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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.

- 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:
Features "cool shit".
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Thanks! I must've missed that part of the manual. 
TrenchBroom 2019.1 
Get it here as usual:

This release contains experimental Quake 3 support. You can load Quake 3 maps with shaders. But patches and brush primitives are currently dropped and md3 models are not displayed in the editor. 
Wow - It Was Close To Release! 
Time to find my old maps! 
How Stable Is Valve Format (on Linux) These Days? 
I haven't touched TrenchBroom in well over a year and am out of the loop, but now I'd like to slowly but surely get back into mapping, if real life allows.

When I last used TB, I kept running into problems with texturing. Using Valve format would often result in bizarre problems and I had to convert everything I was working to Quake format, but even then, copying and moving brushes would often result in completely messed-up texture properties. This was one of the reasons why I gave up on mapping for a while, as it was incredibly time-consuming to have to manually fix the texturing on individual brushes; it almost defeated the purpose of copy+paste.

I don't know if there are any differences between the versions of TB for the various OSs, but those of you using TB on Linux, how is texturing in TB these days? And how stable is Valve format in the latest iteration of TB?

I apologise if this sounds like one of those things one could find out for oneself, but I am reluctant to go through the same process again of needing to restart or redo hours (or days/weeks/months) of work and completely spoil the fun of mapping for myself ... again. 
I'm Not Aware Of Such Problems 
There have been a few changes and fixes for Valve 220 texturing last year, but I'm not sure if these are related to what you are describing. Did you submit bug reports for these problems? 
What's My Problem ?

I cannot get the map to compile.
The directory has full permissions

Well, export map has no map name?

I haven't used the built-in compiler in a while but the manual says:

Exports the map to a file. This file should be different from the actual file where the map is stored. 
Thanks For Responding, SleepwalkR 
I guess I would have submitted bug reports (I have submitted a few over the years), but my memory is a little hazy; as I said, I've been out of the loop for a while.

I do remember using ericw's tools to convert a few maps to Quake format the last time I was actively mapping and I think it was on either ericw's or your advice, since at the time, the were some problems with Valve format and regular Quake format was a lot more stable.

I seem to recall that when using Valve format, selecting a bunch of adjacent brushes and giving them the same texture values wouldn't work and would result in horribly misaligned faces (e.g. with rockwork or even just fairly simply architecture, like a brick texture wrapped around a tower).

But I also remember that even when using Quake format, textures wouldn't stay properly locked or would come out weirdly flipped when I moved copied brushes around (I think especially when flipping them). This was especially annoying when I had spent a lot of time fiddling with exact angles and X/Y values to get textures looking right on angled surfaces, only to find them completely messed up when I copied and moved the brush in question somewhere else.

I'm sorry that all of this is rather vague. 
You've set up your compile so that it does absolutely nothing, you need to specify what each tool has to do.
Go into the Trenchbroom help (F1) and look at the Compiling Map section, there's an image suggesting how you should set up compiling. 
It's Impossible To Say 
without having proper steps to reproduce. But the fact that noone has submitted bugs in the issue tracker tells me that there are not a lot of people who experience such problems. 
probably something stupid, but
having an odd issue with TB Version 2.1.0 RC1 release
started dinking around in a map. Was going dandy. Was compiling with Necros GUI. Dandy. Then I noticed changes made weren't making it into the compiled map. Stopped for a bit. Turned PC off. now when I try to load map, I get notification "unexpected end of file".
windows 10 home

Pls let me know if any input to resolve. Not a big deal with this particular map as its tiny 
the fact that noone has submitted bugs in the issue tracker tells me that there are not a lot of people who experience such problems.

Fair enough. :) Thanks again for responding. Well, I guess worst case scenario is that I do run into these issues again, in which case I'll submit bug reports. 
Please Do 
We are usually quick about fixing those. Thanks! 
What Does The $ Mean? 
what does the $ mean? 
Starting symbol for placeholder string.
For example, in line above substring $(MAP_BASE_NAME) will be replaced with your map name. 
And to be clear, TrenchBroom will do that substitution automatically. You shouldn't actually type your map name in there. Instead, type $(MAP_BASE_NAME) exactly as it is showing you. 
Is It Parentheses Or Braces? 
I forget, but I thought it was ${BLAHBLAH} with braces? 
Yah I didn't have the manual handy, just copying what they said above. But it is in fact braces like ${MAP_BASE_NAME} 
Is Post #2895 
being ignored cuz I'm dumb? Or did it just get skipped over in the midst of the $$$ 
The Problem Is 
more then I can bear. Not really I just liked writing it. I do appreciate the posts. I am a tad closer but not there yet. I find it difficult to converse in a language I am not functional in. The more I study it and look at examples from other compiling sources the closer I think I am getting until I attempt implementation. I did print out the compilation dialog
from JACK and Quark. Those sources and the Trenchbroom manual may be speaking the same language but I don't know how many ways the same thing can be written. AS my genetics professor once remarked..."Don't make an easy thing hard" Nyuk, Nyuk, Nyuk 
Try to open your map in notepad and save. It is good to make backup before. If we talk about map not bsp. 
you can check your map format structure as plain text or share it 
This video is closed caption so you can watch in your native language: 
Can you upload the map file and post a link? 
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