gt;
'''[[DISABLE_SCRIPT]]''' &lt;br /&gt;
&lt;br /&gt;
Use this in a script to disable another script.&lt;br /&gt;
&lt;br /&gt;
'''[[ENABLE_SCRIPT]]''' &lt;br /&gt;
&lt;br /&gt;
Use this in a script to enable another script.&lt;br /&gt;
&lt;br /&gt;
'''[[SLEEP]]''' &lt;br /&gt;
&lt;br /&gt;
Temporarily disable a script until it's called again.&lt;br /&gt;
&lt;br /&gt;
'''[[WAIT]]''' &lt;br /&gt;
&lt;br /&gt;
Pauses the script for a fixed time period.&lt;br /&gt;
&lt;br /&gt;
'''[[RETRIGGER]]''' &lt;br /&gt;
&lt;br /&gt;
Causes the conditions that activated a trigger to be re-checked.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=TAGGED_USE&amp;diff=500</id>
		<title>TAGGED USE</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=TAGGED_USE&amp;diff=500"/>
				<updated>2016-07-24T22:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== TAGGED_USE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
This make a radius trigger script run only while the player is within the radius and is pressing the USE key.&lt;br /&gt;
&lt;br /&gt;
NOTE: you may need to add the '''TAGGED_INDEPENDENT''' property to your script, especially if it has any '''WAIT''' commands, otherwise the script stops running as soon as the player lets go of the USE key.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
This radius trigger script will fire off once if we are inside it and press the USE button.&lt;br /&gt;
&lt;br /&gt;
// message when we look at something&lt;br /&gt;
&lt;br /&gt;
RECT_TRIGGER 652 1440 780 1456&lt;br /&gt;
  TAGGED_USE&lt;br /&gt;
&lt;br /&gt;
  TIP &amp;quot;Nothing of interest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
END_RADIUS_TRIGGER&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=TAGGED_USE&amp;diff=499</id>
		<title>TAGGED USE</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=TAGGED_USE&amp;diff=499"/>
				<updated>2016-07-24T22:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: This make a radius trigger script run only while the player is within the radius and is pressing the USE key.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== TAGGED_USE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
This make a radius trigger script run only while the player is within the radius and is pressing the USE key.&lt;br /&gt;
&lt;br /&gt;
NOTE: you may need to add the '''TAGGED_INDEPENDENT''' property to your script, especially if it has any '''WAIT''' commands, otherwise the script stops running as soon as the player lets go of the USE key.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
This radius trigger script will fire off once if we are inside it and press the USE button.&lt;br /&gt;
&lt;br /&gt;
// message when we look at something&lt;br /&gt;
RECT_TRIGGER 652 1440 780 1456&lt;br /&gt;
  TAGGED_USE&lt;br /&gt;
&lt;br /&gt;
  TIP &amp;quot;Nothing of interest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
END_RADIUS_TRIGGER&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=498</id>
		<title>ON CONDITION</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=498"/>
				<updated>2016-07-24T22:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Usage:'''&lt;br /&gt;
&lt;br /&gt;
ON_CONDITION &amp;lt;condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON_HEIGHT.&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Condition&amp;gt; is either something that the player is holding:&lt;br /&gt;
&lt;br /&gt;
HEALTH(num)&lt;br /&gt;
&lt;br /&gt;
ARMOUR(num)&lt;br /&gt;
&lt;br /&gt;
BULLETS(num) -- and other ammo types&lt;br /&gt;
&lt;br /&gt;
GREEN_ARMOUR(num) -- and other armour types&lt;br /&gt;
&lt;br /&gt;
KEY_BLUECARD -- and the other keys&lt;br /&gt;
&lt;br /&gt;
CHAINGUN -- and other weapons&lt;br /&gt;
&lt;br /&gt;
POWERUP_PARTINVIS(num) -- and other powerups or it is something the player is doing:&lt;br /&gt;
&lt;br /&gt;
WALKING&lt;br /&gt;
&lt;br /&gt;
SWIMMING&lt;br /&gt;
&lt;br /&gt;
JUMPING&lt;br /&gt;
&lt;br /&gt;
CROUCHING&lt;br /&gt;
&lt;br /&gt;
ATTACKING&lt;br /&gt;
&lt;br /&gt;
RAMPAGING&lt;br /&gt;
&lt;br /&gt;
USING&lt;br /&gt;
&lt;br /&gt;
For health, ammo, armour and powerup conditions, the value (in brackets) is optional. When present it is the minimum needed to activate the trigger. For example: HEALTH(50) requires health 50 or higher to run. Without a value, the trigger activates with &amp;quot;any value above zero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any condition can be prefixed with &amp;quot;NOT_&amp;quot;, which negates the condition, e.g. NOT_KEY_REDSKULL means that the trigger will only run when the player doesn't have the red skull key. This also works with values, for example: NOT_HEALTH(50) requires health below 50 to run.&lt;br /&gt;
&lt;br /&gt;
Multiple ON_CONDITION lines can be used in each trigger script, and they all have to be satisfied before the trigger will run.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&lt;br /&gt;
This radius trigger script checks to see if the player has too much armour for a certain map.&lt;br /&gt;
&lt;br /&gt;
RADIUS_TRIGGER 0 0 -1&lt;br /&gt;
&lt;br /&gt;
  // only runs if player has 200% blue armour&lt;br /&gt;
  ON_CONDITION BLUE_ARMOUR(200)&lt;br /&gt;
&lt;br /&gt;
  TIP &amp;quot;I think you used IDKFA!&amp;quot;&lt;br /&gt;
  WAIT 3&lt;br /&gt;
&lt;br /&gt;
  TIP &amp;quot;Goodbye cheater!&amp;quot;&lt;br /&gt;
  DAMAGE_PLAYER 1000&lt;br /&gt;
&lt;br /&gt;
END_RADIUS_TRIGGER&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=497</id>
		<title>ON CONDITION</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=497"/>
				<updated>2016-07-24T22:24:00Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Usage:'''&lt;br /&gt;
&lt;br /&gt;
ON_CONDITION &amp;lt;condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON_HEIGHT.&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Condition&amp;gt; is either something that the player is holding:&lt;br /&gt;
&lt;br /&gt;
HEALTH(num)&lt;br /&gt;
&lt;br /&gt;
ARMOUR(num)&lt;br /&gt;
&lt;br /&gt;
BULLETS(num) -- and other ammo types&lt;br /&gt;
&lt;br /&gt;
GREEN_ARMOUR(num) -- and other armour types&lt;br /&gt;
&lt;br /&gt;
KEY_BLUECARD -- and the other keys&lt;br /&gt;
&lt;br /&gt;
CHAINGUN -- and other weapons&lt;br /&gt;
&lt;br /&gt;
POWERUP_PARTINVIS(num) -- and other powerups or it is something the player is doing:&lt;br /&gt;
&lt;br /&gt;
WALKING&lt;br /&gt;
&lt;br /&gt;
SWIMMING&lt;br /&gt;
&lt;br /&gt;
JUMPING&lt;br /&gt;
&lt;br /&gt;
CROUCHING&lt;br /&gt;
&lt;br /&gt;
ATTACKING&lt;br /&gt;
&lt;br /&gt;
RAMPAGING&lt;br /&gt;
&lt;br /&gt;
USING&lt;br /&gt;
&lt;br /&gt;
For health, ammo, armour and powerup conditions, the value (in brackets) is optional. When present it is the minimum needed to activate the trigger. For example: HEALTH(50) requires health 50 or higher to run. Without a value, the trigger activates with &amp;quot;any value above zero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any condition can be prefixed with &amp;quot;NOT_&amp;quot;, which negates the condition, e.g. NOT_KEY_REDSKULL means that the trigger will only run when the player doesn't have the red skull key. This also works with values, for example: NOT_HEALTH(50) requires health below 50 to run.&lt;br /&gt;
&lt;br /&gt;
Multiple ON_CONDITION lines can be used in each trigger script, and they all have to be satisfied before the trigger will run.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&lt;br /&gt;
This radius trigger script checks to see if the player has too much armour for a certain map.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=496</id>
		<title>ON CONDITION</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=496"/>
				<updated>2016-07-24T22:22:36Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usage:&lt;br /&gt;
ON_CONDITION &amp;lt;condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON_HEIGHT.&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&amp;lt;Condition&amp;gt; is either something that the player is holding:&lt;br /&gt;
&lt;br /&gt;
HEALTH(num)&lt;br /&gt;
&lt;br /&gt;
ARMOUR(num)&lt;br /&gt;
&lt;br /&gt;
BULLETS(num) -- and other ammo types&lt;br /&gt;
&lt;br /&gt;
GREEN_ARMOUR(num) -- and other armour types&lt;br /&gt;
&lt;br /&gt;
KEY_BLUECARD -- and the other keys&lt;br /&gt;
&lt;br /&gt;
CHAINGUN -- and other weapons&lt;br /&gt;
&lt;br /&gt;
POWERUP_PARTINVIS(num) -- and other powerups or it is something the player is doing:&lt;br /&gt;
&lt;br /&gt;
WALKING&lt;br /&gt;
&lt;br /&gt;
SWIMMING&lt;br /&gt;
&lt;br /&gt;
JUMPING&lt;br /&gt;
&lt;br /&gt;
CROUCHING&lt;br /&gt;
&lt;br /&gt;
ATTACKING&lt;br /&gt;
&lt;br /&gt;
RAMPAGING&lt;br /&gt;
&lt;br /&gt;
USING&lt;br /&gt;
&lt;br /&gt;
For health, ammo, armour and powerup conditions, the value (in brackets) is optional. When present it is the minimum needed to activate the trigger. For example: HEALTH(50) requires health 50 or higher to run. Without a value, the trigger activates with &amp;quot;any value above zero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any condition can be prefixed with &amp;quot;NOT_&amp;quot;, which negates the condition, e.g. NOT_KEY_REDSKULL means that the trigger will only run when the player doesn't have the red skull key. This also works with values, for example: NOT_HEALTH(50) requires health below 50 to run.&lt;br /&gt;
&lt;br /&gt;
Multiple ON_CONDITION lines can be used in each trigger script, and they all have to be satisfied before the trigger will run.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
This radius trigger script checks to see if the player has too much armour for a certain map.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=495</id>
		<title>ON CONDITION</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_CONDITION&amp;diff=495"/>
				<updated>2016-07-24T22:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot;Usage: ON_CONDITION &amp;lt;condition&amp;gt;  Description: Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usage:&lt;br /&gt;
ON_CONDITION &amp;lt;condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON_HEIGHT.&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&amp;lt;Condition&amp;gt; is either something that the player is holding:&lt;br /&gt;
&lt;br /&gt;
HEALTH(num)&lt;br /&gt;
ARMOUR(num)&lt;br /&gt;
BULLETS(num) -- and other ammo types&lt;br /&gt;
GREEN_ARMOUR(num) -- and other armour types&lt;br /&gt;
KEY_BLUECARD -- and the other keys&lt;br /&gt;
CHAINGUN -- and other weapons&lt;br /&gt;
POWERUP_PARTINVIS(num) -- and other powerups&lt;br /&gt;
or it is something the player is doing:&lt;br /&gt;
WALKING&lt;br /&gt;
SWIMMING&lt;br /&gt;
JUMPING&lt;br /&gt;
CROUCHING&lt;br /&gt;
ATTACKING&lt;br /&gt;
RAMPAGING&lt;br /&gt;
USING&lt;br /&gt;
For health, ammo, armour and powerup conditions, the value (in brackets) is optional. When present it is the minimum needed to activate the trigger. For example: HEALTH(50) requires health 50 or higher to run. Without a value, the trigger activates with &amp;quot;any value above zero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any condition can be prefixed with &amp;quot;NOT_&amp;quot;, which negates the condition, e.g. NOT_KEY_REDSKULL means that the trigger will only run when the player doesn't have the red skull key. This also works with values, for example: NOT_HEALTH(50) requires health below 50 to run.&lt;br /&gt;
&lt;br /&gt;
Multiple ON_CONDITION lines can be used in each trigger script, and they all have to be satisfied before the trigger will run.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
This radius trigger script checks to see if the player has too much armour for a certain map.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_HEIGHT&amp;diff=494</id>
		<title>ON HEIGHT</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_HEIGHT&amp;diff=494"/>
				<updated>2016-07-24T22:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot;Usage: ON_HEIGHT &amp;lt;low z&amp;gt; &amp;lt;high z&amp;gt; [sector]  Description: Use this to activate a line trigger when a sectors floor or ceiling is within the specified height.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usage:&lt;br /&gt;
ON_HEIGHT &amp;lt;low z&amp;gt; &amp;lt;high z&amp;gt; [sector]&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Use this to activate a line trigger when a sectors floor or ceiling is within the specified height.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_DEATH&amp;diff=493</id>
		<title>ON DEATH</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=ON_DEATH&amp;diff=493"/>
				<updated>2016-07-24T22:19:29Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: This will cause a trigger to not activate until all things of &amp;lt;ThingID&amp;gt; are killed or removed from the map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== #ON_DEATH Conditions ==&lt;br /&gt;
&lt;br /&gt;
ON_DEATH is a condition used in RTS that causes scripts to activate upon the death or removal of a specified thing or object. This can be used not only for monsters, but players, decorations or a weapon if you see fit to do such things. RTS enhances DDF even more by adding certain conditions for scripts.&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
ON_DEATH &amp;lt;ThingID&amp;gt; [count]&lt;br /&gt;
&lt;br /&gt;
''Your code will look like this: ON_DEATH Mancubus 4''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
This will cause a trigger to not activate until all things of &amp;lt;ThingID&amp;gt; are killed or removed from the map.&lt;br /&gt;
&lt;br /&gt;
Let's say you wanted a sector to rise after killing Demons within the radius of a trigger script. You'd assign the Demons to the condition of death.&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&amp;lt;ThingID&amp;gt; can be the name or number from THINGS.DDF, like IMP or 3001.&lt;br /&gt;
&lt;br /&gt;
The optional [count] is a numerical value which causes a counter based on how many &amp;lt;ThingID&amp;gt; are left to kill. If used, the values should be greatest to lowest as you read down your script.&lt;br /&gt;
&lt;br /&gt;
'''Example:&lt;br /&gt;
