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Working with the Quake level editor trenchbroom has been a joy. It makes me wonder why it is that modern engines such as Unreal 4 and Unity have such terrible level editing tools :/
Well, those engines do have a lot more functionality, so that might be part of the reason. Trenchbroom is targeting a relatively simpler set of engines. Also, Unreal Engine seem to emphasize using "static meshes" prebuilt in 3d modeling tools for the world geometry. Quake emphasizes good ol' BSP brushes for world geometry.
I have no idea about Unity since I've never messed with it.
Hey this looks pretty cool. https://nte.itch.io/hammuer
It allows you to make your maps in Quake editors including trencbroom and then import it into Unreal 4. I might actually check this out!