thaluikhain said:
Duke3D had major technical improvements over Doom...
In 1996 I was 14, and every day after school I'd run downstairs, boot up the computer and jump into the Build level editor for Duke3D. I have spent likely over 1000 hours making Doom and Duke maps. In Duke 3D, you could stack sectors so that one room was technically on top of another, but you could never look through the room on top to see the room on the bottom. If you did this the game would throw a fit. You always had to have a staircase/vent/teleporter. The game used no-clip sprites to make things like bridges.
Someone else mentioned interactivity; the build engine used tags so you could tag sectors or sprites with a numerical value to perform a predefined action. If you wanted to tag a light switch for example to say turn on the light, you had to tag the sprite of the switch with two numbers; the first number tied the switch to the area to be lit, the second number defined the action- like switch on/off. You had to tag the area to be lit with the same number as you had tagged the switch, then set the light level for that area when off and set the tag to the light level when on.
By the time you had finished a level, you had dozens or hundreds of little tags throughout, and god help you if you criss-crossed the numbers. Editing tags was the most boring part of level design.
Duke 3D was also a lot easier to get adult graphics in- but by then porn was all over the web anyway. Yes, Doom had a quite a few porn maps and sharing WAD files was quite popular back in the day.