'''&lt;br /&gt;
***&lt;br /&gt;
START_MAP MAP01&lt;br /&gt;
&lt;br /&gt;
  RADIUS_TRIGGER 0 0 -1&lt;br /&gt;
    ON_DEATH IMP 1 // runs when only 1 Imp is left alive&lt;br /&gt;
    TIP &amp;quot;Only 1 Imp left!&amp;quot;&lt;br /&gt;
  END_RADIUS_TRIGGER&lt;br /&gt;
&lt;br /&gt;
  RADIUS_TRIGGER 0 0 -1&lt;br /&gt;
    // since we don't specify a count, ALL imps must be killed&lt;br /&gt;
    ON_DEATH IMP&lt;br /&gt;
    TIP &amp;quot;All Imps killed!&amp;quot;&lt;br /&gt;
  END_RADIUS_TRIGGER&lt;br /&gt;
&lt;br /&gt;
END_MAP&lt;br /&gt;
***&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=491</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=491"/>
				<updated>2016-07-22T00:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: RUNSABER moved page 3DGE Wiki:DAMNED to DAMNED&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3DGE Modifications]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=3DGE_Wiki:DAMNED&amp;diff=492</id>
		<title>3DGE Wiki:DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=3DGE_Wiki:DAMNED&amp;diff=492"/>
				<updated>2016-07-22T00:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: RUNSABER moved page 3DGE Wiki:DAMNED to DAMNED&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DAMNED]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=489</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=489"/>
				<updated>2016-07-22T00:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: RUNSABER moved page DAMNED - Gameplay &amp;amp; Randomizer to 3DGE Wiki:DAMNED&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3DGE Modifications]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED_-_Gameplay_%26_Randomizer&amp;diff=490</id>
		<title>DAMNED - Gameplay &amp; Randomizer</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED_-_Gameplay_%26_Randomizer&amp;diff=490"/>
				<updated>2016-07-22T00:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: RUNSABER moved page DAMNED - Gameplay &amp;amp; Randomizer to 3DGE Wiki:DAMNED&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[3DGE Wiki:DAMNED]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=488</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=488"/>
				<updated>2016-07-22T00:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3DGE Modifications]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Category:WADs_created_for_3DGE&amp;diff=487</id>
		<title>Category:WADs created for 3DGE</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Category:WADs_created_for_3DGE&amp;diff=487"/>
				<updated>2016-07-22T00:47:33Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: /* 3DGE Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3DGE Modifications ==&lt;br /&gt;
&lt;br /&gt;
Contained in this article are a list of known (active) 3DGE-only modifications. Most of these will not work unless you are using version 2.0.1 or higher. Clicking the link will take you to a more detailed article of the modification. These require the presence of the original DOOM IWADS.&lt;br /&gt;
&lt;br /&gt;
*: [[Immoral Conduct 2: Riot Insitagor]]&lt;br /&gt;
&lt;br /&gt;
*: [[Abrasion]]&lt;br /&gt;
&lt;br /&gt;
*: [[DOOM Forever]]&lt;br /&gt;
&lt;br /&gt;
*: [[3HTP - High Res Pack]]&lt;br /&gt;
&lt;br /&gt;
*: [[3DGE 64]]&lt;br /&gt;
&lt;br /&gt;
*: [[RSL Sytlized]]&lt;br /&gt;
&lt;br /&gt;
*: [[Astral Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
*: [[DAMNED]]&lt;br /&gt;
&lt;br /&gt;
*: [[Wolfen3DGE]]&lt;br /&gt;
&lt;br /&gt;
==Games using the 3DGE engine==&lt;br /&gt;
&lt;br /&gt;
Below are games that use the 3DGE technology but have no reliance on DOOM or its data.&lt;br /&gt;
&lt;br /&gt;
*: [[Hypertension: Harmony of Darkness]]&lt;br /&gt;
&lt;br /&gt;
*: [[SLaVE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=486</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=486"/>
				<updated>2016-07-22T00:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WADS created for 3DGE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=485</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=485"/>
				<updated>2016-07-22T00:45:55Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WADS for 3DGE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=484</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=484"/>
				<updated>2016-07-22T00:45:27Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxMod&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WADS for 3DGE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=483</id>
		<title>DAMNED</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=DAMNED&amp;diff=483"/>
				<updated>2016-07-22T00:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot;{{InfoboxSourcePort |title = DAMNED |Modder = RUNSABER |logo = File:mdoom.png |status = Released |platform = 3DGE |license = Creative Commons }}'''DAMNED''' is a [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxSourcePort&lt;br /&gt;
|title = DAMNED&lt;br /&gt;
|Modder = [[RUNSABER]]&lt;br /&gt;
|logo = [[File:mdoom.png]]&lt;br /&gt;
|status = Released&lt;br /&gt;
|platform = 3DGE&lt;br /&gt;
|license = [[Creative Commons]]&lt;br /&gt;
}}'''DAMNED''' is a [[mod]] of Doom, as well as to enhance the definitive experience DOOM in it's raw nature provides. The mod aims to enhance Doom by adding random spawners to the sandbox that allows for an even more addictive arcade adventure. Including the original roster of enemies and weapons, DAMNED adds an addition slew of weapons which complement the originals to slay the opposition with fierce determination.&lt;br /&gt;
&lt;br /&gt;
* Works for Ultimate Doom, Doom II &amp;amp; Final Doom.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
* 17+ weapons, with enhanced and upgradeable counterparts&lt;br /&gt;
* &amp;quot;Greater&amp;quot; pickups, such as greater health and defense bonuses&lt;br /&gt;
* Alternate attack and variants for enemy monsters&lt;br /&gt;
* New powerups, such as the Assist &amp;amp; Ultra Sphere&lt;br /&gt;
* Limit caps on health and armor can be surpassed with bonuses and powerups&lt;br /&gt;
* Minor special and cosmetic effects&lt;br /&gt;
* Spawners shift the rotation of enemies, items and weapons&lt;br /&gt;
* Multiplayer Support&lt;br /&gt;
* New sounds and effects for weapons&lt;br /&gt;
* Perfect for vanilla and boom-compatible PWADS&lt;br /&gt;
* Radius Scripting used for item pickups&lt;br /&gt;
* New Boss variants, Tech Mastermind and The Cardinal&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Pistol: Standard 9mm handgun, fires slightly faster.&lt;br /&gt;
*Chainsaw: Single-bladed cutting chainsaw. Get close to saw enemies to death.&lt;br /&gt;
*Dual Chainsaw: Dual-bladed chainsaw. Saws enemies faster and with slightly more damage.&lt;br /&gt;
*Shotgun: Pump-action shotgun. Slow, but powerful.&lt;br /&gt;
*Assault Shotgun: Underbarrel shotgun with a faster rate of fire and alternate three-burst fire function.&lt;br /&gt;
*Super Shotgun: Double-barrel break-action shotgun. Suitable for close quarters combat.&lt;br /&gt;
*Hell's Retriever: A tri-barreled rotary shotgun. Uses explosive shells for incendiary damage.&lt;br /&gt;
*Submachine Gun: Standard infantry machine gun. Does small damage but stuns enemies.&lt;br /&gt;
*Phantom: Elite rifle for the wetwork troops. Stronger and more powerful than the Submachine Gun. Reloads after 30 rounds.&lt;br /&gt;
*Heavy Chaingun: Chaingun that fires slower than machine guns but packs more punch.&lt;br /&gt;
*Rocket Launcher: Missile Launcher that fires rockets.&lt;br /&gt;
*Twin Launcher: A missile launcher than fires two volleys of rockets. Uses two rockets per fire.&lt;br /&gt;
*Grenade Launcher: Small, break-action launcher that fires bouncing grenades.&lt;br /&gt;
*Super Grenade Launcher: Rotating barrel launcher that fires consecutive rounds of grenades.&lt;br /&gt;
*Plasma Rifle: A energy rifle that fires balls of plasma.&lt;br /&gt;
*Rail Gun: A gauss-powered energy rifle that fires electromagnetic slugs of plasma at high speeds. Tunnels through targets.&lt;br /&gt;
*BFG9000: Some hunk of technology that fires a gamma burst of plasma.&lt;br /&gt;
*Pluto's Bane: A devastating piece of technology that fires dark matter.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*Health Bonus: +1 HP&lt;br /&gt;
*Greater Health Bonus: +5 HP&lt;br /&gt;
*Armor Bonus: +1 AP&lt;br /&gt;
*Armor Shard: +5 AP&lt;br /&gt;
*Phase Orb: Gives health, and ammo upon pickup.&lt;br /&gt;
*Lesser Armor: Gives +50 AP upon pickup.&lt;br /&gt;
*Jade Armor: Gives +100 AP and standard resistance.&lt;br /&gt;
*Sapphire Armor: Gives +200 AP and double resistance.&lt;br /&gt;
*Topaz Armor: Gives 300+ AP and triple resistance.&lt;br /&gt;
*Crimson Armor: Gives 400+ AP and quadruple resistance.&lt;br /&gt;
*Ultra Sphere: Gives +150 HP and breaks HP Limit.&lt;br /&gt;
*Brown Skull: A wonderful collector's item.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mod is also playable through the Doom episodes. You can now find and pick up the Super Shotgun from the Pillager Zombie, but he will not be easy to defeat. The increased arsenal does not make the game relatively easier. Use automatic weapons such as the Submachine Gun or Plasma Rifle to stun and prevent stronger enemies from using their attacks. The Rail Gun and Hell's Retriever can penetrate and tunnel through enemies. Lastly, your bonuses stack up well, do not miss an opportunity to stay healthy with these.  &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.tdgmods.net/smf/viewtopic.php?f=26&amp;amp;t=2589 Forum Discussion Thread]&lt;br /&gt;
* [http://dl.dropboxusercontent.com/u/41220053/DAMNED.7z Download Latest Version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WADS for 3DGE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=File:Mdoom.png&amp;diff=482</id>
		<title>File:Mdoom.png</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=File:Mdoom.png&amp;diff=482"/>
				<updated>2016-07-21T23:29:07Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Category:WADs_created_for_3DGE&amp;diff=481</id>
		<title>Category:WADs created for 3DGE</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Category:WADs_created_for_3DGE&amp;diff=481"/>
				<updated>2016-07-21T23:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: /* 3DGE Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3DGE Modifications ==&lt;br /&gt;
&lt;br /&gt;
Contained in this article are a list of known (active) 3DGE-only modifications. Most of these will not work unless you are using version 2.0.1 or higher. Clicking the link will take you to a more detailed article of the modification. These require the presence of the original DOOM IWADS.&lt;br /&gt;
&lt;br /&gt;
*: [[Immoral Conduct 2: Riot Insitagor]]&lt;br /&gt;
&lt;br /&gt;
*: [[Abrasion]]&lt;br /&gt;
&lt;br /&gt;
*: [[DOOM Forever]]&lt;br /&gt;
&lt;br /&gt;
*: [[3HTP - High Res Pack]]&lt;br /&gt;
&lt;br /&gt;
*: [[3DGE 64]]&lt;br /&gt;
&lt;br /&gt;
*: [[RSL Sytlized]]&lt;br /&gt;
&lt;br /&gt;
*: [[Astral Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
*: [[DAMNED - Gameplay &amp;amp; Randomizer]]&lt;br /&gt;
&lt;br /&gt;
*: [[Wolfen3DGE]]&lt;br /&gt;
&lt;br /&gt;
==Games using the 3DGE engine==&lt;br /&gt;
&lt;br /&gt;
Below are games that use the 3DGE technology but have no reliance on DOOM or its data.&lt;br /&gt;
&lt;br /&gt;
*: [[Hypertension: Harmony of Darkness]]&lt;br /&gt;
&lt;br /&gt;
*: [[SLaVE]]&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=383</id>
		<title>Astral Pathfinder</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=383"/>
				<updated>2015-10-05T09:58:58Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== '''Astral Pathfinder'''==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:featured.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Astral Pathfinder'' is a megawad for '''3DGE''' that follows the story of a unknown marine who is sent on a goose chase in order to hunt down a fellow engineer that is responsible for illegal technological abuse. The mod makes use of 3D floors, dynamic lighting, scripting, cameras, and uses QUACK, a partial gun modification created by Chronoteeth in the style of Quake 1-based weapons. Existing enemies have been given a few changes under the hood, while a few new monsters prove to be worthy adversaries against the new weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Storyline''' ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being sent to a nearby outpost in Garia for breaching military order, you have been locked away in the holding chambers until your superiors decide how to deal with you. A bit uncanny for knuckleheads to discipline their own squad, but no one is willing to fight for anyone or anything in space that doesnt deal with discovery. Or the advancement of mankind for that matter. You fall asleep.... only to be startled by an unexpected explosion on the outpost. The panel in your cell has been ripped from the impact, surging from an exposed core. The axe you've always kept from your lumberyard days on Earth happens to still have some strike in it..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Environments''' ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Astral Pathfinder has a total of five levels, with a few broken down into miniature communes that suits the style of the parent map. You are able to choose your difficulty in the beginning, from easy, to medium, to hard and Master difficulty. There is also tales of a hidden dimension in between the rift caused from teleport fog. Only ancient texts are claimed to have the spill on where or why it exists. The environments range from space outposts, to an abandoned ship, a base on a frozen planet that reveals a laboratory underneath that leads to a hot, melting core. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Weapons''' ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A variety of weapons is at the disposal of the marine, from shotguns, to nail-based weapons, explosives, cell-based technology and the power of lightning itself. You can also power up existing weapons by finding hidden attachments scattered throughout the game. &lt;br /&gt;
