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Re:Id as Super-Ego: The Creation of Duke Nukem 3D (2001) [pdf] by Zardoz84 on Saturday March 11, 2017 @09:00AM (#13845422)
> Chief of these was the level editor that he designed along with the engine, which, for the first time and surprisingly the last time, allowed a level designer to “walk” through the level in 3D as he was designing it. This WYSIWYG (what-you-see-is-what-you-get) mode allowed the designers to create levels in a far more natural way then they would be able if they were merely using lines on a grid.

Not was the last. Obvisuly, the guy that wrote this on 2001, not know UnrealEd. The map editor for Unreal engines have this capability. Eventually, even map editors for classic DooM would have it (Check DoomBuilder for example)

Re:Id as Super-Ego: The Creation of Duke Nukem 3D (2001) [pdf] by howerj on Saturday March 11, 2017 @09:21AM (#13845474)
The Serious Sam engine also had this capability: https://www.youtube.com/watch?v=8bmTUgySSyk, which I thought was pretty neat. I don't have any experience with Game design, but I thought this more dynamic behavior would've been more common? It certainly seems useful.