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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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*I Ment Large, Sorry 
 
Grumpy Today 
As SleepWalkR says, there is the +/- 8192 limit, but this is only visible in engine.

In many editors (WC is an exception) this limit is not even visible and you can just keep building forever.

Trenchbroom is like this, at least in current release version; without anything delineated to say 'won't work beyond this point'.

In any case this is an engine limitation; I don't think it'd be good to retrofit TB to impose it as well since that'd affect development for other games.

I think FTE allows for gameplay outside the 8192 limit in Q1 as well. 
 
Its +/- 4k, 8k range.

And its a protocol limit rather than a random engine limit (read: makes stuff incompatible).
Some engines always use more wasteful/precise coords(DP). Some engines guess at map startup and probably get it wrong half the time(FTE). Some engines hack the protocol and probably crash. Others just crash outright. And others will just wrap coords in a really buggy sort of way because noone hacked them to do weird stuff yet (the inevitable fate of all quake engines - doing weird stuff).

BSP format limit is +/- 32k, due to the use of shorts in the node+leaf structs. This can be worked around, but its not pretty.

QBSP has an expectation that all geometry will be within +/- 99k.


Anyway, geometry outside the +/- 4k limit is fine (distant details or whatever) in any engine, so long as entity/effects don't leave the boundary.
Maybe generate a clip brush on the boundary the first time something gets put beyond it, just to make a point, or a popup message warning them or something. Otherwise, let the mapper shoot themselves in the foot if they really want to.

Limiting yourself to 18-year-old limits is stupid. 
I've Got 
Rocks and stuff beyond fences and out of windows, plus a train arriving from 'far away'.

Also some walls and stuff that if I moved 32 units would send the player to an alternate dimension, if they stepped up close. 
 
Limiting yourself to 18-year-old limits is stupid.

0/10 flamebait, try harder. 
 
@onetruepurple:
An editor that intentionally cripples its users is never a good thing. This is the TrenchBroom thread after all, not the 'I hate everything that wasnt made by id' thread.

oh noes! people might use it for things that are not cripply faithful! we can't have that! get the pitchfork!

its stupid, and its not helpful. 
@ijed 
A train moving in from "Far away" is an entity as are any lights and so on, and entities outside the +/-4k limit can cause bad things to happen. This is Quake, not Far Cry or something like that that may seem unlimited.

You can try the huge clipping brush barrier to keep the player inside the limits or make a detail brush with a skip texture that will also effect entities unlike a clipping brush. 
 
bsp entities tend to have an origin of '0 0 0'. they can start outside and move 4k qu in any direction without a problem - so long as the player, other pointentities (lights are okay), or projectiles/shotguns can't enter that region. 
Yeah 
It's already in and working - func_trains don't cause any problems as far as I can tell. 
Although 
The path_corners are outside - I assume this isn't causing trouble because they don't do anything.

I did have the train teleporting to the world 0,0 (and being invisible) at one point but this was bad qc / configuration of the path corners. 
O_O 
ijed literally pushes the boundaries 
Off A Cliff 
Then I map where they landed at the bottom.

Then I whinge that it's taking too long to finish.

After mapping the group of tourists taking photographs of where the boundries landed from some distance away. Etc etc. 
IJed 
so your new map is even bigger than your Warpspasm levels?

Is it as evil? :) 
#1348 - Split 2D-3D Layout 
I like that way of working usually. 
It's Bigger 
Not sure about evil since it doesn't have the music.

Although considering the corpses decorating it, hidden altars and stuff, creepy ambient sounds from Spiney and the Rubicon setting... maybe.

I never really think about making my maps evil. They just happen that way :D 
Support For Source Games? 
Would be possible to add support for source engine (HL2, CS:GO, Portsl 1/2) games? Because Hammer is very outdated tool and Source needs something like Trenchbroom. 
Yes 
This is definitely on my todo list for TB2. If you're willing to help out be testing and discussing necessary features, then get in touch via email: kristian.duske@gmail.com - same if you know someone who is serious about giving TB2 support for these features. I will only do it if there is someone who helps out by describing requirements and doing testing. Otherwise it's just not possible as I don't know these engines very well. 
I Will Always Test!!! 
I have almost every id tech game ever made!! 
I Need Someone Who Will Work On Actual Maps For These Games 
otherwise it's just not possible to fine tune the support for these games. 
I Started Making A Heretic 2 Map 
But it was a nightmare working with quark. Hell I will make a map for every game!! 
 
I think he's asking for someone who is well versed in each game so they can tell him the nuances and subtleties that are wrong. He can test raw map compilation himself. :) 
Bitch I Am Leet 
 
Lol 
Heretic2 would also be on the list of games which could be supported. For now I have Quake 2 and Hexen 2, and it would be cool to find people who work with those games. 
 
You ask like I haven't got those 2 games installed ;) 
Well 
If you want to make a Quake 2 map, then the easiest way to get at the current betas is to install dropbox and give me your dropbox email so that I can invite you to the beta folder. 
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