&lt;br /&gt;
Melee: Axe&lt;br /&gt;
Description: Your trusty axe, from the lumber days. It doesnt have much on range, but it works in a pinch when the pressure gets too high. Best used against weaker enemies and to save ammo for when you really need it.&lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Short Range: Shotgun&lt;br /&gt;
Description: Standard issue of the squadron, the little puppy boasts a big blast for a good reason. A touch above the axe, use this one to clear individual targets mid-range. Try not to rely on it for distant targets. &lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Long Range: Nailgun&lt;br /&gt;
Description: Who needs rifle ammo when you have all of these nails from the heavy duty aisle? Back on Earth, you'd find them useful for building wooden home frames, but now not only do they shred living AND undead flesh, the damage packs quite a punch. Keep firing, and you will be satisfied from the carnage, yet penalized for the high rate of fire.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Long Range: Grenade Launcher&lt;br /&gt;
Description: When you just cant get the squeeze on a few targets, an arcing disaster should suit your needs. Packed with TNT, and a timer meant for deadly gags, the Grenade Launcher offers a great deal of inertia and thins herds majesticly. Not as powerful as it's cousin, but great for shooting around corners, or blowing weaker monsters to smithereens. Just don't trip over your own grenade.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Short Range: Super Shotgun&lt;br /&gt;
Description: If a scorpion has mandibles the size of a catepillar bulldozer, this would be it - with a blast as much pressure from an industrial vicegrip, this thing puts the super in a shotgun. Uses two shells for double the impact. &lt;br /&gt;
Tier: High&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=382</id>
		<title>Astral Pathfinder</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=382"/>
				<updated>2015-10-05T09:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:http://3dfxdev.net/edgewiki/images/2/2f/Featured.png]|frame|Prologue]&lt;br /&gt;
== Astral Pathfinder==&lt;br /&gt;
Astral Pathfinder is a megawad for 3DGE that follows the story of a unknown marine who is sent on a goose chase in order to hunt down a fellow engineer that is responsible for illegal technological abuse. The mod makes use of 3D floors, dynamic lighting, scripting, cameras, and uses QUACK, a partial gun modification created by Chronoteeth in the style of Quake 1-based weapons. Existing enemies have been given a few changes under the hood, while a few new monsters prove to be worthy adversaries against the new weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
Being sent to a nearby outpost in Garia for breaching military order, you have been locked away in the holding chambers until your superiors decide how to deal with you. A bit uncanny for knuckleheads to discipline their own squad, but no one is willing to fight for anyone or anything in space that doesnt deal with discovery. Or the advancement of mankind for that matter. You fall asleep.... only to be startled by an unexpected explosion on the outpost. The panel in your cell has been ripped from the impact, surging from an exposed core. The axe you've always kept from your lumberyard days on Earth happens to still have some strike in it..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments ==&lt;br /&gt;
Astral Pathfinder has a total of five levels, with a few broken down into miniature communes that suits the style of the parent map. You are able to choose your difficulty in the beginning, from easy, to medium, to hard and Master difficulty. There is also tales of a hidden dimension in between the rift caused from teleport fog. Only ancient texts are claimed to have the spill on where or why it exists. The environments range from space outposts, to an abandoned ship, a base on a frozen planet that reveals a laboratory underneath that leads to a hot, melting core. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
A variety of weapons is at the disposal of the marine, from shotguns, to nail-based weapons, explosives, cell-based technology and the power of lightning itself. You can also power up existing weapons by finding hidden attachments scattered throughout the game. &lt;br /&gt;
&lt;br /&gt;
Melee: Axe&lt;br /&gt;
Description: Your trusty axe, from the lumber days. It doesnt have much on range, but it works in a pinch when the pressure gets too high. Best used against weaker enemies and to save ammo for when you really need it.&lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Short Range: Shotgun&lt;br /&gt;
Description: Standard issue of the squadron, the little puppy boasts a big blast for a good reason. A touch above the axe, use this one to clear individual targets mid-range. Try not to rely on it for distant targets. &lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Long Range: Nailgun&lt;br /&gt;
Description: Who needs rifle ammo when you have all of these nails from the heavy duty aisle? Back on Earth, you'd find them useful for building wooden home frames, but now not only do they shred living AND undead flesh, the damage packs quite a punch. Keep firing, and you will be satisfied from the carnage, yet penalized for the high rate of fire.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Long Range: Grenade Launcher&lt;br /&gt;
Description: When you just cant get the squeeze on a few targets, an arcing disaster should suit your needs. Packed with TNT, and a timer meant for deadly gags, the Grenade Launcher offers a great deal of inertia and thins herds majesticly. Not as powerful as it's cousin, but great for shooting around corners, or blowing weaker monsters to smithereens. Just don't trip over your own grenade.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Short Range: Super Shotgun&lt;br /&gt;
Description: If a scorpion has mandibles the size of a catepillar bulldozer, this would be it - with a blast as much pressure from an industrial vicegrip, this thing puts the super in a shotgun. Uses two shells for double the impact. &lt;br /&gt;
Tier: High&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=381</id>
		<title>Astral Pathfinder</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=381"/>
				<updated>2015-10-05T09:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:http://3dfxdev.net/edgewiki/images/2/2f/Featured.png]|300px|thumb|left|Astral Pathfinder's Prologue]]&lt;br /&gt;
== Astral Pathfinder==&lt;br /&gt;
Astral Pathfinder is a megawad for 3DGE that follows the story of a unknown marine who is sent on a goose chase in order to hunt down a fellow engineer that is responsible for illegal technological abuse. The mod makes use of 3D floors, dynamic lighting, scripting, cameras, and uses QUACK, a partial gun modification created by Chronoteeth in the style of Quake 1-based weapons. Existing enemies have been given a few changes under the hood, while a few new monsters prove to be worthy adversaries against the new weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
Being sent to a nearby outpost in Garia for breaching military order, you have been locked away in the holding chambers until your superiors decide how to deal with you. A bit uncanny for knuckleheads to discipline their own squad, but no one is willing to fight for anyone or anything in space that doesnt deal with discovery. Or the advancement of mankind for that matter. You fall asleep.... only to be startled by an unexpected explosion on the outpost. The panel in your cell has been ripped from the impact, surging from an exposed core. The axe you've always kept from your lumberyard days on Earth happens to still have some strike in it..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments ==&lt;br /&gt;
Astral Pathfinder has a total of five levels, with a few broken down into miniature communes that suits the style of the parent map. You are able to choose your difficulty in the beginning, from easy, to medium, to hard and Master difficulty. There is also tales of a hidden dimension in between the rift caused from teleport fog. Only ancient texts are claimed to have the spill on where or why it exists. The environments range from space outposts, to an abandoned ship, a base on a frozen planet that reveals a laboratory underneath that leads to a hot, melting core. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
A variety of weapons is at the disposal of the marine, from shotguns, to nail-based weapons, explosives, cell-based technology and the power of lightning itself. You can also power up existing weapons by finding hidden attachments scattered throughout the game. &lt;br /&gt;
&lt;br /&gt;
Melee: Axe&lt;br /&gt;
Description: Your trusty axe, from the lumber days. It doesnt have much on range, but it works in a pinch when the pressure gets too high. Best used against weaker enemies and to save ammo for when you really need it.&lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Short Range: Shotgun&lt;br /&gt;
Description: Standard issue of the squadron, the little puppy boasts a big blast for a good reason. A touch above the axe, use this one to clear individual targets mid-range. Try not to rely on it for distant targets. &lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Long Range: Nailgun&lt;br /&gt;
Description: Who needs rifle ammo when you have all of these nails from the heavy duty aisle? Back on Earth, you'd find them useful for building wooden home frames, but now not only do they shred living AND undead flesh, the damage packs quite a punch. Keep firing, and you will be satisfied from the carnage, yet penalized for the high rate of fire.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Long Range: Grenade Launcher&lt;br /&gt;
Description: When you just cant get the squeeze on a few targets, an arcing disaster should suit your needs. Packed with TNT, and a timer meant for deadly gags, the Grenade Launcher offers a great deal of inertia and thins herds majesticly. Not as powerful as it's cousin, but great for shooting around corners, or blowing weaker monsters to smithereens. Just don't trip over your own grenade.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Short Range: Super Shotgun&lt;br /&gt;
Description: If a scorpion has mandibles the size of a catepillar bulldozer, this would be it - with a blast as much pressure from an industrial vicegrip, this thing puts the super in a shotgun. Uses two shells for double the impact. &lt;br /&gt;
Tier: High&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=380</id>
		<title>Astral Pathfinder</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=380"/>
				<updated>2015-10-05T09:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:http://3dfxdev.net/edgewiki/images/2/2f/Featured.png]]&lt;br /&gt;
== Astral Pathfinder==&lt;br /&gt;
Astral Pathfinder is a megawad for 3DGE that follows the story of a unknown marine who is sent on a goose chase in order to hunt down a fellow engineer that is responsible for illegal technological abuse. The mod makes use of 3D floors, dynamic lighting, scripting, cameras, and uses QUACK, a partial gun modification created by Chronoteeth in the style of Quake 1-based weapons. Existing enemies have been given a few changes under the hood, while a few new monsters prove to be worthy adversaries against the new weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
Being sent to a nearby outpost in Garia for breaching military order, you have been locked away in the holding chambers until your superiors decide how to deal with you. A bit uncanny for knuckleheads to discipline their own squad, but no one is willing to fight for anyone or anything in space that doesnt deal with discovery. Or the advancement of mankind for that matter. You fall asleep.... only to be startled by an unexpected explosion on the outpost. The panel in your cell has been ripped from the impact, surging from an exposed core. The axe you've always kept from your lumberyard days on Earth happens to still have some strike in it..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments ==&lt;br /&gt;
Astral Pathfinder has a total of five levels, with a few broken down into miniature communes that suits the style of the parent map. You are able to choose your difficulty in the beginning, from easy, to medium, to hard and Master difficulty. There is also tales of a hidden dimension in between the rift caused from teleport fog. Only ancient texts are claimed to have the spill on where or why it exists. The environments range from space outposts, to an abandoned ship, a base on a frozen planet that reveals a laboratory underneath that leads to a hot, melting core. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
A variety of weapons is at the disposal of the marine, from shotguns, to nail-based weapons, explosives, cell-based technology and the power of lightning itself. You can also power up existing weapons by finding hidden attachments scattered throughout the game. &lt;br /&gt;
&lt;br /&gt;
Melee: Axe&lt;br /&gt;
Description: Your trusty axe, from the lumber days. It doesnt have much on range, but it works in a pinch when the pressure gets too high. Best used against weaker enemies and to save ammo for when you really need it.&lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Short Range: Shotgun&lt;br /&gt;
Description: Standard issue of the squadron, the little puppy boasts a big blast for a good reason. A touch above the axe, use this one to clear individual targets mid-range. Try not to rely on it for distant targets. &lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Long Range: Nailgun&lt;br /&gt;
Description: Who needs rifle ammo when you have all of these nails from the heavy duty aisle? Back on Earth, you'd find them useful for building wooden home frames, but now not only do they shred living AND undead flesh, the damage packs quite a punch. Keep firing, and you will be satisfied from the carnage, yet penalized for the high rate of fire.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Long Range: Grenade Launcher&lt;br /&gt;
