and it also shipped with a level editor which was documented in the manual. ZZT (1991) is a later game with user-accessible mapping and scripting. A game genre that required significant amounts of time to design areas were text-based games, such as MUDs. Often, promoted users were assigned to make new paths, new rooms, new equipment, and new actions, often using the game interface itself. Doom (1993) and Doom II (1994) were two of the first games to attract focused game modding activity, and many WAD level files were made for them. One of the reasons was a clear separation between the level files and game engine itself. Half-Life, Quake 3, and many other games have notable mapping tools and communities focusing on user-generated content. Process Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid of a level editor. A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist as of the 2020s. General steps include: Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in; Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources. Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.; Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.; Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.; Specifying the start and exit locations for one or more players; Adding aesthetic details such as level-specific graphic textures, sounds, animation, lighting and music; Introducing scripted event locations, where certain actions by the player can trigger specified changes; Placing pathfinding nodes that non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player. The first level of the game is