Yes, I’m aware of the “how you’re supposed to do it” level design method, but why would I want to deal with external programs if I don’t have to? Or spend the time learning or the thousands of dollars on those programs, just to make simple BSP-based maps for raw, competitive gameplay? I get my inspiration to make levels from playing the game, and although lots of sparkly graphics are neat in games, most people in the games I play don’t like them, or have computers fast enough for them…or the time to make them. There are many people in the UT forum who are of a similar mind, and prefer simple BSP-based levels(in competitive games, as they hope the new UT will be). In my world, we are back to the roots making more actual levels with faster/better/easier tools, and less time making graphics. Unreal is capable of doing both styles, but currently the tools are not there for my needs(AFAIK).
Actually, I’ve only seen Minecraft-style editing in Minecraft, voxel editors, and a few other game engines/editors…so I’m not sure if major 3D apps can do it(without scripting/custom tools).