Description: When you just cant get the squeeze on a few targets, an arcing disaster should suit your needs. Packed with TNT, and a timer meant for deadly gags, the Grenade Launcher offers a great deal of inertia and thins herds majesticly. Not as powerful as it's cousin, but great for shooting around corners, or blowing weaker monsters to smithereens. Just don't trip over your own grenade.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Short Range: Super Shotgun&lt;br /&gt;
Description: If a scorpion has mandibles the size of a catepillar bulldozer, this would be it - with a blast as much pressure from an industrial vicegrip, this thing puts the super in a shotgun. Uses two shells for double the impact. &lt;br /&gt;
Tier: High&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=File:Featured.png&amp;diff=379</id>
		<title>File:Featured.png</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=File:Featured.png&amp;diff=379"/>
				<updated>2015-10-05T09:42:02Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=378</id>
		<title>Astral Pathfinder</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Astral_Pathfinder&amp;diff=378"/>
				<updated>2015-10-05T09:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot; File:http://dreardev.files.wordpress.com/2015/05/featured.png == Astral Pathfinder== Astral Pathfinder is a megawad for 3DGE that follows the story of a unknown marine wh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:http://dreardev.files.wordpress.com/2015/05/featured.png]]&lt;br /&gt;
== Astral Pathfinder==&lt;br /&gt;
Astral Pathfinder is a megawad for 3DGE that follows the story of a unknown marine who is sent on a goose chase in order to hunt down a fellow engineer that is responsible for illegal technological abuse. The mod makes use of 3D floors, dynamic lighting, scripting, cameras, and uses QUACK, a partial gun modification created by Chronoteeth in the style of Quake 1-based weapons. Existing enemies have been given a few changes under the hood, while a few new monsters prove to be worthy adversaries against the new weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
Being sent to a nearby outpost in Garia for breaching military order, you have been locked away in the holding chambers until your superiors decide how to deal with you. A bit uncanny for knuckleheads to discipline their own squad, but no one is willing to fight for anyone or anything in space that doesnt deal with discovery. Or the advancement of mankind for that matter. You fall asleep.... only to be startled by an unexpected explosion on the outpost. The panel in your cell has been ripped from the impact, surging from an exposed core. The axe you've always kept from your lumberyard days on Earth happens to still have some strike in it..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments ==&lt;br /&gt;
Astral Pathfinder has a total of five levels, with a few broken down into miniature communes that suits the style of the parent map. You are able to choose your difficulty in the beginning, from easy, to medium, to hard and Master difficulty. There is also tales of a hidden dimension in between the rift caused from teleport fog. Only ancient texts are claimed to have the spill on where or why it exists. The environments range from space outposts, to an abandoned ship, a base on a frozen planet that reveals a laboratory underneath that leads to a hot, melting core. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
A variety of weapons is at the disposal of the marine, from shotguns, to nail-based weapons, explosives, cell-based technology and the power of lightning itself. You can also power up existing weapons by finding hidden attachments scattered throughout the game. &lt;br /&gt;
&lt;br /&gt;
Melee: Axe&lt;br /&gt;
Description: Your trusty axe, from the lumber days. It doesnt have much on range, but it works in a pinch when the pressure gets too high. Best used against weaker enemies and to save ammo for when you really need it.&lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Short Range: Shotgun&lt;br /&gt;
Description: Standard issue of the squadron, the little puppy boasts a big blast for a good reason. A touch above the axe, use this one to clear individual targets mid-range. Try not to rely on it for distant targets. &lt;br /&gt;
Tier: Low&lt;br /&gt;
&lt;br /&gt;
Long Range: Nailgun&lt;br /&gt;
Description: Who needs rifle ammo when you have all of these nails from the heavy duty aisle? Back on Earth, you'd find them useful for building wooden home frames, but now not only do they shred living AND undead flesh, the damage packs quite a punch. Keep firing, and you will be satisfied from the carnage, yet penalized for the high rate of fire.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Long Range: Grenade Launcher&lt;br /&gt;
Description: When you just cant get the squeeze on a few targets, an arcing disaster should suit your needs. Packed with TNT, and a timer meant for deadly gags, the Grenade Launcher offers a great deal of inertia and thins herds majesticly. Not as powerful as it's cousin, but great for shooting around corners, or blowing weaker monsters to smithereens. Just don't trip over your own grenade.&lt;br /&gt;
Tier: Mid&lt;br /&gt;
&lt;br /&gt;
Short Range: Super Shotgun&lt;br /&gt;
Description: If a scorpion has mandibles the size of a catepillar bulldozer, this would be it - with a blast as much pressure from an industrial vicegrip, this thing puts the super in a shotgun. Uses two shells for double the impact. &lt;br /&gt;
Tier: High&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=259</id>
		<title>Level editing</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=259"/>
				<updated>2015-03-17T00:00:57Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:edge.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Editing Software ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create levels for 3DGE using Doom Builder 2 &amp;amp; Eureka Editor. If you prefer to use GZDOOM Builder, or a modern level editor, ''you will need to create configuration files for 3DGE''. This also includes configuration files to reference each line, sector and thing function. Doom Builder 2 provides the configurations needed for 3DGE's special features, such as 3D Floors, Deep Water (Swim-able) sectors, Translucency line specials, and many more. &lt;br /&gt;
&lt;br /&gt;
'''Doom Builder 2'''[http://www.doombuilder.com/index.php?p=downloads ]&lt;br /&gt;
&lt;br /&gt;
A well-known interface for editing, it is a great tool to sculpt out your level design. Use this program to lay down your basic layout, place things, set up linedefs/action specials and sector effects. Although these functions are from the previous EDGE, ''here is a list of the actions Doom Builder 2 provides for the engine'':&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EDGE Linedef Specials'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 (400-402) - Thick Extra Floor (Dummy Sector), (Master Upper Texture), (Master Lower Texture)&lt;br /&gt;
&lt;br /&gt;
 (403-408) - Liquid Extra Floor (Solid, 20%, 40%, 60%, 80%, Invisible)&lt;br /&gt;
&lt;br /&gt;
 (409-412) - Translucent Linedef (20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (413-417) - Thin Extra Floor (Opaque, 20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (418-421) - Enable Tagged RTS (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
 &lt;br /&gt;
 (422-429) - Scroll Texture (Right, Up, Down, Left &amp;amp; Up, Left &amp;amp; Down, Right &amp;amp; Up, Right &amp;amp; Down, Fast Lower &amp;amp; Mid Texture (useful for liquid waterfalls))&lt;br /&gt;
&lt;br /&gt;
 (430-433) - Thick Translucent Liquid Extra Floor Scroll (Down, 20%, 40%, 60%, 80%)&lt;br /&gt;
 &lt;br /&gt;
 (434-439) - Raise Floor 2 Units (Also works with RTS) (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (440-441) - Enable Tagged RTS ( [G1]Shoot Once, [GR]Shoot Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (442-453) - Sliding Door (Left, Right, Center, Monsters [can trigger this action], Fast, Switch Once, Switch Repeatable)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE Sector Specials'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
18 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
19 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
20 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
21 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
22 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
23 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
24 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
25 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
26 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
27 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
28 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
29 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
30 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
31 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
32 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
33 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
34 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
35 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
36 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
37 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
38 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
39 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
40 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
41 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
42 = &amp;quot;Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
43 = &amp;quot;Push North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
44 = &amp;quot;Push East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
45 = &amp;quot;Push South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
46 = &amp;quot;Push South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
47 = &amp;quot;Push South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
48 = &amp;quot;Push West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
49 = &amp;quot;Push North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
50 = &amp;quot;Scroll Floor Texture North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
51 = &amp;quot;Scroll Floor Texture North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
52 = &amp;quot;Scroll Floor Texture East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
53 = &amp;quot;Scroll Floor Texture South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
54 = &amp;quot;Scroll Floor Texture South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
55 = &amp;quot;Scroll Floor Texture South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
56 = &amp;quot;Scroll Floor Texture West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
57 = &amp;quot;Scroll Floor Texture North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
58 = &amp;quot;Scroll Floor Texture/Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
59 = &amp;quot;Scroll Floor Texture/Push  North East&amp;quot;;&amp;lt;Br&amp;gt;&lt;br /&gt;
60 = &amp;quot;Scroll Floor Texture/Push  East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
61 = &amp;quot;Scroll Floor Texture/Push  South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
62 = &amp;quot;Scroll Floor Texture/Push  South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
63 = &amp;quot;Scroll Floor Texture/Push  South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
64 = &amp;quot;Scroll Floor Texture/Push  West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
65 = &amp;quot;Scroll Floor Texture/Push  North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
66 = &amp;quot;Blue Hue (Swimable Water)&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
67 = &amp;quot;Green Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
68 = &amp;quot;Green Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
69 = &amp;quot;Red Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
70 = &amp;quot;Red Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE-specific Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
monsters&lt;br /&gt;
{&lt;br /&gt;
	color = 12;	// Light Red&lt;br /&gt;
	arrow = 1;&lt;br /&gt;
	title = &amp;quot;Monsters&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	height = 56;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 1;&lt;br /&gt;
	error = 2;&lt;br /&gt;
	&lt;br /&gt;
	888&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Dog&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4050&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Arachnotron&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4051&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Archvile&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4052&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Baron of Hell&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4053&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Cacodemon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4054&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Heavy weapon dude&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4055&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Demon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4056&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Hell knight&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4057&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Imp&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}		&lt;br /&gt;
