Using Maplet & Decorator

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...and vertex manipulation! Though I know it works off of CSG and not polygonal geometry in the "traditional" sense... it is still do-able. UEd has a vertex editing mode.. *extremely* handy.

Though I think I read somewhere that Maplet isn't being developed anymore.. I think it's even released for free now. 'least I'm about 90% sure that's the case.

Shame if that's the case. The designers/developers of that were on to something really great with that editor.

I'd always wondered when someone else would pick up on the brilliance of working with simple subtracted/added volumes to create world geometry. Unreal level design is soo much faster and easier to work with because of that.. at least the laying out of base level geometry.

Instead of dealing with 6 separate "brushes" to create a simple room, as with Quake-style editors, you do it in 1 or 2 simple steps. Then, with the "quake method", there's the ever-present risk of two brushes not connecting by like, 1 unit, and throwing off all the Vis calculations, confusing the engine as to what's inside the level versus outside, hurting frame-rate, etc. Even if your level geometry is perfectly lined up during construction, if the accuracy is a little off during compilation, it can actually create leaks. It's just an arduous and messy process.. I never liked using Quake-style editors (Worldcraft, QuARK, etc).

By their nature a "subtracted" or "carved" volume as created in Maplet/UnrealEd is air-tight... never a problem of leaks (unless an outside surface is flagged as transparent or something like that - but that's user error)

In any case.. great concept, nice approach to leveling.. using the grid as a guide to make sure things are lining up right... be great to see what it could grow into with continued development.