Level Design in UE4 is slow and tedious.

; You can do everything that I see in the Cube 2 video by using the pen tool. Though the pen tool is much slower to create the desired shape in many cases than the 2d Shape Editor that I believe was last seen in UE2, and you could do much more with one brush by using that. More than one brush can achieve the same result as the things you use to be able to create with that tool. So I’m on your side. I still miss that 2d Shape tool a lot. But my point is that there are still ways you can achieve the same result. It’s too bad that UE4 doesn’t still provide it as an option on the side. The pen tool is sometimes buggy doing simple things. Hall of mirrors happen for dumb reasons.

The second biggest thing that bothers me is that they removed the option to build mostly from subtractions. UDK had an option to use a subtractive or additive style. I’ve yet to see if adding an enormous cube in order to ant-hill my way through it will give me buggy problems all over the place, but that’s what I’m doing. In my opinion, subtracting areas out leads to many less brushes that need to be used and us old school mappers have our brains wired to think way. Why should I use 6 brushes to create a single square room when I can use one? And why does it look like the popular consensus is that models are less taxing on frame rate than BSP is with engine? From my experience, with the older engines, a massive amount of BSP would equal the performance impact of a small amount of static meshes. So what’s changed? Why are static meshes better for frame rates now than BSP?