	4058&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Mancubus&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4059&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Revenant&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4060&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Shotgun Guy&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4061&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Zombie man&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7100&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Revenant MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7101&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Teleport spawner&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7102&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Arachnotron MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7103&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Mancubus MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powerups&lt;br /&gt;
{&lt;br /&gt;
	color = 9;	// Light Blue&lt;br /&gt;
	arrow = 0;&lt;br /&gt;
	title = &amp;quot;Powerups&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	height = 20;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 0;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	&lt;br /&gt;
	7000&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Nightvision Specs&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;PMAPA0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7020&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Jetpack&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;SUITA0&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that the old EDGE configurations do not include the new armor and key things 3DGE provides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. Alternatively, you can find this information via the &amp;quot;Includes&amp;quot; folder within your Doom Builder &amp;quot;Configurations&amp;quot; folder. All config files can be accessed via Notepad, or your friendly neighborhood text editor. &lt;br /&gt;
&lt;br /&gt;
'''EUREKA Doom Editor 1.07'''[http://eureka-editor.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
A current build of Eureka will provide you with built in configurations. This program was created to work alongside Odamex, Legacy, Boom, Vanilla, and x(Zdoom). The interface is simple, primitive yet powerful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's features. You can find all of the correct, up-to-date actions and specials for 3DGE via &amp;quot;ports&amp;quot; entitled &amp;quot;edge.ugh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Play around with these tools until you discover your learning curve. Using Doom Builder 2 for sketching/detailing, and booting Eureka for it's GL node building and access to the correct features is a fantastic way to gain experience modding for 3DGE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WAD Editors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will require a wad-editing tool for pre/post-production of your mods and levels. If you wish to add custom music, sprites, sounds, graphics, and new texture patches; You have a plethora of assets to choose from:&lt;br /&gt;
&lt;br /&gt;
'''SLumpeD'''[http://slumped.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
An editor of the mid-to-late new millenium (2000s), this tool is a great workspace to understand the structure of WADs, PWADS, IWADS, and a WAD of your own.&lt;br /&gt;
&lt;br /&gt;
'''XWE''' (eXtendable WAD Editor)&lt;br /&gt;
&lt;br /&gt;
A team player in the past endeavors of the Doom Community, XWE was well-used and utilized for it's Colormap features, adding text documents (DDF, DECORATE, DeHackeD, etc.) without functionality loss, even altering color palettes to bring a fresh look to the 256 byte range of color. It's old, but it works.&lt;br /&gt;
&lt;br /&gt;
'''SLADE'''[http://slade.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
You've heard of it, and you're probably using it. SLADE(3) has walked in the footsteps of its predecessors, while functioning to be a well-rounded editor for multiple purposes. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into Doom paletted graphics, easy Texture definitions, it is raveling to have such a versatile interface in your hands. &lt;br /&gt;
&lt;br /&gt;
If you want to use SLADE for WAD Editing, but need XWE for raw lump handling, experiment! &lt;br /&gt;
&lt;br /&gt;
Creating your own world within Doom leaves room for ton of imagination and ideas. Create a run-down tech base, or send your marine into the woods to fight ancient demons whilst braving traps. Creation has given you the 3DGE you need.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=258</id>
		<title>Level editing</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=258"/>
				<updated>2015-03-17T00:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:edge.ppg]]&lt;br /&gt;
Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Editing Software ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create levels for 3DGE using Doom Builder 2 &amp;amp; Eureka Editor. If you prefer to use GZDOOM Builder, or a modern level editor, ''you will need to create configuration files for 3DGE''. This also includes configuration files to reference each line, sector and thing function. Doom Builder 2 provides the configurations needed for 3DGE's special features, such as 3D Floors, Deep Water (Swim-able) sectors, Translucency line specials, and many more. &lt;br /&gt;
&lt;br /&gt;
'''Doom Builder 2'''[http://www.doombuilder.com/index.php?p=downloads ]&lt;br /&gt;
&lt;br /&gt;
A well-known interface for editing, it is a great tool to sculpt out your level design. Use this program to lay down your basic layout, place things, set up linedefs/action specials and sector effects. Although these functions are from the previous EDGE, ''here is a list of the actions Doom Builder 2 provides for the engine'':&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EDGE Linedef Specials'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 (400-402) - Thick Extra Floor (Dummy Sector), (Master Upper Texture), (Master Lower Texture)&lt;br /&gt;
&lt;br /&gt;
 (403-408) - Liquid Extra Floor (Solid, 20%, 40%, 60%, 80%, Invisible)&lt;br /&gt;
&lt;br /&gt;
 (409-412) - Translucent Linedef (20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (413-417) - Thin Extra Floor (Opaque, 20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (418-421) - Enable Tagged RTS (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
 &lt;br /&gt;
 (422-429) - Scroll Texture (Right, Up, Down, Left &amp;amp; Up, Left &amp;amp; Down, Right &amp;amp; Up, Right &amp;amp; Down, Fast Lower &amp;amp; Mid Texture (useful for liquid waterfalls))&lt;br /&gt;
&lt;br /&gt;
 (430-433) - Thick Translucent Liquid Extra Floor Scroll (Down, 20%, 40%, 60%, 80%)&lt;br /&gt;
 &lt;br /&gt;
 (434-439) - Raise Floor 2 Units (Also works with RTS) (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (440-441) - Enable Tagged RTS ( [G1]Shoot Once, [GR]Shoot Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (442-453) - Sliding Door (Left, Right, Center, Monsters [can trigger this action], Fast, Switch Once, Switch Repeatable)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE Sector Specials'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
18 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
19 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
20 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
21 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
22 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
23 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
24 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
25 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
26 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
27 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
28 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
29 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
30 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
31 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
32 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
33 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
34 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
35 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
36 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
37 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
38 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
39 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
40 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
41 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
42 = &amp;quot;Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
43 = &amp;quot;Push North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
44 = &amp;quot;Push East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
45 = &amp;quot;Push South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
46 = &amp;quot;Push South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
47 = &amp;quot;Push South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
48 = &amp;quot;Push West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
49 = &amp;quot;Push North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
50 = &amp;quot;Scroll Floor Texture North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
51 = &amp;quot;Scroll Floor Texture North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
52 = &amp;quot;Scroll Floor Texture East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
53 = &amp;quot;Scroll Floor Texture South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
54 = &amp;quot;Scroll Floor Texture South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
55 = &amp;quot;Scroll Floor Texture South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
56 = &amp;quot;Scroll Floor Texture West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
57 = &amp;quot;Scroll Floor Texture North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
58 = &amp;quot;Scroll Floor Texture/Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
59 = &amp;quot;Scroll Floor Texture/Push  North East&amp;quot;;&amp;lt;Br&amp;gt;&lt;br /&gt;
60 = &amp;quot;Scroll Floor Texture/Push  East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
61 = &amp;quot;Scroll Floor Texture/Push  South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
62 = &amp;quot;Scroll Floor Texture/Push  South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
63 = &amp;quot;Scroll Floor Texture/Push  South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
64 = &amp;quot;Scroll Floor Texture/Push  West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
65 = &amp;quot;Scroll Floor Texture/Push  North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
66 = &amp;quot;Blue Hue (Swimable Water)&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
67 = &amp;quot;Green Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
68 = &amp;quot;Green Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
69 = &amp;quot;Red Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
70 = &amp;quot;Red Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE-specific Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
monsters&lt;br /&gt;
{&lt;br /&gt;
	color = 12;	// Light Red&lt;br /&gt;
	arrow = 1;&lt;br /&gt;
	title = &amp;quot;Monsters&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	height = 56;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 1;&lt;br /&gt;
	error = 2;&lt;br /&gt;
	&lt;br /&gt;
	888&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Dog&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4050&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Arachnotron&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4051&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Archvile&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4052&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Baron of Hell&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4053&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Cacodemon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4054&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Heavy weapon dude&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4055&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Demon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4056&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Hell knight&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4057&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Imp&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}		&lt;br /&gt;
	4058&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Mancubus&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4059&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Revenant&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4060&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Shotgun Guy&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4061&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Zombie man&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7100&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Revenant MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7101&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Teleport spawner&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7102&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Arachnotron MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7103&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Mancubus MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powerups&lt;br /&gt;
{&lt;br /&gt;
	color = 9;	// Light Blue&lt;br /&gt;
	arrow = 0;&lt;br /&gt;
	title = &amp;quot;Powerups&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	height = 20;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 0;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	&lt;br /&gt;
