(VIDEO) UE4's Geometry Mode is inadequate when compared with that of Quake 1

As a level designer that’s competent at producing both BSP levels and creating my own modular meshes in a 3D package, I just cannot understand why BSP is so vehemently argued against by a small elitist minority who I can only assume aren’t level designers.

I can only see a lot of positives for having strong BSP tools around and currently UE4 doesn’t have them. I do hope they implement some as promised earlier in the thread.

Personally I love to prototype my environments in BSP first simply because of how fast it is to work with. I can really test important things that will alter the final aesthetics of the level. For instance the layout of decor in a room, the gap between pillars, how many pillars and how wide they are in that room. It may not seem important, but it can make a massive difference. For me, gameplay always comes before aesthetics in level design so I’m far more concerned with that than anything.

When you are a designing levels for a third person game with characters that have a wide variety of scales and abilities, you’ll very quickly appreciate the ability to be able to quickly change things to accommodate . Ceilings need to be at least high, doorways need to be at least wide and tall, there needs to be enough floor space to manoeuvre for combat etc. It’s all more important than how nice that fountain mesh looks.

The biggest positive of all for me however is how quickly the BSP workflow can be learnt/taught. That basis alone is more than enough in my opinion for it to be a better implemented .