The Quake Fan who built the map editor everybody uses
funcarena.com
funcarena.com
One nice thing is that you can use it as a level editor for your own games in Godot with func_godot
Godot feels very much held back by how much stuff you need to do in 3rd party apps with flakey or nonexistent integration. Software developers often get shit for the learning curve of IDEs, but nothing has the "damn girl, you live like this?" energy as open source gamedev tooling. Even something pretty basic like doing texture painting in Blender? Jesus H. Christ. Makes The GIMP seem more polished than anything Apple put out at the peak of its polished days.
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.
For example, Arcane Dimensions[0] or the Quake Brutalist Jam[1]
Note, that I never mapped much, but my standard approach was generally to cut a few large rooms out in the general shape of the map(because despite the clever opening if you got too ambitious too quick unreal absolutely would leak like a sieve) then use a mix of add and subtract brushes to make the fine geometry, which was exactly the same as quake maps, large simple rooms to avoid leaks(this time needing to be assembled) filled with fine geometry via adds/subtracts.
This is sort of the early id, Epic engines in a nutshell, id better technically, Epic better tooling and ergonomics.
And a footnote on brushes, because I did not understand this until long after I stopped mapping, A "brush" is a 3d primitive unique from the point,face one commonly used in 3d modeling software. A brush is defined as the convex shape made from intersecting planes. So where for a point,face model you define where the points are and which points form a face, for a brush you define where the face is(point, normal) and what faces are in the brush, the shape comes out of how they intersect. I assume this was because for large simple geometry that you are going to be doing csg operations on the plane model is more attractive than the point model.
Shameless plug but I ended up making this q3 map using a custom Trenchboom MCP:
I tried Quake map making, but the 3D tools were too complex for young me to figure out, also my PC was too slow to use them.
If I remember correctly, it had better csg and a neat method to link planes so they would texture as one surface.