	7000&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Nightvision Specs&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;PMAPA0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7020&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Jetpack&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;SUITA0&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that the old EDGE configurations do not include the new armor and key things 3DGE provides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. Alternatively, you can find this information via the &amp;quot;Includes&amp;quot; folder within your Doom Builder &amp;quot;Configurations&amp;quot; folder. All config files can be accessed via Notepad, or your friendly neighborhood text editor. &lt;br /&gt;
&lt;br /&gt;
'''EUREKA Doom Editor 1.07'''[http://eureka-editor.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
A current build of Eureka will provide you with built in configurations. This program was created to work alongside Odamex, Legacy, Boom, Vanilla, and x(Zdoom). The interface is simple, primitive yet powerful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's features. You can find all of the correct, up-to-date actions and specials for 3DGE via &amp;quot;ports&amp;quot; entitled &amp;quot;edge.ugh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Play around with these tools until you discover your learning curve. Using Doom Builder 2 for sketching/detailing, and booting Eureka for it's GL node building and access to the correct features is a fantastic way to gain experience modding for 3DGE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WAD Editors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will require a wad-editing tool for pre/post-production of your mods and levels. If you wish to add custom music, sprites, sounds, graphics, and new texture patches; You have a plethora of assets to choose from:&lt;br /&gt;
&lt;br /&gt;
'''SLumpeD'''[http://slumped.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
An editor of the mid-to-late new millenium (2000s), this tool is a great workspace to understand the structure of WADs, PWADS, IWADS, and a WAD of your own.&lt;br /&gt;
&lt;br /&gt;
'''XWE''' (eXtendable WAD Editor)&lt;br /&gt;
&lt;br /&gt;
A team player in the past endeavors of the Doom Community, XWE was well-used and utilized for it's Colormap features, adding text documents (DDF, DECORATE, DeHackeD, etc.) without functionality loss, even altering color palettes to bring a fresh look to the 256 byte range of color. It's old, but it works.&lt;br /&gt;
&lt;br /&gt;
'''SLADE'''[http://slade.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
You've heard of it, and you're probably using it. SLADE(3) has walked in the footsteps of its predecessors, while functioning to be a well-rounded editor for multiple purposes. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into Doom paletted graphics, easy Texture definitions, it is raveling to have such a versatile interface in your hands. &lt;br /&gt;
&lt;br /&gt;
If you want to use SLADE for WAD Editing, but need XWE for raw lump handling, experiment! &lt;br /&gt;
&lt;br /&gt;
Creating your own world within Doom leaves room for ton of imagination and ideas. Create a run-down tech base, or send your marine into the woods to fight ancient demons whilst braving traps. Creation has given you the 3DGE you need.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=File:Edge.png&amp;diff=257</id>
		<title>File:Edge.png</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=File:Edge.png&amp;diff=257"/>
				<updated>2015-03-16T23:59:31Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=256</id>
		<title>Level editing</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=256"/>
				<updated>2015-03-16T23:55:07Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:http://s28.postimg.org/klvc5cfy5/edge.png|thumb|center|upright=2.0]]&lt;br /&gt;
Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Editing Software ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create levels for 3DGE using Doom Builder 2 &amp;amp; Eureka Editor. If you prefer to use GZDOOM Builder, or a modern level editor, ''you will need to create configuration files for 3DGE''. This also includes configuration files to reference each line, sector and thing function. Doom Builder 2 provides the configurations needed for 3DGE's special features, such as 3D Floors, Deep Water (Swim-able) sectors, Translucency line specials, and many more. &lt;br /&gt;
&lt;br /&gt;
'''Doom Builder 2'''[http://www.doombuilder.com/index.php?p=downloads ]&lt;br /&gt;
&lt;br /&gt;
A well-known interface for editing, it is a great tool to sculpt out your level design. Use this program to lay down your basic layout, place things, set up linedefs/action specials and sector effects. Although these functions are from the previous EDGE, ''here is a list of the actions Doom Builder 2 provides for the engine'':&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EDGE Linedef Specials'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 (400-402) - Thick Extra Floor (Dummy Sector), (Master Upper Texture), (Master Lower Texture)&lt;br /&gt;
&lt;br /&gt;
 (403-408) - Liquid Extra Floor (Solid, 20%, 40%, 60%, 80%, Invisible)&lt;br /&gt;
&lt;br /&gt;
 (409-412) - Translucent Linedef (20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (413-417) - Thin Extra Floor (Opaque, 20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (418-421) - Enable Tagged RTS (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
 &lt;br /&gt;
 (422-429) - Scroll Texture (Right, Up, Down, Left &amp;amp; Up, Left &amp;amp; Down, Right &amp;amp; Up, Right &amp;amp; Down, Fast Lower &amp;amp; Mid Texture (useful for liquid waterfalls))&lt;br /&gt;
&lt;br /&gt;
 (430-433) - Thick Translucent Liquid Extra Floor Scroll (Down, 20%, 40%, 60%, 80%)&lt;br /&gt;
 &lt;br /&gt;
 (434-439) - Raise Floor 2 Units (Also works with RTS) (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (440-441) - Enable Tagged RTS ( [G1]Shoot Once, [GR]Shoot Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (442-453) - Sliding Door (Left, Right, Center, Monsters [can trigger this action], Fast, Switch Once, Switch Repeatable)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE Sector Specials'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
18 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
19 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
20 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
21 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
22 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
23 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
24 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
25 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
26 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
27 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
28 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
29 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
30 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
31 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
32 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
33 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
34 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
35 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
36 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
37 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
38 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
39 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
40 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
41 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
42 = &amp;quot;Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
43 = &amp;quot;Push North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
44 = &amp;quot;Push East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
45 = &amp;quot;Push South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
46 = &amp;quot;Push South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
47 = &amp;quot;Push South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
48 = &amp;quot;Push West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
49 = &amp;quot;Push North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
50 = &amp;quot;Scroll Floor Texture North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
51 = &amp;quot;Scroll Floor Texture North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
52 = &amp;quot;Scroll Floor Texture East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
53 = &amp;quot;Scroll Floor Texture South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
54 = &amp;quot;Scroll Floor Texture South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
55 = &amp;quot;Scroll Floor Texture South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
56 = &amp;quot;Scroll Floor Texture West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
57 = &amp;quot;Scroll Floor Texture North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
58 = &amp;quot;Scroll Floor Texture/Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
59 = &amp;quot;Scroll Floor Texture/Push  North East&amp;quot;;&amp;lt;Br&amp;gt;&lt;br /&gt;
60 = &amp;quot;Scroll Floor Texture/Push  East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
61 = &amp;quot;Scroll Floor Texture/Push  South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
62 = &amp;quot;Scroll Floor Texture/Push  South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
63 = &amp;quot;Scroll Floor Texture/Push  South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
64 = &amp;quot;Scroll Floor Texture/Push  West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
65 = &amp;quot;Scroll Floor Texture/Push  North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
66 = &amp;quot;Blue Hue (Swimable Water)&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
67 = &amp;quot;Green Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
68 = &amp;quot;Green Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
69 = &amp;quot;Red Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
70 = &amp;quot;Red Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE-specific Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
monsters&lt;br /&gt;
{&lt;br /&gt;
	color = 12;	// Light Red&lt;br /&gt;
	arrow = 1;&lt;br /&gt;
	title = &amp;quot;Monsters&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	height = 56;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 1;&lt;br /&gt;
	error = 2;&lt;br /&gt;
	&lt;br /&gt;
	888&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Dog&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4050&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Arachnotron&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4051&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Archvile&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4052&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Baron of Hell&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4053&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Cacodemon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4054&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Heavy weapon dude&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4055&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Demon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4056&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Hell knight&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4057&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Imp&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}		&lt;br /&gt;
	4058&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Mancubus&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4059&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Revenant&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4060&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Shotgun Guy&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4061&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Zombie man&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7100&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Revenant MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7101&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Teleport spawner&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7102&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Arachnotron MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7103&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Mancubus MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powerups&lt;br /&gt;
{&lt;br /&gt;
	color = 9;	// Light Blue&lt;br /&gt;
	arrow = 0;&lt;br /&gt;
	title = &amp;quot;Powerups&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	height = 20;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 0;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	&lt;br /&gt;
	7000&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Nightvision Specs&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;PMAPA0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7020&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Jetpack&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;SUITA0&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that the old EDGE configurations do not include the new armor and key things 3DGE provides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. Alternatively, you can find this information via the &amp;quot;Includes&amp;quot; folder within your Doom Builder &amp;quot;Configurations&amp;quot; folder. All config files can be accessed via Notepad, or your friendly neighborhood text editor. &lt;br /&gt;
&lt;br /&gt;
'''EUREKA Doom Editor 1.07'''[http://eureka-editor.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
