A Spork -
In all reality, it'd probably be just as easy to just learn Radiant....After all, its designed for that.
Obviously if I met someone who wanted to make maps and had never used either Blender or Gtkradiant then I'd advise them to go for Gtkradiant, but I'm writing this stuff for people who are already Blender users. Gtkradiant is specialized for making maps, but as a 3d modelling program it doesn't even come close to Blender. Blender has python scripting which can be used to generate content, layers to stop the build process getting cluttered and all kinds of tools that Gtkradiant just doesn't have. Also there is the fact that there are a lot of Blender users out there who might fancy trying their hand at mapping, but might go off the idea once they realize that they have to learn a completely new 3D modelling program that has a user interface that is painfully different to the one they already know.
UniqPhoeniX -
The .map exporter creates a separate brush for each surface
That's not quite accurate. If the script finds a mesh that is a cuboid or a triangular prism it will export those to a regular brush (check out is_cube_facegroup, is_tricyl_facegroup and write_cube2brush). It's only when it finds a mesh that isn't a cuboid or triangular prism that it resorts to the process of exporting each face as a brush, which I agree is a bit of a mess. This can be avoided by making sure all your meshes are cuboids/triangular prisms or doing what I did and ripping out the "separate brush for each surface" part of the script.
But even then, if you want the details to be at least solid, you have to use spawnflag 6 (2+4), which also creates a mess with small details.
I agree, but it's not necessary to make the ase meshes solid if you build them fairly close to the brushwork. Check out
this map by dONKEY. He made a simple map out of brushwork then made ase models that were pretty close to the brushwork, but weren't all straight lines and angles. He could make his ase models give a more slumped realistic shape to the houses, but because the ase models were still pretty close to the shape of the brushwork it wouldn't actually be necessary to make use a solid spawnflag on them. An approach like this could give you the best worlds, simple brushwork for vis and collision detection, but non-solid ase meshes giving all the visual stuff.
For dONKEY's map he actually blocked out the basic map in Gtkradiant, compiled it to bsp, then decompiled it to an ase model, then imported that ase model into blender and used it as a guide to build the ase models around. This works, but is a slow process. Using the quake3 .map export script would allow you to design all your brushwork in Blender, which would be way quicker. When it came to exporting you could select only the Blender layers that contained meshes designed to be brushwork (cuboids and triangular prisms) and export them along with the lights and classname empties to a .map file. Then export the rest of the meshes as ase files. The advantage of this system is that if you wanted to change the underlying brushwork you could do that quickly and easily in Blender without having to go through the whole
"block out the basic map in Gtkradiant, compile it to bsp, then decompile to an ase model, then imported that ase model into blender" business.