Since the month of the shareware release of the game, Wolfenstein 3D Map Editors have been developed for level designers to create their own experiences in the game.
Initial public offerings of Map Editor were limited both in options and feature-sets. As time went on though, more people have thrown their hat in the ring, contributing new approaches and ideas in attempts to improve the design experience. Now, anyone wanting to design levels in the Wofl3D engine have a wide range of choices for how they want to go about it.
This is a small series of articles that will attempt to explain the storied history of map editing programs in the Wolf3D community.
The beginning (TEd5)
When id Software was first coming together and the company was developing it's first games, John Romero created the map editing tool they'd need to work with games like Commander Keen, called TEd.
Though originally made for platforming games, TEd turned out to be a perfect choice for working with their first person engines as well, with TEd5 capable of creating the maps using a top-down tile view instead.
John Romero asserts that TEd5 ended up being used as the level design tool in over thirty games (From BioMenace to games like Corridor 7), and proved versatile enough to even be used in creating Rise of the Triad levels!
It was a powerful tool, and if a person is able to get the it running (as Chris Chokan of DieHard Wolfers did), it is a viable editor for people's projects. However, this was the tool of the professionals and would not be publicly available when the shareware version of Wolfenstein 3D was released.