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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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10.6 Is No Longer Supported 
I wanna cry :( description in website still states 10.6? I guess that's for Trenchbroom 1 
Missing A Couple Of Hundreds .dll Files.. 
How many .dll files do I need to download to get it to work on Windows 8 (64 bit)?
Downloaded the redistributable, but it didn't help.. 
Without Proper Details, No One Can Help You 
It should run out of the box with the (correct) redistributive installed. 
Files *Required* For TrenchBroom 
The editor and compiling tools depend on some additional files from Microsoft: Visual C++ Redistributable for Visual Studio

Both the 2013 and 2015 versions.

For TrenchBroom:

https://www.microsoft.com/en-us/download/details.aspx?id=48145

For ericw-tools:

https://www.microsoft.com/en-ca/download/details.aspx?id=40784

Install both of these - even though they are quite similar - you'll need both. After that you should be good to go. 
Moddb 
@sleepwalker 
Very cool coverage and insights. I had no idea it dated back to 2010. Wow. 
 
GoldSrc support please. 
Anon Demands Features! 
 
Compiling Tools For Mac OS X? 
Any idea where to download map compiling tools for mac? I can only find tools for Quake 1 but not for 2 :/ 
 
https://github.com/ericwa/ericw-tools/releases/

You want the "Darwin" download I think. 
 
Oh sorry that's for Quake 1, I misread your question. 
Open Multiple Maps? 
I'm one of those mappers who likes flipping back and forth between a map I'm working on and maps I'm referencing. Is this possible or can I only open one map at a time? 
Depends On The Platform 
On Mac and Linux, this is not a problem. On Windows, TB is a single document interface app, meaning you can only open one map at a time. But to offset this, you can open multiple instances of TB for different maps on Windows. 
That'll Work 
Thanks. 
Yeah 
I usually have 2 TBs open, you can copy-paste from one to the other, so it's basically the same as having two maps open. 
Thanks Sleepwalkr 
I got a notification that my feature request (targetname autocomplete) was closed on the issue tracker. I assumed it was being put on the backburner for the drive to expand the range of supported games. So you can imagine my surprise and delight to upgrade to the release version and find it present! It's already proved valuable in creating one short map hack, so thank you for this and all the rest of the work on the editor. 
Please Thank Ericw 
He implemented it, I only reviewed it. 
TrenchBroom 2.0.1 
With bugfixes and minor improvements: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.1 
Not Sure If This Is Something I Caused Somehow 
But the info_teleport_destination model is displayed about 32 units underneath the the entity's bounding box. 
@sevin 
No that's normal. Set in the FBD that way I believe. Not sure why. Don't go by the model. Go by the Bbox and you're good. 
Thanks Ericw 
n/t 
Info_teleport_destination 
One thing the QuakeC does is moves every info_teleport_destination 32 units upwards from its starting point. I guess that the bounding box is accounting for this but the model isn't/can't? 
Hmm 
Is there no hack to bring the model in line with the bbox? Kind of annoying to look at. 
Desperate Hack 
There might be a sensible way, if it bugs you enough to accept a local fix you could: create a copy of the player model that's raised by 32 units, then reference that copy of the model in the FGD definition of info_teleport_destination. 
Sounds Reasonable 
I’ll probably try that. Thanks Preach. 
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