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> I grew up using Hammer and this simply blows it out of the water.

Strange to read "I grew up using Hammer." when I still see Hammer as a newfangled update to Worldcraft.

No Quake map editor will let you do anything the Quake engine can't, of course.

If you draw your maps on paper first, as id Software did[0], then the editor you use doesn't matter so much.

J.A.C.K.[1] is the current torchbearer for the Hammer lineage.

Also there is a community fork of Trenchbroom[2] that exists because Trenchbroom includes slop. Or "machine generated code" or "wAIfu generated code" or however salves your feelings.

"The map editor everybody uses" is reductionist.

[0] https://xxcancel.com/romero/status/643540836072992768

[1] https://jack.hlfx.ru/en/

[2] https://codeberg.org/NextBroomTeam/NextBroom

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Agreed! I used it to build the maps for my 13kb Quake demake[1]. Compared to q3radiant that I used back in the day, Trenchbroom is just so much more pleasant to work with. In hindsight it seems totally obvious that _this_ is the way a map editor should work.

[1] https://phoboslab.org/log/2021/09/q1k3-making-of

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func_godot works better than I expected it to the first time I used it, properly imports and compiles triggers, lights, materials, sounds, etc straight from trenchbroom so you really can do 90% of your work in trenchbroom. It's awesome for prototyping!
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