Dragged To Your Doom: New Doom’s Snapmap Editor

After twenty years, the original Doom still has a vibrant, gory, and jolly cheeky modding community. id Software’s mod support has flagged in recent years (heck, so has enthusiasm for their games) but the new Doom [official site] will launch with easy-to-use in-engine tools.

Doom Snapmap is a built-in editor with snap-together preset level pieces which also lets people write their own game logic to create new modes and whatnot. It’s grand that it’s so accessible, but I wonder quite how deep it’ll be.

Skip to 40:15 in last night’s E3 presentation for a look at Snapmap:

So! Snapmap lets people make levels by joining-together prebuilt sections – rooms, hallalways, corridors, etc. – in a top-down view then hop into the 3D level to place objects, items, hazards, and all that. It works a bit like Bethesda’s editors, if you’ve used those, except it doesn’t look a colossal pain in the bum. Folks can also create their own logic, which looks to be done quite easily by placing behaviour types and chaining them together. That’ll let people make new modes and so on, they say. It’ll have built-in sharing too.

I’m awfully excited to see Doom modding opening up to a wider audience.

Using preset roombits does have drawbacks, though. I am concerned it might make levels too same-y and ‘conventional’; Doom was always good at enabling weird. Liz Ryerson’s ongoing Doom Mixtape video series is a fascinating celebration of interesting and unconventional levels with great commentary – try this video for starters. Likewise, the game logic editing looks simple to use but I wonder how much it’ll limit the scope of modding.

I’m sure silly people will still find a way to make trolly Terrywads though. (Warning: loud noises, flashing lights, and general unpleasantness.)

Oh! And! Dear id Software, please make readme files mandatory.

If you’re more interested in Doom’s gibs and shotguns, loads of gameplay footage is over here.


  1. Spacewalk says:

    Timesplitters 4 confirmed!

  2. Artist says:

    This approach to modding tools was already hugely successful with the Neverwinter Nights Toolset. I doubt this will not be great 12 years later…

    • Baines says:

      Also highly successful in the console-based TimeSplitters series.

  3. simontifik says:

    I wonder if people will be able to charge money for all the new Doom mods they will be making…

    • Horg says:

      Also announced today was ”Bethesda.net” which seems to be their attempt at an in house DRM system. It will be hosting all future Bethesda content going forwards, most probably to cut steam out of the loop as origin, battle.net and uplay have done before. Considering the ease of use creation tools already revealed with their flagship titles, Bethesda are almost certain to reintroduce paid mods : (

  4. HamsterExAstris says:

    The important question: Can I recreate E1M1 with this?

  5. Moorkh says:

    Yay! Finally I will be able to edit phantastic new Doom levels with a controller! Now if only they could find a way to allow it with my lightgun, the possibilites would be mindboggling…

  6. Premium User Badge

    phuzz says:

    It does look remarkably like the original map screen from Doom.

  7. MegaAndy says:

    I too instantly thought of TimeSplitters when i saw this! It was my favourite bit

  8. Applecrow says:

    While this looks amazing, it makes me worry about the complexity of the maps in game.

    It was good to see some larger set pieces.