The classic sketch-first sector workflow. Draw polygons on a 2D grid, push floors and ceilings around, drop in a player start, and you are already walking through the level.
Level Editor is built around the classic Doom sector workflow, the fast, sketch-first approach behind some of the most memorable shooters ever made. Draw polygons on a 2D grid, set floor and ceiling heights, textures and light, then press Tab to walk through it in first person.
When the map is ready, it goes wherever your project lives: a one-drop Unity package, OBJ and GLB, a Valve 220 Quake .map for TrenchBroom and Godot, or straight into an EasyFPSEditor project. Version 2.0 adds sector light and colour, upper and lower wall textures, free-standing walls and Doom WAD import.
It's made for indie developers, modders, hobbyists, students and weekend tinkerers, anyone who wants to work on the shape of a space instead of on their tools.
Click to drop vertices or drag out whole shapes. Sectors snap, nest and split the way you expect.

Real-time first-person preview with portal rendering and collision, and texturing without leaving the view.

Export the bundle, drag the folder into Assets/, and you have a ready-to-play prefab.

Draw rooms once and open them in whichever brush-based tool or engine comes next.

One-drop .pamap import with materials, colliders and spawns.
Valve 220 for TrenchBroom, Godot, Unreal, Blender.
Writes .eem maps straight into an existing project.
With pivot, scale and optional texture copy.
Binary glTF with materials, vertex light tint included.
Bring classic levels in as editable geometry.
14 updates since February 24, 2026. Newest first.

This is 2.0, and it is a milestone for the editor. Rooms are no longer uniformly lit boxes: a sector has a brightness and a colour. A wall can show a different texture above and below a doorway. Walls can stand on their…

This build adds one menu item: File > Export to Quake .map. Your map comes out as a level that other tools can open and compile. There is also Tile Mode for floors and ceilings, and a texture bug that had been turning…

Until now, exporting to EasyFPSEditor meant surrendering to its 64-unit cube grid: a diagonal wall came out as a staircase, and any floor height that wasn't a whole tile got rounded to one. That's over. Angled walls…

Level Editor draws maps the way a portal engine wants them: sectors with arbitrary polygonal outlines, per-wall textures, sloped floors, heights anywhere you like. EasyFPSEditor wants something else entirely. An EFPSE…

The 2D plan view now paints each sector with its actual floor texture, faintly, underneath the grid. It uses exactly the same UV mapping as the 3D view — world position divided by the tile size, plus the sector's own…

Two busy weeks on the 2D editor. Here's everything that landed. You can now drag a rectangle over empty space to select multiple vertices and Things at once. A bounding-box gizmo appears around the selection with: 8…

Texturing just got a lot faster. Until now, applying a texture in the 3D view meant clicking one surface, picking a texture, then hunting down the next surface — one at a time. This update introduces multi-face…
A big drawing-focused update for the Level Editor. Here's everything new. New shape tools A new Shapes strip appears next to the canvas whenever the Sector tool is active. Besides classic point-by-point drawing you now…
Draw a room. Walk through it. Ship it to Unity, Godot, TrenchBroom or EasyFPSEditor.