Can't believe so much time has passed since the last post in this topic! Over a year!!! Time is passing far too quickly for sure.
Anywho, poking around Blender 2.70 making what will eventually be a brushed-based level (2.70 because they removed the MAP export script from 2.71). Not sure at this stage whether it'll be for RtCW, some GPL'd idtech4 project or something put together in Unity or some such (RtCW would be more straightforward to do but few play the game anymore), a dungeon-crawler or something. Have to say that creating a 'maze' that doesn't look like a maze without resorting to corridor-room-corridor-room structures is pretty challenging to say the least!.
(https://www.katsbits.com/images/maps/misc/blender-maze-map_1_sml.jpg) (https://www.katsbits.com/images/maps/misc/blender-maze-map_1.jpg)
(https://www.katsbits.com/images/maps/misc/blender-maze-map_2_sml.jpg) (https://www.katsbits.com/images/maps/misc/blender-maze-map_2.jpg)
Using Blender as a brush-based level editor is interesting. The one thing definitely missing is the non-object focused camera movement available in Radiant/QuArk et-al ('free' movement?). The main advantage is being able to use layers to organise the project, different areas or rooms can be placed on separate layers to facilitate focused/localised editing.
(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_sml.jpg)
(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_2_sml.jpg)
(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_3_sml.jpg)