A current build of Eureka will provide you with built in configurations. This program was created to work alongside Odamex, Legacy, Boom, Vanilla, and x(Zdoom). The interface is simple, primitive yet powerful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's features. You can find all of the correct, up-to-date actions and specials for 3DGE via &amp;quot;ports&amp;quot; entitled &amp;quot;edge.ugh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Play around with these tools until you discover your learning curve. Using Doom Builder 2 for sketching/detailing, and booting Eureka for it's GL node building and access to the correct features is a fantastic way to gain experience modding for 3DGE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WAD Editors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will require a wad-editing tool for pre/post-production of your mods and levels. If you wish to add custom music, sprites, sounds, graphics, and new texture patches; You have a plethora of assets to choose from:&lt;br /&gt;
&lt;br /&gt;
'''SLumpeD'''[http://slumped.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
An editor of the mid-to-late new millenium (2000s), this tool is a great workspace to understand the structure of WADs, PWADS, IWADS, and a WAD of your own.&lt;br /&gt;
&lt;br /&gt;
'''XWE''' (eXtendable WAD Editor)&lt;br /&gt;
&lt;br /&gt;
A team player in the past endeavors of the Doom Community, XWE was well-used and utilized for it's Colormap features, adding text documents (DDF, DECORATE, DeHackeD, etc.) without functionality loss, even altering color palettes to bring a fresh look to the 256 byte range of color. It's old, but it works.&lt;br /&gt;
&lt;br /&gt;
'''SLADE'''[http://slade.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
You've heard of it, and you're probably using it. SLADE(3) has walked in the footsteps of its predecessors, while functioning to be a well-rounded editor for multiple purposes. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into Doom paletted graphics, easy Texture definitions, it is raveling to have such a versatile interface in your hands. &lt;br /&gt;
&lt;br /&gt;
If you want to use SLADE for WAD Editing, but need XWE for raw lump handling, experiment! &lt;br /&gt;
&lt;br /&gt;
Creating your own world within Doom leaves room for ton of imagination and ideas. Create a run-down tech base, or send your marine into the woods to fight ancient demons whilst braving traps. Creation has given you the 3DGE you need.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=255</id>
		<title>Level editing</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=255"/>
				<updated>2015-03-16T23:44:37Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[ Image:http://s28.postimg.org/klvc5cfy5/edge.png | thumb | center | 500px | ]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Editing Software ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create levels for 3DGE using Doom Builder 2 &amp;amp; Eureka Editor. If you prefer to use GZDOOM Builder, or a modern level editor, ''you will need to create configuration files for 3DGE''. This also includes configuration files to reference each line, sector and thing function. Doom Builder 2 provides the configurations needed for 3DGE's special features, such as 3D Floors, Deep Water (Swim-able) sectors, Translucency line specials, and many more. &lt;br /&gt;
&lt;br /&gt;
'''Doom Builder 2'''[http://www.doombuilder.com/index.php?p=downloads ]&lt;br /&gt;
&lt;br /&gt;
A well-known interface for editing, it is a great tool to sculpt out your level design. Use this program to lay down your basic layout, place things, set up linedefs/action specials and sector effects. Although these functions are from the previous EDGE, ''here is a list of the actions Doom Builder 2 provides for the engine'':&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EDGE Linedef Specials'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 (400-402) - Thick Extra Floor (Dummy Sector), (Master Upper Texture), (Master Lower Texture)&lt;br /&gt;
&lt;br /&gt;
 (403-408) - Liquid Extra Floor (Solid, 20%, 40%, 60%, 80%, Invisible)&lt;br /&gt;
&lt;br /&gt;
 (409-412) - Translucent Linedef (20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (413-417) - Thin Extra Floor (Opaque, 20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (418-421) - Enable Tagged RTS (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
 &lt;br /&gt;
 (422-429) - Scroll Texture (Right, Up, Down, Left &amp;amp; Up, Left &amp;amp; Down, Right &amp;amp; Up, Right &amp;amp; Down, Fast Lower &amp;amp; Mid Texture (useful for liquid waterfalls))&lt;br /&gt;
&lt;br /&gt;
 (430-433) - Thick Translucent Liquid Extra Floor Scroll (Down, 20%, 40%, 60%, 80%)&lt;br /&gt;
 &lt;br /&gt;
 (434-439) - Raise Floor 2 Units (Also works with RTS) (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (440-441) - Enable Tagged RTS ( [G1]Shoot Once, [GR]Shoot Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (442-453) - Sliding Door (Left, Right, Center, Monsters [can trigger this action], Fast, Switch Once, Switch Repeatable)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE Sector Specials'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
18 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
19 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
20 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
21 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
22 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
23 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
24 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
25 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
26 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
27 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
28 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
29 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
30 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
31 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
32 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
33 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
34 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
35 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
36 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
37 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
38 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
39 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
40 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
41 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
42 = &amp;quot;Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
43 = &amp;quot;Push North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
44 = &amp;quot;Push East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
45 = &amp;quot;Push South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
46 = &amp;quot;Push South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
47 = &amp;quot;Push South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
48 = &amp;quot;Push West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
49 = &amp;quot;Push North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
50 = &amp;quot;Scroll Floor Texture North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
51 = &amp;quot;Scroll Floor Texture North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
52 = &amp;quot;Scroll Floor Texture East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
53 = &amp;quot;Scroll Floor Texture South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
54 = &amp;quot;Scroll Floor Texture South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
55 = &amp;quot;Scroll Floor Texture South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
56 = &amp;quot;Scroll Floor Texture West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
57 = &amp;quot;Scroll Floor Texture North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
58 = &amp;quot;Scroll Floor Texture/Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
59 = &amp;quot;Scroll Floor Texture/Push  North East&amp;quot;;&amp;lt;Br&amp;gt;&lt;br /&gt;
60 = &amp;quot;Scroll Floor Texture/Push  East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
61 = &amp;quot;Scroll Floor Texture/Push  South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
62 = &amp;quot;Scroll Floor Texture/Push  South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
63 = &amp;quot;Scroll Floor Texture/Push  South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
64 = &amp;quot;Scroll Floor Texture/Push  West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
65 = &amp;quot;Scroll Floor Texture/Push  North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
66 = &amp;quot;Blue Hue (Swimable Water)&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
67 = &amp;quot;Green Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
68 = &amp;quot;Green Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
69 = &amp;quot;Red Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
70 = &amp;quot;Red Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE-specific Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
monsters&lt;br /&gt;
{&lt;br /&gt;
	color = 12;	// Light Red&lt;br /&gt;
	arrow = 1;&lt;br /&gt;
	title = &amp;quot;Monsters&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	height = 56;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 1;&lt;br /&gt;
	error = 2;&lt;br /&gt;
	&lt;br /&gt;
	888&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Dog&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4050&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Arachnotron&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4051&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Archvile&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4052&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Baron of Hell&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4053&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Cacodemon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4054&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Heavy weapon dude&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4055&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Demon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4056&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Hell knight&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4057&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Imp&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}		&lt;br /&gt;
	4058&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Mancubus&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4059&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Revenant&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4060&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Shotgun Guy&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4061&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Zombie man&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7100&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Revenant MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7101&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Teleport spawner&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7102&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Arachnotron MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7103&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Mancubus MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powerups&lt;br /&gt;
{&lt;br /&gt;
	color = 9;	// Light Blue&lt;br /&gt;
	arrow = 0;&lt;br /&gt;
	title = &amp;quot;Powerups&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	height = 20;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 0;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	&lt;br /&gt;
	7000&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Nightvision Specs&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;PMAPA0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7020&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Jetpack&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;SUITA0&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that the old EDGE configurations do not include the new armor and key things 3DGE provides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. Alternatively, you can find this information via the &amp;quot;Includes&amp;quot; folder within your Doom Builder &amp;quot;Configurations&amp;quot; folder. All config files can be accessed via Notepad, or your friendly neighborhood text editor. &lt;br /&gt;
&lt;br /&gt;
'''EUREKA Doom Editor 1.07'''[http://eureka-editor.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
A current build of Eureka will provide you with built in configurations. This program was created to work alongside Odamex, Legacy, Boom, Vanilla, and x(Zdoom). The interface is simple, primitive yet powerful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's features. You can find all of the correct, up-to-date actions and specials for 3DGE via &amp;quot;ports&amp;quot; entitled &amp;quot;edge.ugh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Play around with these tools until you discover your learning curve. Using Doom Builder 2 for sketching/detailing, and booting Eureka for it's GL node building and access to the correct features is a fantastic way to gain experience modding for 3DGE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WAD Editors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will require a wad-editing tool for pre/post-production of your mods and levels. If you wish to add custom music, sprites, sounds, graphics, and new texture patches; You have a plethora of assets to choose from:&lt;br /&gt;
&lt;br /&gt;
'''SLumpeD'''[http://slumped.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
An editor of the mid-to-late new millenium (2000s), this tool is a great workspace to understand the structure of WADs, PWADS, IWADS, and a WAD of your own.&lt;br /&gt;
&lt;br /&gt;
'''XWE''' (eXtendable WAD Editor)&lt;br /&gt;
&lt;br /&gt;
A team player in the past endeavors of the Doom Community, XWE was well-used and utilized for it's Colormap features, adding text documents (DDF, DECORATE, DeHackeD, etc.) without functionality loss, even altering color palettes to bring a fresh look to the 256 byte range of color. It's old, but it works.&lt;br /&gt;
&lt;br /&gt;
'''SLADE'''[http://slade.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
