We've become accustomed to the 'Q3' or 'UT' look because of the length of time that's passed and the simple fact that the editing technology dictates the visuals; in many respects Radiant and it's ilk hold back the more 'creative' approach to level design, beyond simplistic shapes, because it doesn't technically allow for it.
I mean when you take into consideration all the comments that were voiced at how 'simple' Doom 3 and Quake 4 looked when they came out (irrespective of rendering limitation/optimisations) you can understand one of the many reasons why there aren't as many developers using the D3 engine.
As for the map looking like UT, so what?! shrugs I'd actually consider that a compliment because UT terrains are far more interesting than the persistent undulating 'boobs' we're subjected to as Quake 3 fans, imho.
Fair Dinkoms if you prefer brushbased terrains, i've no problems with that. As dONKEY said though, models and brushwork both get spat out the other end as the same thing... polygons; the engine doesn't care what the polygon was before it was compiled to BSP; it only cares about the data relative to it's rendering.
I only ever make my own stuff. Never been much of a 'hack and slash' content author.
Unless you were just saying that so people were aware not to do that (cross distrbute original assets).
Could be so much better with a better weapon spread. Really kind of a shame that this couldn't have been foreseen.
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