DMapEdit v4.0 beta #7 (public beta)

Still looking for a really good Doom II editor?  Tired of waiting for
DEU 5.3 to come along?  Need an editor with more power than what you're
using now?  Or need an editor that's easier to use and does the grunt work
for you?  Want an editor to show you how to create maps instead of reading
through tons of doc files?

If you answered 'yes' to any of these questions than DMapEdit is for you!
This is it!  The best editor there is for Doom and Doom II.  Still in beta
status, not due so much to bugs and such, but mainly because it's not done
yet.  There's still quite a few things to do with it and options shown but
not implemented in the menus, etc.  Getting closer to done, though.

Why should you use DMapEdit instead of another editor?

Well, I'm not saying you should.  I think you should check out all the
editors and use the one you like the best.  I think that you will decide
that DMapEdit is the best in the end, though.  Here's some of the features
DMapEdit has to offer:

* 3D preview.  Supports wireframe and solid rendering, with several options
  to costumize the display further.  And fast.  It finally dawned on my
  how a bsp tree can help be sort the walls by distance.  Sorry, no
  texture mapping yet, but once I figure out how, you can bet it'll be
  in there.

* Doom and Doom II support.  Switch between them at will, while editing.
  No need to quit and restart with the other IWAD.

* DJGPP compiled, meaning all memory on your machine can be used for
  creating maps.  It is also very fast.

* Extensive error checking.  If your map has a bug, DMapEdit will almost
  certainly find it.  97% Bob compliant.

* Menus and a toolbar, to make things easy to use and easy to find.

* Demo support allows you to watch as DMapEdit actually takes you on a
  guided tour of it's features.  Or, run another demo to learn more about
  how to create doors or lifts.  Record your own demos to show others how
  to do something that they can't figure out from your emails with Lousy
  ASCII Art (LAA).

* Rectangle creation mode allows you to create square rooms as easily as
  pressing the mouse button, moving the mouse to another place, and
  releasing the button.  Automatically merges overlapping walls.

* Sidedef edit mode.  About time an editor lets you mark individial
  sidedefs and edit them as a group, even if they are a mix of right
  sidedefs and left sidedefs.  You can also only change marked sidedefs
  that are on a single sided line, or only a 2 sided line, etc.

* Multi-map support.  Work on more than one map in different 'screens'.
  Or, work on the same map in several screens.  You can also view and edit
  the clipboard contents, as if it were just another map.

* Automatic polygon, staircase, and door generators.  These are set up 
  to be as easy to use as possible as well.  No need to plan out 
  exactly what you want ahead of time before you start.  Just use the 
  mouse to control it's creation as you go along.

* Very fast node generator that creates flawless nodes.  I have yet to see
  a map it can't create nodes for (assuming it can create more than 1
  ssector).  It doesn't even create the 'sliver' bug that id's own node
  generator makes, such as in the zig-zag room of E1M1.  It's also the
  fastest node generator on the face of the planet!  Since a node building
  program called WARM claim it was, and DMapEdit has turned out to be
  faster, I guess it claims that title now. :)

* Very fast packed blockmap generator.  Some people aren't sure if packing
  the blockmap is a good idea or not, but it seems to work fine.  If anyone
  runs into problems with the blockmap being packed, let me know.  Packing
  the blockmap can significantly reduce the size of your PWADs.

* Marking, group edit of marked objects, plus copy and paste to the 
  clipboard.  Every good editor should have these abilities, after all. :)