You've heard of it, and you're probably using it. SLADE(3) has walked in the footsteps of its predecessors, while functioning to be a well-rounded editor for multiple purposes. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into Doom paletted graphics, easy Texture definitions, it is raveling to have such a versatile interface in your hands. &lt;br /&gt;
&lt;br /&gt;
If you want to use SLADE for WAD Editing, but need XWE for raw lump handling, experiment! &lt;br /&gt;
&lt;br /&gt;
Creating your own world within Doom leaves room for ton of imagination and ideas. Create a run-down tech base, or send your marine into the woods to fight ancient demons whilst braving traps. Creation has given you the 3DGE you need.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=254</id>
		<title>Level editing</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=Level_editing&amp;diff=254"/>
				<updated>2015-03-16T23:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;RUNSABER: Created page with &amp;quot;Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.   == Map Editing Softw...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Editing levels for 3DGE is quite simple. However, there are a few things that may be taken into consideration before you begin creating your own worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Editing Software ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create levels for 3DGE using Doom Builder 2 &amp;amp; Eureka Editor. If you prefer to use GZDOOM Builder, or a modern level editor, ''you will need to create configuration files for 3DGE''. This also includes configuration files to reference each line, sector and thing function. Doom Builder 2 provides the configurations needed for 3DGE's special features, such as 3D Floors, Deep Water (Swim-able) sectors, Translucency line specials, and many more. &lt;br /&gt;
&lt;br /&gt;
'''Doom Builder 2'''[http://www.doombuilder.com/index.php?p=downloads ]&lt;br /&gt;
&lt;br /&gt;
A well-known interface for editing, it is a great tool to sculpt out your level design. Use this program to lay down your basic layout, place things, set up linedefs/action specials and sector effects. Although these functions are from the previous EDGE, ''here is a list of the actions Doom Builder 2 provides for the engine'':&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EDGE Linedef Specials'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 (400-402) - Thick Extra Floor (Dummy Sector), (Master Upper Texture), (Master Lower Texture)&lt;br /&gt;
&lt;br /&gt;
 (403-408) - Liquid Extra Floor (Solid, 20%, 40%, 60%, 80%, Invisible)&lt;br /&gt;
&lt;br /&gt;
 (409-412) - Translucent Linedef (20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (413-417) - Thin Extra Floor (Opaque, 20%, 40%, 60%, 80%)&lt;br /&gt;
&lt;br /&gt;
 (418-421) - Enable Tagged RTS (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
 &lt;br /&gt;
 (422-429) - Scroll Texture (Right, Up, Down, Left &amp;amp; Up, Left &amp;amp; Down, Right &amp;amp; Up, Right &amp;amp; Down, Fast Lower &amp;amp; Mid Texture (useful for liquid waterfalls))&lt;br /&gt;
&lt;br /&gt;
 (430-433) - Thick Translucent Liquid Extra Floor Scroll (Down, 20%, 40%, 60%, 80%)&lt;br /&gt;
 &lt;br /&gt;
 (434-439) - Raise Floor 2 Units (Also works with RTS) (Switch Once, Switch Repeatable, Walk Once, Walk Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (440-441) - Enable Tagged RTS ( [G1]Shoot Once, [GR]Shoot Repeatable)&lt;br /&gt;
&lt;br /&gt;
 (442-453) - Sliding Door (Left, Right, Center, Monsters [can trigger this action], Fast, Switch Once, Switch Repeatable)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE Sector Specials'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
18 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
19 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
20 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
21 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
22 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
23 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
24 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
25 = &amp;quot;Water Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
26 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
27 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
28 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
29 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
30 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
31 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
32 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
33 = &amp;quot;Slime Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
34 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
35 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
36 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
37 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
38 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
39 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
40 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
41 = &amp;quot;Lava Liquid Extrafloor SCROLL/PUSH North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
42 = &amp;quot;Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
43 = &amp;quot;Push North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
44 = &amp;quot;Push East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
45 = &amp;quot;Push South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
46 = &amp;quot;Push South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
47 = &amp;quot;Push South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
48 = &amp;quot;Push West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
49 = &amp;quot;Push North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
50 = &amp;quot;Scroll Floor Texture North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
51 = &amp;quot;Scroll Floor Texture North East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
52 = &amp;quot;Scroll Floor Texture East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
53 = &amp;quot;Scroll Floor Texture South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
54 = &amp;quot;Scroll Floor Texture South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
55 = &amp;quot;Scroll Floor Texture South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
56 = &amp;quot;Scroll Floor Texture West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
57 = &amp;quot;Scroll Floor Texture North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
58 = &amp;quot;Scroll Floor Texture/Push North&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
59 = &amp;quot;Scroll Floor Texture/Push  North East&amp;quot;;&amp;lt;Br&amp;gt;&lt;br /&gt;
60 = &amp;quot;Scroll Floor Texture/Push  East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
61 = &amp;quot;Scroll Floor Texture/Push  South East&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
62 = &amp;quot;Scroll Floor Texture/Push  South&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
63 = &amp;quot;Scroll Floor Texture/Push  South West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
64 = &amp;quot;Scroll Floor Texture/Push  West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
65 = &amp;quot;Scroll Floor Texture/Push  North West&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
66 = &amp;quot;Blue Hue (Swimable Water)&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
67 = &amp;quot;Green Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
68 = &amp;quot;Green Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
69 = &amp;quot;Red Hue&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
70 = &amp;quot;Red Hue + Damage&amp;quot;;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3DGE-specific Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
monsters&lt;br /&gt;
{&lt;br /&gt;
	color = 12;	// Light Red&lt;br /&gt;
	arrow = 1;&lt;br /&gt;
	title = &amp;quot;Monsters&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	height = 56;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 1;&lt;br /&gt;
	error = 2;&lt;br /&gt;
	&lt;br /&gt;
	888&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Dog&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4050&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Arachnotron&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4051&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Archvile&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4052&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Baron of Hell&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4053&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Cacodemon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4054&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Heavy weapon dude&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4055&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Demon&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4056&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Hell knight&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4057&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Imp&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}		&lt;br /&gt;
	4058&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Mancubus&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4059&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Revenant&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4060&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Shotgun Guy&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	4061&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Stealth Zombie man&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7100&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Revenant MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7101&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Teleport spawner&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7102&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Arachnotron MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7103&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;Mancubus MKII&amp;quot;;&lt;br /&gt;
		height = 32;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powerups&lt;br /&gt;
{&lt;br /&gt;
	color = 9;	// Light Blue&lt;br /&gt;
	arrow = 0;&lt;br /&gt;
	title = &amp;quot;Powerups&amp;quot;;&lt;br /&gt;
	width = 20;&lt;br /&gt;
	height = 20;&lt;br /&gt;
	hangs = 0;&lt;br /&gt;
	blocking = 0;&lt;br /&gt;
	sort = 1;&lt;br /&gt;
	&lt;br /&gt;
	7000&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Nightvision Specs&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;PMAPA0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	7020&lt;br /&gt;
	{&lt;br /&gt;
		title = &amp;quot;EDGE Jetpack&amp;quot;;&lt;br /&gt;
		sprite = &amp;quot;SUITA0&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that the old EDGE configurations do not include the new armor and key things 3DGE provides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. Alternatively, you can find this information via the &amp;quot;Includes&amp;quot; folder within your Doom Builder &amp;quot;Configurations&amp;quot; folder. All config files can be accessed via Notepad, or your friendly neighborhood text editor. &lt;br /&gt;
&lt;br /&gt;
'''EUREKA Doom Editor 1.07'''[http://eureka-editor.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
A current build of Eureka will provide you with built in configurations. This program was created to work alongside Odamex, Legacy, Boom, Vanilla, and x(Zdoom). The interface is simple, primitive yet powerful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's features. You can find all of the correct, up-to-date actions and specials for 3DGE via &amp;quot;ports&amp;quot; entitled &amp;quot;edge.ugh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Play around with these tools until you discover your learning curve. Using Doom Builder 2 for sketching/detailing, and booting Eureka for it's GL node building and access to the correct features is a fantastic way to gain experience modding for 3DGE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WAD Editors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will require a wad-editing tool for pre/post-production of your mods and levels. If you wish to add custom music, sprites, sounds, graphics, and new texture patches; You have a plethora of assets to choose from:&lt;br /&gt;
&lt;br /&gt;
'''SLumpeD'''[http://slumped.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
An editor of the mid-to-late new millenium (2000s), this tool is a great workspace to understand the structure of WADs, PWADS, IWADS, and a WAD of your own.&lt;br /&gt;
&lt;br /&gt;
'''XWE''' (eXtendable WAD Editor)&lt;br /&gt;
&lt;br /&gt;
A team player in the past endeavors of the Doom Community, XWE was well-used and utilized for it's Colormap features, adding text documents (DDF, DECORATE, DeHackeD, etc.) without functionality loss, even altering color palettes to bring a fresh look to the 256 byte range of color. It's old, but it works.&lt;br /&gt;
&lt;br /&gt;
'''SLADE'''[http://slade.mancubus.net/]&lt;br /&gt;
&lt;br /&gt;
You've heard of it, and you're probably using it. SLADE(3) has walked in the footsteps of its predecessors, while functioning to be a well-rounded editor for multiple purposes. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into Doom paletted graphics, easy Texture definitions, it is raveling to have such a versatile interface in your hands. &lt;br /&gt;
&lt;br /&gt;
If you want to use SLADE for WAD Editing, but need XWE for raw lump handling, experiment! &lt;br /&gt;
&lt;br /&gt;
Creating your own world within Doom leaves room for ton of imagination and ideas. Create a run-down tech base, or send your marine into the woods to fight ancient demons whilst braving traps. Creation has given you the 3DGE you need.&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

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