Hiya!
Did I just read that correctly? Possibility of full UDMF capability in a future 2.x relase? ... ... O_O
YESSS! Oh please, ohpleaseohpleaseohpleeeeaaassss! No rush or anything, end of the week would be fine.

But I can wait up to 5 or 6 years if I have too.
I do most of my mapping with UDMF in all games (DOOM/Heretic/Hexen), because it's fast, easy, and has a million and one ways to skin a mancubus. (yeah, it limits me to GZDoom, but still...) Being able to see 'live' dynamic lighting in-editor with GZDoombuilder is a god-send! With the added ability to easily create (and see) slopes as well, it makes mapping quite enjoyable and rewarding. If/when DE2 can utilize UDMF it sure will be sweet to see a decent approximation of a DE level while working on it in GZDB.
Can't wait!
^_^
Paul L. Ming
Comments
On the whole, though, I'm very much planning to position UDMF as Doomsday's native map format for any future features.
That sound freaking fan-tastic! The creative freedom I get with UDMF are unbeatable...the visual fluidity (?) and occlusion/depth comb with non-linear fall of for lights makes Doomsday Engine unbeatable. Add them both together and you will have somehow managed to get an engine with greater than 100% fun-factor. I guess you could call that combo the Spinaltap combo (DE2 will go to 11).
Can't wait!
^_^
Paul L. Ming
Has the UDMF file format been added to Doomsday 2.x yet?
However, it is still experimental and I don't expect it to fully load all the data needed for a playable map. The blog post has some details: The tricky thing with UDMF is that it is a very generic format, and Doomsday at the moment only supports basic vanilla Doom/Heretic/Hexen features. That is, in the short/medium term Doomsday's UDMF support will anyway be limited to the vanilla subset. (This is largely because the Doom game plugin is based on the original linuxdoom release, and thus lacks enhancements added later in Boom/ZDoom.)